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Introduction:

Hello there and welcome to a walkthrough for the ancient and forgotten
about video game: The Ren And Stimpy Show Veediots.  As of right now I
have eight video-game related literary works.  Three of them are posted on
GameFAQS and one would be Dark Summit.  The full fledged
walkthrough that I wrote.  I was using the Gamecube version so if you
look at it and find that the info is incorrect... look at what version
you are playing and it is not the Gamecube Version than that is where
your answer lies.  The other is a Card Guide for the game known as: Monster
Rancher Battle Card for the Gameboy Color and that one is also finished.
Lastly I have the In-Depth Episode One guide for this game as well.  One of
the literary works is a review for this game that has been posted.  The other
four works that I have created, or started are as follows: Boss guide For
"Super Mario World" for the Super Nintendo.  A Guide for "Pieces" Super
Nintendo.  An Episode Three Guide for this game, and the walk-through for
this game as well.

The reason that I am writing this walkthrough is because I know there
are some poor helpless souls that can't get past a certain part or would
just like to say that they have beaten all of their Super Nintendo
games.  My first full-fledged walkthrough I like to say I did a pretty
good job.  It tells you step by step as to how to get one-hundred
percent with everyone, how to unlock all the levels, snowboards,
outfits, snow boarders... it has everything.  Well on this one I hope
to do the same so if this guide needs more information, I need to
elaborate on something whatever.  Feel free to contact me.  (See
Contact Information below)

As for the game itself by today's standards the graphics are low the
sound is low nor is it the most popular.  However if you give the game
a try you will see that it is just as good even better than most other
platform jumpers out there.  The games environmental comedy is top-notch
where else are you going to see the crazy antics off an offbeat mouse
and his half-wit sidekick so beautifully put together in one game?  The
comedy from the show is just so evidently gifted into the game itself.
So grab yourself some Sugar Crisp turn on your game and get ready for
some fun yet hilarious hours of crazy antics.

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2:

     Version History:

I have written three other strategy guides for games, they are a full
walkthrough for Dark Summit playing the Gamecube version, a Boss Guide
for Super Mario World on the Super Nintendo and a Card guide for
Monster Rancher Battle Card for the Gameboy Color.  Only the one for
Dark Summit is posted on GameFAQS, but I will am working on the others
while I am writing this one.  Unfortunately, with the Exception of my
Card Guide, I never put a Version History in them so when I went to
work on one again I had to search for what I had done and what still
need to be.  So I am going to make it an utmost priority to take the
time to be accurate with this one.

The reason I never created a Version History was because I thought them
to be pointless.  I always thought that FAQ writers put Version
Histories in to make their strategy guides longer and show off how
quickly they can write them.  Or display the amount of time it takes to
write one.  I know now that they do have a point and if it takes up
room and a show off that is all right, everything good has its
pitfalls.  But one thing I don't under stand is why some have 9.12,
3.2, 40.5 ET cetera based on what they add to it, to me it is easier to
just upgrade the version one full number every time you add something
to your literary work upon closing the program.

Version One: I was outlining this guide in school and I have came to
the conclusion that this walk-through is going to be larger than my
Dark Summit one.  Today I am just going to outline the guide, write
thank you's, about the author, closing, and legal Information and do
the ASCII art.  Yes you are correct those are usually reserved for
finishing touches but that is just simple cut-and-paste from my other
FAQ's.

Version Two: Now is when the real fun starts.  Now that I have finished
the preliminary work I can go on ahead and start writing the level
walkthrough.  Funny thing is I don't know whether to call them episodes
or levels.  I think I'll call the parts of the episode levels and the
whole thing an episode.  Today I hope to finish the first episode and
put some power ups into the proper sections seeing as how I have spent
all morning collecting dark souls in Shadow man I have only four hours
to work today.  Well we'll see how it goes hopefully it will go good.
Unfortunately I got frustrated with the fourth level and turned the
game off.  So I did not get the episode finished nor have I wrote
anything for the second level.  So today wasn't the best FAQ Writing
but it is only twelve forty-five.  I am going to get lunch and write
for the second level and work more on the fourth. (4-9-4)

Version Three: I have seven hours to work on this guide but I will probably
get pissed off in a level and quit like I did yesterday and not work on this
the whole seven hours.  Today to avoid yesterdays antics I will not work on
level four.  I will write episode two's. Also I am going to put in the power-
ups and button configurations.  Because it would be a major waste of time to
play through the entire game to get to one level to write the walkthrough for
it I am using the level select code.  When you look at the numbers there are
twenty-six levels.  Looking more closely you will notice you cannot skip to
level ten... there is not one.  To get to it you have to play through level
nine to do it.  Also levels twenty through twenty-six are either the ending
sequences to the game, level, or demo levels.  So I only have to write for
eighteen levels.  Or I could be a smart aleck and write for them anyway which
I will probably do just for fun.  After all of that I am going to just play
the game so I can get an idea of what the levels ahead are like. (5-9-4)

Version Four: I have spent all morning playing Monster Rancher Battle Card GB
for the Gameboy Color.  I went to GameFAQS and much to my pleasurable
surprise my Card Guide I submitted earlier has been posted.  Despite that
fact the guide is missing much information and in the new version of that
guide there are only three cards information missing.  When I get that
information I will be finished updating that guide unless I see any things
needing fixing.  I am teetering on the choice of making this an in-depth
walkthrough for the first episode and then just take a break from FAQ writing
and work on my other literary works.  If I do that then I will probably write
four separate guides and then ask GameFAQ's if they can remove those and just
post the one guide covering the guide.  Or I might have four separate then
one full guide.  I don't know only time will tell.  Not much will be done to
anything past Episode one until I come to my choice so today I will only do
some more outlining and call it good. (6-9-4)

Version Five: As I am writing this I am proud to tell you that the first
episode in-depth guide is complete.  As I have stated multiple times before I
have told you I will write four separate in-depth guides then merge them into
one.  With the information on the first episode guide complete, why should I
cram all of the information into this guide all at one time?  It would seem
as if there is a more logical way.  That logical way would be update it with
each completion of each guide.  Today I am going to simply update needed
information and add the new information.  (29-4-9)

Version Six: I finished the In-Depth Episode guide for the third level of
this game awhile back, to be more precise I finished it the eleventh of
October.  When I submitted it to GameFAQS it was rejected because they want
me to submit one single guide instead of four in-depth guides.  Because of
this nothing will change.  I will continue to create them as separate guides
because it is easier on me to do it this way.  When I finished the third
episode guide I told everyone else and myself, I was going to take a few
weeks off, it did not happen as I had planned however.  It took more than
three months off.  I worked on writing a review, submitting game credits and
more than six hundred codes for a single game.  Now that I am back to working
on this guide I am integrating the information regarding the Episode Guide
that I have finished recently or the last one I finished to be more precise.
When I integrate this I will begin work on writing the second episode when I
can find the time. (27-1-5)

NOTE This becomes a new version upon close of Microsoft Word(c)

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Table Of Contents:
1.  Introduction
2.  Version History
3.  Table Of Contents
4.  Button Configurations
5.  Level Walkthrough
6.  Items
7.  Enemies
8.  Power Ups
9.  Cheats
10. Thank you's
11. Legal Information
12. About the Author
13. Closing

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Button Configurations:

Isn't it nice to know what button to press to do what?  I know it is when
there are a lot of button combinations you have to press in order to do
something.  Especially in fighting games, most of the time however, I never
use the special moves because it is more of a challenge to use basic moves to
knock them out.  In this game there is no button combinations, no complex
controls, just the simple Directional pad, Select, Start, "A" "B", "X", and
"Y" buttons.  The Left and Right Shoulder Buttons are not used.  With that
said here are the controls...

@@@@@@@@@@@@@@@@@@@@@@@
#####Ren's Controls####
@@@@@@@@@@@@@@@@@@@@@@@

Select=   Return to main screen if you used the level selwct cheat.  Fast
           forward through episode introductions

Start=    Pauses the game.

A Button= Puts huge smile on Rens' face and allows him to jump one and half
         the height of his body.

B Button= Same as the "A" button.  Why does two buttons have same effect?  In
         in the Nintendo age it was custom that "A" was jump and "B" was
         anything else, but "A" was always jump.

X Button= If you hold down "X" Ren will hold his hand out and grab something.
         Also he will answer telephones or steal piggy banks from
         Televisions with this.  Yes you can get money from the televisions
         With "Y" but try to answer a phone with "Y"...

Y Button= Pressing this will put a small grin on Ren's face and have him slap
         anything for a quick second.  The use of this is simple, for
         attacking things.

@@@@@@@@@@@@@@@@@@@@@@@@@
####Stimpy's Controls####
@@@@@@@@@@@@@@@@@@@@@@@@@

Select=   Return to main screen if you used level select cheat.  Fast forward
         through episode introductions

Start=    Pauses the game.

A Button= Allows Stimpy to jump one and half the height of his body.

B Button= Same as the "A" button.  Why does two buttons have same effect?  In
         in the Nintendo age it was custom that "A" was jump and "B" was
         anything else, but "A" was always jump.

X Button= If you hold down "X" Stimpy will hold his hand out and grab
         Something.

Y Button= Pressing this down will have Stimpy stick out his colossal tongue.
         For a quick second.  The purpose of this is simple, for attacking
         things.

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Level Walkthrough

The designers of this game split it up into four episodes.  With
multiple parts within each episode.  When I was thinking as to how to
write this guide I was wondering if I should call an episode a level or
the different parts of each episode a level.  My conclusion was that I
will call each episode an episode and each section a level because that
is how the game designers did it.  How do I know this you ask?  Simple
use level select and you will figure it out.

Another dilemma I faced was if I was going to write the level solution
out or bulletize the level out.  Right now I am going to write how to
complete the level and get the money and power-ups and if I get bored
one day I will make a new section and bulletize it.  So with enough
introduction here is the step-by-step way as to how to beat this game.

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Episode Name: The Boy Who Cried Rat
Episode Levels: 4
Lives Per Episode: 3
Episode Player: Ren
Episode Story:

"Stimpy, I'm so hungry I could eat boiled shoe leather!"  Complains Ren
to Stimpy in a park while both of them looking as if they hadn't eaten
for weeks.

"I've got a plan, Stimpy" Says Ren jumping up excitedly in the park
while Stimpy looks at Ren quizzically.

After that you see a nice red house with a cement chimney in the night.

Next you see Ren tiptoeing through a house at night with a suitcase.

"Allow me to make a business proposal!" Ren says to someone holding a
white business card out with the head adornment of a blue baseball
hat.

Stimpson J. Cat Professional "Mouse Catcher" is seen next in big red
letters on a business card.

"Squeak I tell you! Squeak!" Ren exclaims standing on all fours inside
of a rat hole with his head poking out wearing a cap with enlarged
rat ears while wearing a blue bow tie.

Level One:
-Player: Ren
-Time: Three Minutes
-Difficulty: 1
-Extra Lives: 1
-Power-ups: None Available
-Money Available: Nine Dollars.

The first level of a game is usually the easiest.  Not in this one they
start the difficulty at normal and build from there.  However if you
are an avid platform jumping player this level shouldn't be too hard.

Because Stimpy is a halfwit and stupid enough to leave more than the
necessary amount of traps to capture a rat even if it is a scam
Stimpy threw out a lot of traps.  To complete this level you are going
to whack Stimpy with logs, jump over blocks, deal with being blown
around by fans and of course jump over rat traps.

When you first start out head to the right.  When you see the first
television smack it for any easy quarter.  Carefully jump on the
television jump to the second picture and grab it, when you do three
money bills, (I'd like to call them dollar bills but they are worth
only a quarter.  I have never seen any paper currency worth a quarter
have you? For ease I will call them quarter bills) will fall down.
Avoiding the rat trap collect these and be on your merry way. Answer
the phone by pressing "X" to get a hidden quarter bill.  After
answering the phone jump on top and jump to the clock.  Hey what do you
know it grabbed you?  When you are at about Two O'clock press "A" to
jump off.  Jump to the highest shelf and grab that money.  Beware of
Stimpy he will come out from behind the curtain.  Remember the picture
I told you to grab throw the portrait at him so he will go away for
now.  Continue going left and hit the television for a piggy bank worth
a whopping twenty-five cents.  Jump onto the television, grab a vase,
jump back to the blocks and ruin Stimpy's plan of catching you.  Pick
up the ever familiar quarter bill then use the fan to get behind the
curtain.  Walk to the fireplace and knock Stimpy out with a log meant
for the girls.  Heading right grab the picture on the wall above the
telephone for some more money after the money answer the telephone as
you did before.  While heading right grab a vase because Stimpy will be
waiting for you at the next furniture piece.  Still heading right grab
something to dispose of Stimpy he will be waiting for you on top of
television after the curtain.  Get behind the curtain via the chair and
get rid of your half-wit friend while grabbing a piggy bank out of the
television.  Now this part is tricky, use the picture that was hiding a
quarter bill to knock Stimpy out.  The easiest way is to get him up
next to the cage, just stand in the general area, then use the
telephone to get a boost of air when the timing is right use the
picture to end your worries.  Get on the shelf that the cage was on,
after that jump to the curtain to find a hidden one-up.  Stay right,
there is a picture hiding seventy-five cents above the blocks.  Using
the picture do what you need to get rid of Stimpy.  Continue going
right but be watchful of Stimpy as you near the next television with a
hidden piggy bank.  As you head right be sure to answer the ringing
telephone and pick up the hidden money by it watch for Stimpy and do
what you have done before while answering the telephone continue
heading right while avoiding the rat traps and picking up any food
you need to replenish you health.  Unfortunately to end this level we
must venture into a place no sane man would... Stimpy's mouth.  Just
walk to the cardboard in front of Stimpy.

Level Two
- Player: Ren
-Time: One-Minute Twenty-five Seconds
-Difficulty: 1.3
-Extra Lives: Not Available
-Power-ups: 1 Stocking, 1 Ginger Bread, 1 Skull Brush
-Money Available: Two Dollars and Seventy-five cents

I think Stimpy needs to go see an oral dentist or find a toothbrush at least.
His teeth are missing, there are squirrels living where his teeth were, open
ended nerves are poking out every where, pieces of his gums are missing, and
there is constantly rotten food particles falling from his teeth.  Luckily
this isn't too long or hard of a level.

Before in the first level we were heading to the right, on this level
however, we head to the left.  Start heading to the left jump over the gum
pit and canine.  While heading to the next gum pit with a toxic gas emitting
from it a food particle will fall from the top be aware of it.  Jump the pit
and continue to the left. Avoid the next toxic-gas-gum-pit as you are heading
left grab a quick quarter bill.  You should see two squirrels just waiting in
the gum pit and another quarter bill to avoid the squirrels do a running jump
to the quarter bill and you should avoid them.  If one of them land on your
head you will not lose health but your jumping ability until you get the
beast off of your head he will stay on for an indefinite amount of time so do
not think just standing there will get him off.  To get the thing off jump up
and down, duck, and run around, do whatever until he comes off it is not as
hard as many people make it seem.  While heading left again two more pieces
of food fall down be conscious of it.  In the air you will see the first
power-up of the game... a stocking.  The stocking will give you a boost in
speed and jumping power meaning you can jump further faster this particular
power-up lasts but only eight seconds.  Use the power-up to get over the
hoard of squirrels while grabbing some cash, two nerve-pits and around the
time you get to the part where the teeth make a half-circle the stocking
should wear off, in this are two more grains of food will fall.  Jump over
the pit with two nerve-endings.  As your journey to the left continues yet
another piece of food will be effected by gravity.  Jump this nerve-ending
pit; continue on watching for the pit with the squirrel jumping two more
empty gum pits you should come to a canine with the second power-up,
gingerbread.  Grab yourself some bread and you shall be invincible against
anything but the nerves because touching the nerve will cause Stimpy to clamp
down his chompers instantly crushing you.  While you are invincible squirrels
cannot clamp down to your head, vapors cannot harm you and food twice the
size of you will seem to be a speck of dust.  While you have the power-up run
across the pit with vapors and squirrels without fear, jump up and grab
yourself some lunch money.  Continue on left and laugh as the food tries to
desperately harm you and grab yet some more money.  Run left some more and
let out an evil laugh as the squirrels try to eat you to no avail, jump over
the vapor pit unable to knock you out with its usually harmful vapors, grab
some more money and your power-up should be nearing the end.  Because of that
fact watch for the falling food as you jump over the nerve pit.  Jump over a
double nerve pit and keep on trucking left being watchful of the four falling
food pieces.  Jump the next vapor pit and do as you have been doing being
aware that a pit with a squirrel and vapors with another quarter await you.
When you finish that a distorted skullbrush that look as if it was derived
from the skull of Punisher awaits you to grab it so he can replenish a health
bar notch.  Jump the nerve pit, avoid the food particle, jump another nerve
pit, avoid a food particle and be glad that instead of another nerve pit a
squirrel is waiting for you.  After the squirrel some more food grains await
you along with a nerve pit.  A vapor pit accompanied with two more rotten
food pieces is ahead with a nerve pit in association with more food.  Almost
finished just jump another pit with two nerve-endings make sure you do not
allow to let the food fall on you as you cross yet again another vapor pit.
And once again another vapor pit with a squirrel and food await your arrival.
Luckily after that you are home free to fight...

Level Three
-Player: Ren
-Time: Three Minutes
-Difficulty: 2
-Extra Lives: Not available
-Money Available: Not Available

What in Gods green earth is that?  Seriously I would love to know how
Stimpy got all of those squirrels in him and then managed to keep them
alive.  When you be gin the squirrel is riding atop Stimpy's tongue.
The creature only has three hits and you have five.  This is the first
game I ever saw that you had the upper hand against a boss.  But I
digress.  You are going to have to smack sense into that squirrel by
jumping at him as the tongue as it goes down and smacking him.  While
avoiding the slobber of Stimpy's tongue.  When you see the tongue
moving wait for it to come down jump on top and do as I stated before
for a total of three times.  If at any time the tongue touches you or
the slobber does you lose one health point.  If the squirrel has the
tongue rise to the top he is planning to drop some rotten food
particles on top of you.  To avoid these simply move one pixel over to
the left or right as needed usually only three fall.

Level Four
-Player: Ren
-Time: One Minute Forty-five seconds
-Difficulty: 4
-Extra Lives: Not Available
-Power-ups: 1 Stocking, 1 Ginger Bread, 1 Skull Brush
-Money Available: Four Dollars and Seventy-five cents.

This level is the last level of the first Episode.  The first time we were in
Stimpy's mouth he ke4pt the top jaw at the same elevation as we traversed his
pathetic oral-hygienic bereft mouth.  Not this time, now we must escape his
mouth before he clamps down on us regardless of whether or not we touch a
nerve.  So read on to find out how to escape out of this mouth alive.

When you start this level head right jumping over the first gum-pit with two
missing teeth.  After the first pit there are two more pits the first is
emitting a toxic gas in the middle that you will need to avoid and the second
has a nerve-ending in the left corner and a piece of falling food in the
right use your skills to cross.  The next pit is larger than the first three
and contains two pieces of rotten food along with a quarter-bill.  Heading
right jump over the canine then when you jump into the gum-pit avoid the gas
and the left over breakfast.  The gum-pit coming up has two gas emitters.
Then your next pit has a squirrel that will try to jump on your head
hindering your agility.  Heading right along grab your next quarter-bill
avoiding the nerve-endings.  So many pits... jump over the squirrel and avoid
the food that falls.  Jump this hole filled with traps including nerve-
endings and some gas.  Once you finish that task grab the stocking and use it
to jump over the next three pits landing on the teeth avoiding nerve-endings,
squirrels, falling food and some gas while collecting fifty-cents.  You
should be on a safe platform with three teeth followed by two pits filled
with a squirrel in each one and a canine in the middle do what you need to
and continue your eastward journey while being watchful of some food and two
quarter bills.  Next obstacle: another pit with a nerve-ending and falling
food, what a surprise but some more money will be a delightful surprise which
there is so get some lunch money.  And yet what else could be next another
squirrel jump over him then into the pit with multiple nerve-endings and a
piece of food with a quarter bill, journey on and get out of there.  As you
head east be watchful of the falling food and a squirrel while collecting a
skull-brush and money that should equal two-dollars and twenty-five cents if
you have collected all of the money I told you about.  As you land watch for
the gas and some more rotten food.  Head right collecting some more money and
head right once again.  Here is a tricky part, jump over the nerve-ending and
the squirrel.  While doing this jump into the pit with some gingerbread and
quickly activate it to become invincible before the food hurts you.  Now that
you are invincible head right jumping into and out of pits as necessary on
the way you should collect some more cash equaling half of a dollar.  When
you come up to a pit with some squirrels and a nerve-ending start being
cautious.  Jump over the nerve-ending onto a one toothed platform.  Carefully
jumping over these two nerve-endings your invincibility will help.  Jump over
the next nerve-ending pit and into the squirrel infested pit with six quarter
bills equaling one dollar and fifty cents.  Don't worry about any falling
food it cannot harm you.  Heading right you will be greeted by a nerve-ending
followed by a stocking.  Collect the stocking and be careful you are no
longer invincible.  Jump over the nerve-ending and squirrel while dodging any
food that decides to dislodge it self.  Pick up the ginger bread and you will
now be invincible and have a great amount of agility.  Jump over the squirrel
and collect your twenty first quarter bill in this level.  Now be careful you
are almost finished with this level and you do not want to screw up now.
Time your jump so that you will jump over three consecutive nerve-endings
into a pit of harmful gas.  Don't worry about the gas because you are
invincible.  In the gaseous pit collect some more money. Jump over the
squirrel and collect fifty more cents as your happy self proceeds to finish
this episode.







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Episode Name: Stimpy's Invention
Episode Levels: Nine, Sixteen, Seventeen, Eighteen, Nineteen and Ten
Lives Per Episode: 3
Episode Player: Stimpy
Episode Story:

The first picture you see is of Ren and Stimpy. Ren is yelling at Ren with
his finger pointed at Stimpy with his eyes glowing red.  "Gee, you don't
think Ren is unhappy do you?" Asks Stimpy looking at us with his finger in
his mouth grinding his teeth.

After that the game cuts to another scene with Stimpy biting his bottom lips
and sweating bullets on his top cheek.  With his eyes pulled back into his
eye sockets as far as they can go, he has his arm raised pointing to the sky.
He lets out words stating that "I know what I must do!  I must use my gift of
invention to save Ren!"

Next we see Stimpy in lab coat with a serious look on his face.  Tapping on
the glass of a machine with green bubbly liquid inside.  The coloring is very
well made to set the mood of this part.  (You must see it for yourself.)

The last thing you see before you start the episode is Stimpy in his lab with
a silver object emitting a vast amount of white energy.  Other than the
energy the scene is drawn in hues of blue.

Level Nine
-Player: Stimpy
-Time: One Minute Thirty Seconds
-Difficulty: 1
-Extra Lives: 0
-Power-ups: N/A
-Money Available: Two Dollars

The First level of episode nine along with the rest of them are involved with
more puzzle saving than basic platform jumping.  The difficulty is low
because there are few sets of the energy rods and the jumps require you to
simply use the spring to jump up to there.  Not much puzzle solving skills
are needed but I will still take you step by step through the level.

When you start the episode you will be falling down through a tube, wait
until the effects of gravity are finished taking hold of you in the falling
aspect.  Once you are on the ground head to the right via your directional
pad.  You will eventually come across a piece of metal that is about half the
height of Stimpy.  That is the spring.  If you want a dollar twenty-five,
pick the spring p and carry the momentum charged piece of metal to the
extreme left of the level.  With the money over you head set the spring down
and jump on top of the spring.  You will notice that the spring sends you
four times the height of your normal jumping height.  With your one dollar
and twenty-five cents in your pocket, land to the right of the spring.  If
you did or did not pick up the money your next step will be the same. Carry
the spring to the right, you will come to a large wall to high for you to
jump on in normal circumstances.  Set the spring down next to the wall and
use its powers to send you flying to the next platform.  Once up there beware
of the energy rods traveling up and down.  To avoid these wait until they are
at their highest point, once they are quickly RUN DO NOT JUMP across.  They
emit electricity between them, if you jump you run the risk of being caught
in the beam, which causes instant death.  The ball will instantly kill you as
well so use caution.  Head down the steps, there will be another set of rods
with a spring in the middle.  As before wait for them to reach the highest
altitude achievable by them.  While running across press "Y" or "X" to pick
the spring up.  Once your own the spring and have eluded the electricity
beguiling beams use the spring to bounce your way up to the next platform.
Continuing to your right, you will have to use the spring twice to get to the
same platform if you want money.  If you do not you will need to use it once.
To procure the money jump on top of the spring and use the directional pad to
bring yourself to the money in the air.  If you miss the money the first time
try again.  Once you have the money or you do not, carry the spring to the
black metal barrier. Set the spring as close to it as you can, once done jump
on top of the blue platform.  Head right to get back onto the cold ground and
head left. You will notice the black barrier opened.  Pick up the spring with
the barrier open.  If it shuts redo the steps listed above.  Once you have
the spring on the right side of the black metal carry the spring to the
right.  Once at the wall with "HAPPY HAPPY JOY JOY" on it make like a bird
and use the spring to fly up there.  Keep heading to the East and you will
eventually get sucked up a tube signifying you are done with this level.

Level Sixteen
-Player: Stimpy
-Time: Two Minutes
-Difficulty: 1
-Extra Lives: 0
-Power-ups: N/A
-Money Available: Three Dollars

It may seem like that dream where you are falling and if you don't wake up
you'll die.  Unfortunately I never get that dream but you will be falling in
the beginning of this episode.  The level focuses on more jumping and
obstacle avoidance, than the puzzle aspect you will see in later levels of
this Episode.

The first few seconds you will be falling downwards.  You will be falling
downwards in the beginning of the rest of the levels of this Episode.  When
you reach solid ground proceed to the right.  By the next wall is a safe.
Drag the safe to the left until it is positioned under the first of the two
black platforms.  Jump on the top of the safe then leap on the platform.  If
you want fifty cents run to the left and jump to the moon for them.  Once you
have thickened your pocket book, jump to the nest platform and jump to the
next area of this level.  There will be a red arrow pointing downwards.
Following the shapes' directions jump down there and run to the right.  See
the moving platforms that go up and down?  You might think that they are an
obstacle put there to hinder your travel.  Jump on the first and wait for it
to rise.  Once it has risen make like a frog and jump your way up to the next
highest solid ground.  After you have done that jump to the one to the right.
On that one is three quarter-bills, collect them.  The energy rods will raise
and lower like the moving platforms.  The balls themselves and the energy
beam that they emit will instantly kill you if it touches you.  The easiest
way to avoid these is wait until they are at the highest point then quickly
run underneath them. The first set of the energy rods you can do that with.
The platforms that were moving that aided you before, are now back to hinder
you.  Since it is not a good idea of jumping over them because of the energy
rods, step on the first one and immediately duck.  Stay crouched down until
the rods are at the highest point, and the pillar is at its lowest.  Once you
think you are safe stand up and run across.  You will have to do this with
the next one as well.  The last pillar is the one that will get you away from
the rods, but will also be your folly.  When you get on the last pillar make
sure you are as far to the right of the pillar as you can without falling
off.  If you are not you will be electrocuted thus instantly killing you.
Once on the pillar at a safe point make a dash to the right.  In your future
there is yet some more pillars.  Use the pillars to jump to the dark
platforms and out of that area while picking the last of the money, which
should have added two dollars if you collected it all.  Head to the right and
fall downwards once more as you are running east, there will be a beaker with
two colored liquids.  Grab the liquids with the "X" or "Y" buttons and pour
them into the beaker.  If you miss run out of the screen and come back and so
will have the liquids.  The two liquids mixed together make a bomb that will
blow a hole open.  Once you have made a hole in the wall run to the right to
get sucked up a tube.

Level Seventeen
-Player: Stimpy
-Time: Two Minutes Thirty Seconds
-Difficulty: 2
-Extra Lives: 0
-Power-ups: N/A
-Money Available: One Dollar and Twenty-Five Cents

As you get further into the sidekicks' laboratory, you will notice that the
puzzles get more perplex.  While the puzzles get more perplex the levels get
longer.  The third part to his laboratory is where you really have to start
putting your puzzle solving skills to use.  The puzzles are not too hard to
figure out, and this walkthrough will tell you the exact steps needed to be
performed to accomplish you mission in this level.

As you start the level you find yourself falling, just as you have done in
the previous two.  As you head right there will be an unmistakable switch
mounted on the wall.  The switch is off so you will need to turn the switch
on by jumping while you are underneath it.  You will hear a sound and see the
switch move if you turned it on properly, once it is turned on head to your
right.  Rather quickly you will come across another wall out of your jump
reach.  The solution to your problem is that conveyer with the platform
attached.  If you go to this belt without turning the switch on the belt will
not move.  By turning the switch on, you activate the belt.  When the
platform is located in a spot on the right side of the belt, jump on top and
ride it to the top, once up jump off and head to your right as usual.  The
next switch you see will be too high for you to jump and be able to turn off.
The answer to your altitude problem lays within a safe further down in the
level.  Once you come across the safe grab and drag the safe until the safe
is underneath the switch.  Once you are finished jump on top of the safe and
turn the switch on as you did before.  After the switch is activated the
platform on the conveyer belt will be out of you clutches.  You will need to
drag the safe to a point where you will be able to jump on the platform via
the safe.  As before journey on towards the land of the orient.  The next
switch like before is out of reach, but there is no safe nearby.  The way to
engage this switch is to throw a ball up to the switch.  The ball is located
further down the level.  When you come across the ball, grab on to the ball
and carry it until you are directly under the switch.  While you are
underneath the switch throw the ball upwards, by means of the "X" or "Y"
buttons accompanied with the direction "up" on the directional pad.  If you
try to throw the ball straight up you will not throw it high enough, so be
sure to jump before you throw.  With the belts engaged you now have a tricky
task to perform.  Jump on the platform of the first belt while it is on the
right side.  Ride the platform to the top and jump to the left and wait for
the platform to be on the left side.  If done correctly you will be at a high
point on the left side of the first conveyer.  The second conveyers' platform
will be on the left side as well, jump to the next platform.  Like before
jump to the right when the platform is at a low point and land on the
platform on the other side.  Ride the platform to the top and be prepared to
jump to the next immovable platform.  As you are doing this make sure you
have the ball you will need it for later use.  Over your head on the lower
black platform should be two quarter-bills, be sure to collect them.  As you
jump to the right grab your self another fifty-cents.  Yet again another
switch out of your reach.  Use the ball I told you to keep to flick it on.
You will need to jump for this one as you did in the previous one.  Once the
switch is on take hold of the ball again.  The platforms on the conveyer
belts will both be moving get on the left conveyer then jump as you need to
get on the right one.  To the left of the first conveyer is a lonely quarter
bill, add him to your collection.  To the right of the right conveyer is a
switch, use you ball to toggle the power.  Once that switch is on the next
belt will be moving.  Jump on that conveyers' platform and jump to the right
as necessary, continue with your journey to be sucked up yet again.

Level Eighteen
-Player: Stimpy
-Time: Three Minutes
-Difficulty: 2.25
-Extra Lives: 0
-Power-ups: 0
-Money Available: One Dollar and Twenty-Five Cents

The first five seconds of this puzzle-filled level will have you playing
skydiver, sad thing about is, and your half-wit character forgot his
parachute.  This level had about every puzzle that you see in this entire
episode crammed into one, with a few anomalies.  My walk-through will take
you by the hand and walk you through this level step-by-step until you reach
your next obstacle, level nineteen.

Once your finished wasting five seconds of time, head to your predestined
direction.  The first item you will see is a torch, do not pick it up.
Instead continue on and put the spring that you will come across next, by the
blue wall.  Now is when you go pick up the torch.  Stay on the ground with
your torch in hand; run to the spring, while getting your torch lit.  If you
set the torch down and run either direction, and the torch is not on the
screen, you run the risk of losing it.  Of you do lose the torch it will show
up in the beginning of the level.  To get the torch again you will have to
backtrack all of the way back, once you have the torch again, you will be
required to resolve all of the puzzles in the level again wasting much time.
You will know when it is lit because a blue light will come out of the end.
Once lit jump to the blue platform.  If you try to continue the black door
will not let you pass.  To get through head to the left, for passage jump
from one black platform to the next in a zigzag pattern.  After you are
finished run to the right.  You will now be on some more black suspended
beams.  They are suspended by rope, using your fire align the back of your
heels with the metal edge.  If your are positioned correctly, the landing
will be shaking.  Press down on the Directional pad and you will see smoke.
You will burn the ropes causing the scaffolds to fall, granting you
permission to proceed on.  This is all said and done assuming you still have
your torch lit as I told you to.  Once back on the ground carry your weight
to the right.  On your way you will see a spring.  Set the torch down next to
where the spring will be set down, once you run back, pick it up, and then
transport it to the next blue barrier.  Once your jump-height-improver is set
in place pick up your tool and leap your way to the right yet again.  Once on
the primary colors scaffold you will see a tank heated by fire.  It would be
in your best interest to ignite your torch.  Once ignited, advance to the
blue barrier.  Melt this impediment by means of your torch.  Stand right next
to the metal and you will watch it change colors and disappear.  After
conquering that simple obstacle pass on to the right.  Like I stated above do
not let the torch out of your sight.  As your or passing through this part
you will come across another momentum charged chunk of metal.  Pick the
elasticity-gifted object, between the vase and the glass tubes left side.
After placement is complete, bounce your way to the fire, after grabbing the
torch and re-light your torch.  Jump back onto the spring and fly your way to
the East after you hit the spring.  On top of that platform in front of
Stimpy, is two-quarter bills, pick them up.  The first switch and conveyer is
further down.  Turn the switch on and jump on the conveyers' platform.  As
you ride the conveyer up, use the torch to melt the metal blockade as before.
You will not melt all of the metal on the first ride, so retry by lumping on
the platform and melting more as many times as it takes.  Once complete go
through the crevasse to find another blockade.  Melt this one as you did the
precious two.  Finish the level off by going east and being sucked through
yet another tube, while picking up seventy-five cents.

Level Nineteen
-Player: Stimpy
-Time: Four Minutes
-Difficulty: 3
-Extra Lives: 0
-Power-ups: 0
-Money Available: Two Dollars and Fifty Cents

This is the last level of this Episode before you go to fight the boss.
There is a minimal amount of puzzles on here but there are a few.  The reason
why I gave this one a rating of which I did is because the new puzzles that
are seen.  No longer is there one item next to the other that gives you the
solution. Now you are required to search for the two.  Don't worry I'll tell
you where they are.

By now you should know what you will be doing the first few seconds of the
level so I won't even bother. Heading to your right is a balance.  The
balance resembles the type of which is seen on the Supreme Courts seal.  Your
balance will not be used for convicting innocent people of crimes, or letting
those that rape little boys off with a warning.  You will be using it for a
spring.  Unfortunately this one does not send you flying as the other one
did.  To use a balance you will need to lower one side.  The ball that is
located within its vicinity is always good to use.  Pick the ball up as you
do every other object.  Position your self so that your are under one of the
balances plates.  Throw the ball up on to one of the plates.  When it lands
on one of the plates the other side will go higher than the one with the ball
on.  The idea of a balance, the heavier side goes down.  To use the balance
as a spring jump on the low side.  Once you are with the ball leap to the
high plate.  Your heavier mass will cause the shift of plates.  During this
process the ball will be sprung upwards as you go down.  With patience wait
for gravity to bring the ball back down.  The force of the ball will send
your plate as well as you upwards sending you into the air higher than what
you would have normally.  Use the balance to bounce you onto the next stage.
You will notice there are two colored liquids you mix to create bombs inside
of a beaker. You will then notice there is no beaker to be found.  Jump onto
the black scaffold holding the liquids.  Make your way to the top left of
this area by jumping from the platforms with the two usable liquids, to the
other platforms with multiple unusable liquids.  As you make your way to the
top left e sure to grab seventy-five cents in the form of three quarter-
bills.  At the top left is your prized beaker.  Grab the beaker and carry it
to the dark metal enclosement.  Use the beaker, the yellow liquid, and the
blue liquid to make a bomb to blow you a hole in the wall hindering your
progress.  Be sure to stand back so you are not hurt from the explosion.  As
you make progress to the right the next trial you will need to overcome is a
conveyer belt with no power.  The switch is to high to leap to and there is
no ball for the balance to bounce you to the switch.  Sounds like you are
stuck in a rut doesn't it?  You are not, drag the safe to the right until you
are under one of the balances plates. Jump on top of the safe.  Once your are
there press the jump button to find your self on one the plates.  If you are
on the left plate jump to the right one, if you are already on the right one
stay there.  After you have located yourself where I told you to jump up to
the switch to turn the conveyer on.  Ride the conveyers' platform to the top.
You will notice stacked black scaffolds.  Jump to these if you want a dollar
if not jump to the right when necessary.  I have found that it is helpful to
press up on the directional pad when jumping to high places.  If you fail the
first time try and try again.  Once you find yourself located on the bottom
black platform leap to the top one.  Jump to the left and you will see four
quarter-bills.  That is the dollar I was telling you about.  Subsequently
following you collecting the dollar, make you way to the right.  Though you
may have thought this level was all puzzles there is the only enemy type of
this episode in this level.  Jump down to where the spring is and carry your
item to the right.  Make sure that when you jump to the blue liquid you do
not touch the balls of the energy rod.  Once you do use the spring to vault
yourself up to the blue liquid carry it to the right.  There are three
quarter bills between the energy rods and the blue ground, pick them up as
you deem necessary.  Keep running to the right with the liquid in your hand.
Eventually you will find the beaker, pour your liquid into it.  After pouring
the blue liquid into it, move it closer to the barrier.  Run back to the left
and drag the safe as you did before and position yourself under the balance
as you also have previously done.  Pick the ball up and jump onto the safe
then onto one of the plates, preferably the left one (you will need to get
there anyway).  Set the ball down on the left plate and jump to the right
plate.  Use the balance to bounce you upward towards the platform with the
yellow liquid.  Grab the yellow liquid while you are in the air, you cannot
get up to the platform under normal circumstances.  It usually takes me a few
tries to grab the liquid so take as many trials as it takes.  Once you have
the liquid pour it into the beaker.  If you positioned the beaker correctly
as I told you to, the explosion would have destroyed the barrier.  Head to
the right to find your self back in level ten but at the boss level.

Level Ten
-Player: Stimpy
-Time: One Minute
-Difficulty: 1
-Extra Lives: 0
-Power-ups: 0
-Money Available: Seventy-Five Cents

The last level of this Episode is the boss level.  The boss is one of the
easiest bosses to beat.  The only real hard thing about the boss is that you
have to throw the hat directly on his head while avoiding throwing it at the
platforms that seem to follow you.  Once you do beat the boss it is rather
comical so that is a plus.

The good news is that once you finish falling to the ground this time is you
will be done with this Episode if you beat one of the easiest bosses of the
game.  The bad news is that just getting to the boss takes about twenty
seconds.  To get to the boss fall all the way down and run to the right.
Your boss is Ren.  Ren is in a bad rage, which you can see in his eyes as he
a paces back and forth.  There is a remote control hat that Stimpy created
with his "gift of invention", that will control Ren until he calms down.  Ren
paces back and forth on a platform above you.  Between you and Ren are two
small metal platforms that move back and forth.  They seem to follow an
indeterminate path so you will just have to hope for an opening and pick up
the remote-control hat and throw it on top of Rens head.  If you miss the
section tube will bring it back down to you.  The easiest way to land it on
top of Ren's head that AI have found is throw it on front of him.  When it
comes down it will land on his head.  When you do land it on his head he will
jump down and hop like a robotic rabbit.  To end this Episode tun to the
right and you will be sucked up a tube while collecting some money, along
with a heart.

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6.

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The Items
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Don't you like to be interactive with the level and use items to get you
through other than your basic attacks?  Items are put in levels to make the
player feel as if they are more active in their environment that they are
playing in.  It takes away from the feel if the plot of a game is absorbing
but the world itself is not.  In order to blend the story and world together
they have hidden items that look like simple background items that are
secretly hidden for your use.  These are all of the items that you are able
to collect, use to dispose of Stimpy, Enemies, or improve your abilities. In
the whole game:

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Episode One Items
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-Name: Television
-Use: Entertainment usually but only for money in this game
-Found In Levels: One
-Description: Found in the first level the television is always showing the
same show a fish show.  But you will always reap the same reward when you
destroy it a quarter bill.  You can repeatedly smack the television with
"Y" until it finally breaks down or you can simply grab the television
with"X" for a quicker more convenient way.  Unlike the picture these
always contain some money so whack every television you see.

-Name: Picture
-Use: Dispose of a certain Cat that will hinder your travels
-Found In Levels: One
-Description: What a nice little picture of something that definitely is
not of junior.  Usually hanging high in the wall you will need to jump
from a chair or shelf or blocks or a television to reach it so you can
grab the picture.  The primary use of the picture is to throw it at Stimpy
when he comes your way.  Sometimes you are able to find some quarter bills
hidden behind them.  Because you likely will not know what is behind them
unless you read my walk-through to level one it is best to always grab
them.

-Telephone
-Use: Answer the Telephone for a quick quarter bill
-Found In Levels: One
-Description: Well, well, well, isn't that an old phone, and a noisy one.
Always found on top of a elegant piece of furniture with a checkered cloth
protecting the top is the noisy old telephone ringing off of its table (I
can't say hook because it is not on the wall).  When you come up to one of
these walk straight up to them, tell them to shut up, answer the telephone
with "X", and grab a quarter bill that falls out.  You cannot hit the
Telephone with "Y" for money because none will come out.

-Name: Loony Clock
-Use: Spins you around and around until you jump off
-Found In Levels: One
-Description: Like the picture this item is also on the wall.  Taken from
what seems to be a hippie's room is a clock that does not tell time.  The
clock just goes around and around just as you will when you jump onto the
clock.  The clock will grab hold of you and keep hold until you press the
jump button.  The purpose of the clock is to give you a boost of jump.
When you jump on wait until the clock is at about the two o'clock mark
when the clock is at the desirable distance jump off to see an abundance
of air.

-Name: Vase
-Use: To Dispose of a certain cat when he comes your way
-Found In Levels: One
-Description: It is a true shame that we will have to destroy that nice
vase with two flowers sticking out of it to get rid of Stimpy is it not?
Yes, it is, but isn't like they don't have more.  Littering the
bookshelves you will more often than not find these vases.  Use the vases
to get rid if your half-wit buddy when he comes you way, because if you
don't he will hurt you so you might as well hurt him before he hurts you.
Throwing this item is not hard but you must remember the vase goes in a
downward slope.  Aim your throw so that the vase will hit Stimpy before he
gets to attack you, learning to master the vase throwing skill will maybe
take you three try's if you are a slow learner.

-Name: Fan
-Use: Jump in front of this and go flying
-Found In Levels: One
-Description: Every item must have its compliment.  The fan is the clocks
compliment.  Just as the clock gave you a boost in jumping height the
fan will give you a boost in horizontal jumping distance.  Found on top
of the same type of mantle of the telephone is the fan.  With huge blue
propellers the fan is impossible to miss or not recognize.  To use this
item simply jump in front of the fan the same way the fan is blowing and
go for a ride.  Jump the same way the fan is blowing however and with
some skill you can go straight up into the air.  The good thing however
is when you jump in front of the fan you can somewhat control your
distance and destination.

-Name: Log
-Use: To dispose of a certain Cat when he comes your way
-Found In Levels: One
-Description: Ah... log the unforgettable item that every kid in the
television series wanted.  Log came in multiple shapes, sizes, outfits
and personalities.  Log is here in the game to help you out as he did in
the series.  When you come up to the log simply grab him and wait for
Stimpy, when Stimpy comes use your companion to knock Stimpy out.
Always found in pairs of two, a log for girls and a log for boys log is
waiting for your companionship.  (Yes that does sound like a cheesy
television ad for log.) (I wanted it to be like that!)

-Name: Cheese
-Use: To dispose of yet again a certain cat when he comes your way
-Found In Levels: One
-Description: Mice should not eat cheese.  Cheese will swell in their
stomach and cause bloating and kill the rat.  Fortunately though for us
the cheese will cause Ren to emit a gas more toxic than the gas in
Stimpy's mouth.  The cheese is sitting out in the open so when you see the
cheese just grab the cheese DO NOT use it.  When you see Stimpy then is
the time to use it.  Get eye level with Stimpy and use your cheesy toxic
cheese to force him to pass out.  One of the pieces of cheese is under a
trap.  When you see that cheese carefully grab the cheese jump up to
Stimpy's level and use his own bait against him.

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Episode Three Items
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-Name: Spring
-Use: Aids you in your jumping height
-Found In Levels: Nine, Eighteen and Nineteen
-Description: Stimpy may be half-witted, have poor oral hygiene, but he does
have the knowledge of science.  Unfortunately for him he does not have the
architectural skills needed to properly lie out his laboratory.  There are a
plethora of platform's in this episode that are out of reach if you use your
standard jumping ability.  In spite of that there is an item that will give
you the extra height that you will call on to get to those platform's eluding
you.  The spring is half the height of you and so tightly wound you would not
at first glance think that by lumping on top of it you would be sent four
times the height of Stimpy into the air.  The spring may give you a four
hundred percent jumping height upgrade but you will seldom find the momentum
charged piece of metal where you would desire it to be.  The spring is
lightweight in lieu of that you will not have to drag the item across the
floor as you do with the safe.  To move the spring stand either to the left
of or right of the spring.  Press the "X" or "Y" button to pick the spring
up.  Using the direction Pad bring the spring to where you want it to be,
once complete set the spring down pressing whatever button you used to pick
it up.  To jump on top press either the "A" or "B" button while putting
pressure on the directional pad as to where you want to bounce after landing
on top of the spring. It may sound complicated but the ease of use is high.

-Name: Safe
-Use: Puts you at higher elevation when you stand on top.
-Found In Levels: Sixteen, Seventeen and Nineteen
-Description: We are all aware of the blatant fact that Stimpy is a lacking
wit but the way I rationalize why he leaves safes out in the open is that he
forgot to grab the handbook "Security and You" on the way down from heaven.
(I forgot to grab any of them whatever that means.)  The safe that Stimpy
leaves sitting out in the open within the confines of his laboratory is cast-
iron-steel.  Obviously the safe is very heavy, because of that when you go to
move this object that never seems to be where you want it make sure you know
where you are going. My walk through will tell you exactly where to go so you
will not waste too much time dragging this item across the ice-cold floor.
The sole purpose of this safe is to get you to higher ground so that you can
jump to the poorly laid out platforms Stimpy did when he designed his
scientific research area.  You are not able to open the safe by pressing
button "X" and get money from the item as you did with that incessantly
annoying telephone found in the first episode.  If you do decide to press the
button designated as "X" you will grab hold readying yourself to move the
item in the direction that you just so happen to wish in terms of the
directional pad the same will happen if you use the "Y" button.  To jump on
top press either the "A" or "B" button while putting pressure on the
directional pad as to where you want to land in part as to where the safe is.
The description may seem a little long-winded but Stimpy's pockets are not as
you see with the safe.

-Name: Yellow liquid
-Use: Mix with its blue compliment inside of a beaker to create a bomb
-Found In Levels: Sixteen and Nineteen
-Description: There are some things that Stimpy should not possess and this
is one of them.  The liquid is harmless, as it is now when it is alone.  But
when you mix it with a certain other colored liquid you will create a
chemical reaction that will create a chemical reaction inside of the
scientifically shaped piece of glass more commonly referred to as a beaker.
The mixed liquids are highly unstable therefore they should be handled with
little care alone but high care when mixed.  Once they are mixed stand back
at least one full brick length away to avoid injury caused by the highly
explosive small impact bomb created by you.  The two liquids are found within
the vicinity of the other.  When you do find one of the liquids you will need
to find a beaker to put them into.  The beaker is easy to spot because in all
but one occasion it is next to a barricade of metal.  Same deal as above with
the other items use the button necessary to move the object to its desired
location. You cannot simply stand in front of the beaker and pour the liquid
in using the button you used to grab.  When you go to pour have the beaker
and the funnel aligned to make sure that you don't miss the target.

-Name: Blue liquid
-Use: Mix it with its yellow compliment inside of a beaker to create a bomb.
-Found In Levels: Sixteen and Nineteen
-Description: There are some things that Stimpy should not possess and this
is one of them.  The liquid is harmless, as it is now when it is alone.  But
when you mix it with a certain other colored liquid you will create a
chemical reaction that will create a chemical reaction inside of the
scientifically shaped piece of glass more commonly referred to as a beaker.
The mixed liquids are highly unstable therefore they should be handled with
little care alone but high care when mixed.  Once they are mixed stand back
at least one full brick length away to avoid injury caused by the highly
explosive small impact bomb created by you.  The two liquids are found within
the vicinity of the other.  When you do find one of the liquids you will need
to find a beaker to put them into.  The beaker is easy to spot because in all
but one occasion it is next to a barricade of metal.  Same deal as above with
the other items use the button necessary to move the object to its desired
location. You cannot simply stand in front of the beaker and pour the liquid
in using the button you used to grab.  When you go to pour have the beaker
and the funnel aligned to make sure that you don't miss the target.

-Name: Beaker
-Use: Holds colored liquids used to make bombs
-Found In Levels: Sixteen and Nineteen
-Description: Everyone is familiar with a beaker if they have ever taken
chemistry or Science in school.  Yet there are still some people that
wouldn't know a beaker from a cylinder.  The beaker is easily able to
distinguish when you see one.  They are lightweight like the spring so you
are able to move them if deemed necessary.  The beaker I have pretty much
described how to use and what it looks like in the above descriptions of the
colored liquids.  Because of that fact I see little point in describing how
to use or what they look like so onto the next item.  Yet once again there
are those Stimpy's out there.  Here is the description.  The beaker is often
found near the barricade of which you are to blow down but there is an
exception in one case you must use the "Y" or "X" button to pick up and grab
the beaker and carry it a ways before you get to the barricade.  Others you
may wish to fine-tune the position.  To do this pick it up use the
Directional Pad to move and set the item down with the same button you
decided to use to pick it up.  Once you do get situated as to where the
beaker is ready to be used for bomb making purposes grab one of your liquids
and line your cylinder up with the funnel of the beaker.  Once you get both
of the colored liquids the beaker will shake and bubble.  STAND BACK as it
explodes and walk through your nicely sized hole.

-Name: Switch
-Use: Turns power on to the conveyer belts with platforms.
-Found In Levels: Seventeen and Nineteen
-Description: The switch is most often associated with toggling the power of
an electronic on or off.  With the switches in this episode they are used to
toggle the motion of conveyer belts on and off.  If you wants the conveyer
belt to go in a counter clockwise motion then you will need the switch handle
to be at the highest point available.  To do this you will need to assert
pressure to the bottom of the switch.  The easiest ways to do this is to get
under the handle and use your head to move the handle up turning the belts
on.  Unfortunately there is always an exception to everything.  In level
eighteen there are a few switches that are out of reach.  To turn these on
you will need to pick up the ball and throw the ball up using the directional
pad direction Up while Pressing whichever button you engaged to grab hold of
the ball.  If you did it right the switch will be engaged and the belts will
be moving.  If you can turn something on then you should be able to turn it
off correct?  In this game you most certainly can.  To turn the belts off
have the pressure be exerted down to the ground by jumping on top of the
switch or using your ball as you did when you turned the switch on.  Why
anyone would wish to turn it off is a mystery to me.  For awhile there I
though that you had to shut the switches off at some point to get to the
platform but there was a simple solution to a complex question as there is in
all things.

-Name: Ball
-Use: Throw it at switches to turn them on and off
-Found In Levels: Seventeen and Nineteen
-Description: Once again this description goes out to all of the Stimpy's out
there.  The ball is a spherical object that young kids play with and adults
also use balls in sports that they play.  In this game however you use the
ball that they allot you to throw at switches to toggle the switches on or
off.  To turn the switch on you will need to throw the ball at the switch in
an upward motion if the switch is off it will turn off.  The idea if turning
electrical switches on.  If you want the belts to cease their motion throw
the ball downward on top of the switch.  When you do the belts will no longer
be powered and they will have stopped.  Once again the idea of turning power
off.  To grab the ball simply walk up to the ball and press either the "X" or
"Y" button.  Using the directional pad position your self in a way that will
have you in position to do what you desire to do.  If you wish to turn the
switch on stand beneath the switch. Now as you press either the "X" or "Y"
button to throw press up on the directional pad to throw the ball up giving
power to the conveyer belts.  Of you wish to turn the power off get higher
than the switch and jump towards the switch using both the "A" or "B" buttons
along with the directional pad.  As you are over the switch use the same
method as before to turn the switch on.  If you did it correctly you will
have thrown the ball above the switch and gravity will have rough it back
down on top of the switch turning it off.

-Name: Torch
-Use: Melts steel barricades and burns ropes
-Found In Levels: Eighteen
-Description: Once again for the Stimpy's walking the Earth.  A torch is
something that is fueled by something flammable that stays ignited for
various purposes, mostly for light but in re3cent decades they have been
commonly used in Science laboratories, automotive repair shops, Construction
and many more.  In this game you will use it in the laboratory to burn ropes
and melt steel barricades. The thing about this torch is that you must
continuously hold the gas button to keep it lit.  How do you light it you
ask, usually I like to use fire?  The fire that you will need to ignite your
fire maker is abundant.  Do you see those large green tanks that bubble?
What is causing the bubbles is an immense amount of heat.  The only immense
amount of heat that is available in a usual laboratory is fire.  The blue
color underneath the tank is fire.  To ignite your torch simply grab the item
with whatever button you fell most comfortable using that causes your
character to grab items.  Once you have the torch use your directional pad to
run past the fire.  The is no incorrect way of doing this as long as you
stayed on the ground, had the torch and went past the blue colors your torch
will have ignited.  To burn the ropes, have an ignited torch (Blue fire will
come out of the head) then position yourself so that your feet are aligned
with the edge of the platform, if your are positioned as I said the platform
will be shaking.  As it is shaking press down on the pad that causes movement
when pressed, you will now see smoke.  Have patience and the ropes will burn
allowing you access to the rest of the level until you get to the point where
there is a barricade and no bomb making equipment.  To get through the
barricade have an ignited torch and stand in front of the barricade; you will
see the barricade change colors than disappearing.  That would signify that
you are burning through the barricade.

-Name: Torch
-Use: Melts steel barricades and burns ropes
-Found In Levels: Eighteen
-Description: The balance resembles the type of which is seen on the Supreme
Courts seal.  Your balance will not be used for convicting innocent people of
crimes, or letting those that rape little boys off with a warning.  You will
be using it for a spring.  Unfortunately this one does not send you flying as
the other one did.  To use a balance you will need to lower one side.  The
ball that is located within its vicinity is always good to use.  Pick the
ball up as you do every other object.  Position your self so that your are
under one of the balances plates.  Throw the ball up on to one of the plates.
When it lands on one of the plates the other side will go higher than the one
with the ball on.  The idea of a balance, the heavier side goes down.  To use
the balance as a spring, jump on the low side.  Once you are with the ball
leap to the high plate.  Your heavier mass will cause the shift of plates.
During this process the ball will be sprung upwards as you go down.  With
patience wait for gravity to bring the ball back down.  The force of the ball
will send your plate as well as you upwards sending you into the air higher
than what you would have normally.  Use the balance to bounce you onto the
next stage.


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7.

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Game Enemies
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What would a platform jumper be without those memorable annoying enemies?
Enemies are a vital part to every video game.  Yes, a video game could be
made where all you have to do is avoid pits and dodge obstacles but what fun
would that be?  Below I have listed all of the enemies that you will come
across in this hilarious game.

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Episode One Enemies
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Name: Rat trap
Attacks: Bar Slam
Health Taken Away: One Bar
Found In Levels: One
Special Attributes: None
Description: Granted that this is the episode named "The Boy That Cried Rat"
the rat traps do seem fit.  Your half-wit friend though did not have to put
so many out.  IT'S A SCAM.  The rat traps themselves are not that impressive
they are found on the wooden planks of the first level in groups of one, two,
three.  To avoid getting hurt by them do what would seem logical (jump over
them and do not land n them).  Sometimes getting the distance to jump the
groups of three is hard but there is always a way to easily avoid it.  There
will be a fan, clock, or higher platforms that will assist you.  If you are
caught in one you will lose a piece of your health bar, a good thing however
is that you will be momentarily invincible.

Name: Rotten Food Piece
Attacks: Chunk Slam
Health Taken Away: One Bar
Found In Levels: Two, Three, and Four
Special Attributes: None
Description:  in levels two, three, and four your are inside the disgusting,
orally hygienic challenged place of Stimpy's mouth.  Because Stimpy takes
such poor care of his mouth there are many pieces of rotten food embedded in
the crevasses of his upper mouth.  When you get near them gravity will take
its role in the universe and cause it to fall.  You will have plenty of time
to avoid this because you can see the food at the top of the screen and the
piece falls at a slow rate (much slower than what it should at 9.8 m/s2.  As
it is falling let it get completely off of the screen.  If the piece is still
on screen but below the teeth and you run across there is a point between the
teeth and bottom of the screen that the food is still able to hurt you.  Like
the rat trap if you get hurt it only takes one bar and you are momentarily
invincible.  Don't think that because it takes only one bar they are
harmless, one hit there another there than that mass attack quickly adds up
to death.

Name: Squirrel
Attacks: Gnaw
Health Taken Away: None
Found In Levels: Two, Three, and Four
Special Attributes: Once grabbed onto your jump height is strictly limited
Description: This is ecologically disturbing.  The squirrels have found away
to sustain life in the place where only mold, bacteria, and disease are
common.  I lay awake at night pondering how that is possible to only come up
with more questions. Gnawing the gums of Stimpy the squirrels humbly await
any passer by.  When one comes they jump up hoping to land on the head of the
unfortunate victim.  If they are just so fortunate to latch on to their
unaware victim they victims jump height will be severely limited.  There are
but only few known methods to get these beasts off.  The easiest method is
duck up and down while slapping.  Another way is run around back and forth
back and forth back and forth while jumping around madly like a rabbit.
Every second they are on top of your head brings you one step closer to the
grim reaper.  There is no fortunate side to this, because they do not bring
harm to you, you are not momentarily invincible.

Name: Nerve Ending
Attacks: None
Health Taken Away: None
Found In Levels: Two, and Four
Special Attributes: Stepping onto one of these causes instant death
Description: For an enemy that causes no pain and has no attacks this is the
most feared enemy ever.  Just because Stimpy does not take good care of his
mouth does not mean that he has no feeling in his mouth.  Just like in real
life if someone or something touches an area of you that hurts pain shoots
form around that area making your wound hurt momentarily.  After the pain
subsides your are ready to bring the pain that you have felt onto them.  Well
same goes for Stimpy when you step onto one of the nerve endings he will
automatically slam the top of his jaw down on you.  There is no way to avoid
this but reset your game or turn it off.  When the jaw closes down on you
there is no point of even trying to live.  There second that your misstep is
the second that you might as well just quit trying to beat that level that
time, if you want to have fun try to die by something else in that level by
purposely hurting yourself.

Name: Gas
Attacks: Bacteria Bomb
Health Taken Away: One Bar
Found In Levels: Two and Four
Special Attributes: None
Description: If Stimpy would just go to a dentist, chew trident, brush his
teeth do something than it would be a better place for all of us.  Because of
his poor oral health there is a constant stench forever being emitted by his
mouth.  The gas itself comes from pieces of his gums that have rotted away.
There is no reason that you should never be hurt by this unless you
miscalculate your jump or you are just being careless.  The gas rises very
slowly through the mouth and you will need to jump under the gas to avoid.
Never try going over because you will get hurt because the gas rises and
things that rise go up in case you have forgotten.  The gas emitters emit
four clusters of gas every ten seconds so you should not have to wait too
long for your safe trip under them.  As with all of the other enemies that
bring injury to you once you are successfully attacked you will be
momentarily invincible.

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Episode Three Enemies
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Name: Energy Rods
Attacks: Shock
Health Taken Away: Instant death
Found In Levels: Nine, Sixteen, Nineteen
Special Attributes: Instant death.
Description: These next to the nerve-endings are one of your most highest
worries.  Instead of one there are three things related to this scientific
item meant for good despite its evil use.  The rods consist of the long black
pole, which brings the ball at the bottom that emits energy that they
transmit back and forth to each other.  The two parts that can harm you
sending you instantly to the place where cats go when they die are the ball
itself at the bottom of the rod.  This part will probably be the most likely
to bring harm to you because they are at a low point while you are at a low
point as well.  The other part that will cause your health bar to become
empty is the energy beam that they share between the two.  This will probably
kill you less than the balls themselves but more than the rods.  The reason
being is that if you are walking and ducking avoiding these there is no point
for your head to be at a point as to where you will be harmed by it but there
is always the exception...

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Game Power Up's
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Episode One Power Up's
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-Name: Stocking
-Found In Levels: Two, Four
-Time Duration: Six seconds
-Who Uses: Ren
-Upgrades: Agility
-Description: The stocking will give you a boost in speed and jumping power
            meaning you can jump further faster this particular power-up
            lasts but only six seconds.

-Name: Ginger Bread
-Found In Levels: Two, Four
-Time Duration: twelve seconds
-Who Uses: Ren
-UpGrades: Defense
-Description: You shall be invincible against anything but the nerves because
            touching the nerve will cause Stimpy to clamp down his chompers
            instantly crushing you.  While you are invincible squirrels
            cannot clamp down to your head, vapors cannot harm you and food
            twice the size of you will seem to be a speck of dust.

-Name: Skull Brush
-Found In Levels: Four
-Time Duration: Not Available
-Who Uses: Ren
-Upgrades: Health Bar
-Description: When you collect this item that looks like a skull with a
             toothbrush handle your health bar shall gain a bar that you
             previously lost.  If you health is full when you collect this
             then you will not replenish your health.  Common sense would
             say that if your health is full then do not collect it.
             However true sense says collect it anyway you can go back and
             collect it if you lose your health, but you will probably be
             injured more going back and then going back to where you got
             hurt.  Also your time is much too precious to waste on
             collecting a power-up that could potentially hurt you
             collecting it.

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Episode Three Power Up's
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The episode named "Stimpy's Invention" was an episode that focused more on
the puzzle aspect of video games and less on the ability of being able to
jump from point "A" to point "B".  It is usually a welcome relief when your
are low on health or lives because usually there are good places to get lives
in those places.  This episode is like that there are no power-ups and only
one type of enemy in the whole episode.

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9.

Cheats:

Cheats, the one thing new people to the video game world just can't live
without.  New gamers go out buy a game and use cheats to beat the game in one
night and say that they have beaten the game.  But gamers that have been
around that remember what it is like to spend all night on a level and
finally beating it in the wee hours of the morning to only find that the next
day we play we blow right through it know remember why it was better to just
beat the game without cheats.  My policy on cheats is don't use them until
you have finally conquered the game, what does conquering a game mean?
Conquering a game means that you have gotten every item, played through all
of the levels, solved all the side quests, you have done every possible thing
in the game that you can.  To beat a game however is to simply defeat the end
boss.  Once I have conquered a game then I will go back and use the cheats
that effect the overall game.  Cheats like unlimited ammo, invincibility,
unlimited lives I do not use but others like slow motion, less gravity things
that effect the game play I use.  But if you must use cheats here are the
cheats I have found.

Level Select: With three continues in the entire game that send you back to
the first level it would seem only fair to select the level to play.  I would
love to see someone play through the entire game without continuing.  Some
thing weird about level select is that the numerical levels are not in
conjunction with the story levels.  To be able to select your level press
Left Shoulder Button, Right Shoulder Button, "A" Button, Left Shoulder
Button, Right Shoulder Button, Left Shoulder Button, "B" Button, Right
Shoulder Button, "X" Button before the word Veediots fully assembles it self
on the title screen.  Or simply L,R,A,L,R,L,B,R,X before the title screen
before the word: Veediots is fully visible to be able to select the level you
wish to play.

Hear The Whole Theme Song: Do you love the theme song?  I do.  Much to both
of our dismay the song fades out in a few seconds as a demo level appears.
But there is a way to combat this, simply hold down both the Right and Left
Shoulder buttons and you will get to hear those beloved tones.

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     Thank You:


No FAQ writer can say that they have written one without anyone's help.  Yes
you can deny the fact but you are a real selfish person if you don't even
thank the game publishers.  Below are companies or people that have affected
my FAQ writing or life and how they did what they did.

=CJayC- For creating a web-site that lets you receives free walk-throughs
on games and giving me a reason to live.

Pat Wade: For lending me a computer when I did not have one.  Now with your
computer I am able to write FAQS once again.

Toy Headquarters: For making this and many other great games.

=Nintendo: For making the Super Nintendo Entertainment System and all of
their great games and other systems.  I would also like to thank them for
giving me countless great hours of playing video games.

=James Quigley- For saying that all any FAQ I would write would suck.
It only gave me a reason to make sure this one didn't suck.

=lordofsith55: You were the only one to reply to my post and you were a huge
part of my choice to make four separate in-depth walkthroughs

=StarFighters76                    /----- Every Single one of you gave
=Space Medafighter X              /       inspiration to finish
=Subsane                         /        writing my first FAQ and
=Merca                          /         make sure it was accurate
=Kevinb500                     /          and well written.
=FecalLord                    /           NOTE Those are
=djg40                       /             their GameFAQS(c)
=tidus9554                  /              screen names.
=Devin Morgan              /
=BoyOfDestiny             /
=Warhawk                 /
=adaml                  /
=MavZR                 /
=Kenb215 2            /
=Cobra 1             /
=necropenguin       /
=Aschultz          /
=lisanne          /
=Rodri316        /
=Pyscho0022     /
=TyAlt21       /
=doninss      /
=Reaper804   /
=antseezee  /
=Sashanan  /
=Pidgeotto/

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7:

     Legal Information:

Because this is a published piece of literary work, and I hate
plagiarism there are some guidelines you must follow when you use this
guide:
? Do NOT print this off and sell it.
? Do NOT claim this as your own.
? Do NOT post this anywhere without my expressed written consent this
does include
those tiny miniscule web-sites that few people visit.
? Do NOT use this in any way without giving me credit.
However you may:
? Store this on your home computer.
? Print this off and use it.
? Share it with others.
? Put this whole guide or a line of it in a FAQ of yours as long as you
give me credit.

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8:

   About the Author:

Isn't it there a small question in the back of your head that asks, " I
wonder what these people are like?"  I always like to see what their FAQ
writing process is and how they find the time to make their guides.  If your
are wondering about me here is some information that might answer some
questions and begin others.

I live in North Carolina at a mobile home park called Leisure Living
Estates.  The parks layout and overall look is nice but of course there
is always the black eye of community.  The black eye of this community
is the Marijuana smoking inhabitants around as well as the people that
litter.  Unfortunately I can do little about the drug problem because
cops are lazy and will only confiscate them.  However I can do
something about the trash.  One day I was walking around and picked up
some trash on my street.  (I have done this for years, being the
namesake of one of my nicknames "pockets".)  I guess the owner saw me,
and the next day I was offered the job of cleaning up the trash, in
return I would get one hundred dollars off of my Mothers rent.  The
best part is that it is easy and I get to drive a modified golf-cart
around.  I love that mule for obvious reasons.  (Me plus machine equals
fun.)  I am a junior at West over high School and I am currently
enrolled in the Army JROTC, my rank is an E-4 and my position is Team
Leader.  I do not know why but I love to write anything poetry,
stories, walk-through unless it is for school.  Even if it is for
school I am done in maybe twenty minutes for essays.  After I finish
school I plan to go into the Army and make a career out of it.

The equipment I used to write this guide is old.  I use a Super
Nintendo because that is what platform the game is on.  I got the
television eight years ago and this version of Microsoft Word I'm using
was made in nineteen ninety-five.

My immediate family includes my Mother Susan (whom I reside with) her
nickname is Mooie Mare.  My biological father Ron (I don't even
recognize him as a father) and my brother Ronnie they live in Missouri.
Plus many other aunts uncles cousins nieces and nephews.

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9:

     Closing:

Unfortunately as we all know all things must come to an end.  Yes I
know the phrase goes: all things must come to an end, but who said this
was good?  Hopefully it will be sufficient to be posted on
www.gamefaqs.com, as well as help those that read this guide.
Lord knows that I have put my time, hard work and sweat into this
guide.  Because if I do something. I am going to do it better than
everyone else does?  Because my time is too precious to waste therefore
I can do something once well, or do it twice.

Another thing about this walk-through is that I have to write the core
of it only when my mother is gone.  Because I think that it is selfish
to use both the computer, the television and my Super Nintendo all at
once without letting my mother using any of the electronics.  Notice
seventy-five percent of my FAQ's are about ancient games no one even
plays anymore.  Because your answer may lie in the simple miniscule
fact that I love retro, not because it is popular now but because I
like to be different.  You could call me a salmon because I purposely
go against the flow.  Now I am going to leave you with some wise words
of mine, if at first you don't succeed, you have not failed but you
have been successful at failing.

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