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Hello, I'm Jace. This is my first FAQ/Walkthrough, so don't expect to
much at first. Well I'm writing this because when I needed help with the
game, I go to GameFAQs.com and find what? NOTHING!!!! So I trudged through
and got far enough to write this. Hope it helps somebody else and doesn't go
to waste rotting away in some lonely dark corner.
Version 1.0
Nothing Yet, i.e. Version 1.0
OK, I'll get started.
Did Parts I through V
Version 1.1
Welcome Back
Fixed informational mistakes.
Started walkthrough up until Daisy's Races
Added FAQ and parts VI - VIII
Bye Bye For Now
Part I - An Overview
Part II – The Characters
Part III - Items
Part IV – Magica De Spell
Part V - Ludwig Van Drake
Part VI - Chip and Dale
Part VII - The Post Office
Part VIII – The Print Shop
Part IX – Walkthrough
Part X - Miscellaneous
Part XI - FAQ
Part XII – Legal Junk
Part One
This game is a racing/adventure game. SHOCK! Who would have guessed it,
being the title is Mickey's Racing Adventure. Basically, there is an
overworld surrounding Casey Jr. Junction including Mickey's hometown, Magica
De Spell's home, Ludwig Van Drake's garage, and the Treehouse Glade. In
between races are minigames and other adventurous things to do. At times it
can get annoying going back and forth between the races and the other stuff
but overall it is a good game.
Part II – The Characters
All playable racing characters are equally as good.
MICKEY – Star of the game, duh! If you don't know who he is, shame on you!
One of the two characters you start out with, he is a decent
Character to use.
How do you get him? : Starting Character
Level – Medieval Adventure
MINNIE – Mickey's girlfriend. One of the two girl characters in the game.
She's a mouse. That all I have to say.
How do you get her? : After beating Mickey's Casey Jr. puzzle, return to his
hometown. Minnie will be in her house.
Level – Frontier Adventure
DAISY – A female duck and friend to Minnie. The other girl character, that's
why I used the word female.
How do I get her? : Beat Minnie's Casey Jr. puzzle.
Level – Wonderland Adventure
DONALD – Daisy's boyfriend and friend to Mickey. He also a duck. As if you
didn't already know. I just enjoy stating the obvious.
How do I get him? : Beat Daisy's Casey Jr. puzzle.
Level – Pirate Adventure
GOOFY – Friend of everyone else. (They're all friends, isn't that nice?)
Some say he a dog, but then he would be like Pluto, right? There is
still controversy over what he is. I guess we'll never know.
How do I get him? : In case you haven't already figured it out, someone
should punch you in the head, then maybe you'll know you
need to beat Donald's Casey Jr. puzzle.
Level – Fairground Adventure
Pluto – Mickey's faithful companion, and a mouse's best friend. Pluto can't
race supposedly because dogs aren't allowed on trains and he would
get hurt by the cars. Pluto's domain is the overworld, but can be
transported else. (See section IX). Pluto can dig to find hidden
money, nuts, pennies, minigames, and warps.
How do I get him? : Same as Minnie
PETE – The bad guy. Always has been. Probably always will be. You'll find
him at the end of each racing world. He always as a puzzle (these are
a joke) and a "difficult" race (only hard if you don't have the proper
upgrade, i.e. impossible).
MAGICA DE SPELL – Witch-duck. She sells you magic to help you in your races.
Magica lives west of Casey Jr. Junction.
LUDWIG VAN DRAKE – Scientist and professor. He sells you upgrades for your
car and new models too. Ludwig lives east of Casey Jr.
Junction.
CHIP AND DALE – Chipmunks who sell you hints and trade the keys for nuts.
They live north of Casey Jr. Junction.
PETE JR. – They're everywhere you go. In the overworld they steal your
Disney dollars when they bump into you. They are also the people
you race against.
BUTCH – Pete's guard dog and archenemy of Pluto. You need to bribe him to
enter Pete's Castle. He is the boss of all of Pluto's Worlds and is
in possession of the golden bones.
Part III – Items
Mickey Tokens – You win one if you place in 2nd or higher place in a race. A
certain number is needed to enter in each race.
Disney Dollars – Money. Moola. Cash. Used to buy magic and car upgrades.
Railroad Pennies – Used to buy train tickets. The cost of each consecutive
ticket increase by one penny. Hidden (not so well) around the overworld.
Golden Bones – Collected after beating one of Pluto's worlds. You need them
to enter Pete's mansion. Consider them a bribe.
Post Office Key - .....duh?
Print Shop Key – Is it not obvious?
Nuts – Found hidden just as well as those pennies. Swap nine with Chip and
Dale for each of the above keys.
Garage Key – Open Mickey Garage and the surprise inside.
Part IV – Magica De Spell's Spell
Magica sells you magic to use on the courses. Your magic meter fills halfway
after each completed lap. Different spells cost a different amount of magic.
Magic will be conjured after the said amount of races stated in the conjure
time have been completed (not necessarily new races or won races).
Mickey's Sticky Net – A forward projectile that slow down your opponents.
Cost: 10 dollars. Conjure Time: 1 race
Mickey's Magical Portal – A drop behind-you weapon that send the opponent
back down the course.
Cost: 20 dollars. Conjure Time: 2 races
Donald's Duck Bomb – another drop behind-you weapon that stops opponents dead
in their tracks.
Cost: 10 dollars. Conjure Time: 1 race
Spirit Of Mickey – Light Speed. Much better than Goofy's turbo tires but
costs twice as much magic.
Cost: 50 dollars. Conjure Time: 3 races
Goofy's Turbo Tires – A speed boost more than twice as good as wrences.
Cost: 5 dollars. Conjure Time: 1 race
Goofy's Knockout Gloves – Pop out and try to stop people from passing you.
Cost: 20 dollars Conjure Time: 2 races
Mickey's Magic Gloves – Autopilot. Cool. They not that helpful though.
They cost a lot of magic and last a short time, but they work good on hard
turns.
Cost: 30 dollars. Conjure Time: 1 race
Goofy's Gumball Rally – Forward projectile that spins enemy out.
Cost: 10 dollars Conjure Time: 2 races
Donald's Cloud of Frustration – Slides opponents off of track. Puts a spell
on nearby opponent ruining their handling. Low Magic cost (3 bars).
Cost: 20 dollars Conjure Time: 2 races
Part V – Ludwig Van Drake
He sells you three different upgrades for each car and three new model cars.
Handling – How well the car/boat turns.
Top Speed – The fastest the car can go.
Acceleration – How quickly the car reaches top speed from a standstill.
Model 1 – Your first car. Upgrades cost 10 Disney dollars.
Model 2 – Costs 100 dollars. Upgrades cost 30 dollars.
Model 3 – Costs 150 dollars. Upgrades cost 50 dollars.
Model 4 – Costs 200 dollars. Upgrades cost 100 dollars.
Model 5 – The Hovercar! Found in Mickey's Garage. Has excellent speed and
acceleration, but no traction so the handling is to be desired. It's like
the hover boots in Zelda, slip slide, but good.
Part VI – Chip and Dale
Chip and Dale give you hints, but don't buy them if your reading this. They
can't be more helpful than mine. They own the three keys. Collect Nuts to
trades with them and beat the $150 challenge to get Mickey's Garage Key.
Here are the Nuts:
1. Below Donald's House (Mickey)
2. In Front of the tree house (Mickey)
3. Northeast of Magica's (Mickey)
4. Dig in front of Magica's cauldron (Pluto)
5. Northeast of Magica's (Pluto)
6. Dig in the patch of grass surrounding the dirt in the southwest corner of
the tree house glade. (Pluto)
7. Northeast of Magica's (Minnie)
8. North of the Entrance to Magica's forest, in the Junction (Minnie)
9. Bridge from the Garage to the Test Track (Minnie)
10. Northeast of Magica's (Daisy)
11. South of Ludwig's Garage (Daisy)
12. Northeast of the tree house (Daisy)
13. East of the entrance to the tree house glade (Donald)
14. Northwest of the tree house (Donald)
15. North of the garage (Donald)
16. To the right of Minnie's house (Goofy)
17. Southwest of the Post Office (Goofy)
18. Southeast of Ludwig's Garage (Goofy)
Part VII – Post Office
The Post Office is vital to completing the game. This is the entry point to
Pluto's worlds, you can change options (more about the options to come), and
link with a friend to send messages. Like a real Post Office, huh? I'm sure
they would put dogs in pots and send them somewhere, yep.
Part VIII – Print Office
You don't need to open the Print Shop, but it's nice. You need a {gasp} Game
Boy Printer to use the print shop. Once you see certain scenes, you can
print out pictures of them. If you're like me,
Part IX – The Walkthrough
So you finally scrolled all the way through the crap above and made it to the
gold mine. Well, here we go.
I – Mickey's Medieval Adventure
Well, start out by heading out to Casey Jr. Junction. Pick up the first
railroad penny. Walk around and pick up a few dollars. Head to Magica De
Spell's home and pay for Goofy's Turbo Tires. Then Board Casey Jr. and solve
the relative easy puzzle. Have the train run over the red buttons and then
leave. The A button makes the train go faster. Time for the first race.
ROUNDTABLE TROUBLE - This race is laughable. It's a big square you go around
three times. Cut corners. Get in front of someone and bump them backwards.
If you still can't seem to win, after a few races, head back to town and pick
up your magic or buy upgrades for your car.
Now for the next race.
DRAWBRIDGE DURBY - Same technique here. This race is half land, half water.
Use the white water to get a speed boast.
Leave Mickey's adventure and head back to town. You should buy more magic
and upgrades. Now head to Pluto's to dig up the warps to make everything so
much easier. Go to Minnie's house and switch to Minnie. Pick up some
pennies. Time to board Casey Jr.
II – Minnie's Frontier Adventure
PIONEER PRAIRIE – After the underwater tunnel, turn down to use a shortcut
and get ahead. Cut corners by turning in mid-air.
FROZEN FRONTIER – You go faster on land, so try to pass other there. Watch
out for the turns in the water. The turbo tires aren't too helpful, use
something else.
Head back to Mickey's adventure.
MOAT MADNESS – Try to cut corners. Use the three patches on white water to
get ahead.
TIME FOR THE FIRST PETE SHOWDOWN!!
PETE'S DUNGEON – First is an easy puzzle. Then a race. It's a striaghtaway
to the finish. You'll need at least some upgrade for your car. Use Turbo
Tires of Gumball Rally To catch up to and pass Pete.
When you beat Pete you'll get the Cauldron. Now back to Minnie's Frontiers
Adventure. You may want to buy more upgrades and magic.
RIVER RUCKUS – When you first start out turn up for a shortcut, but watch out
for the post jutting up from the water.
PETE'S HUNTING HIDEOUT – Another puzzle and then another race. It's the same
every time, yet with increasing difficulty. Avoid trying to get the white
water. You'll just get stuck by the post and it doesn't give much speed.
You'll just need to rely on your GOOD upgrades and your turbo tires.
Head back to town. Daisy should be home now.
III – Daisy's Wonderland Adventure
? MORE TO COME ? -----……
Part XII – Miscellaneous
WARPS – There are five warps in the world to make your trip easier. The big
white arrows point to where they are. Have Pluto dig there.
Behind Donald's House
Next to the Train Station
In Front of Magica's House
In Front of the Tree house
Next to Ludwig's Garage
Part XIII – FAQ
Yo, where can I get some nuts?
At the supermarket. As for Chip and Dale's, check their section for a
list of all the acorn locations and who to use to get them.
I CAN"T FIND ENOUGH PENNIES TO GET TO PETE'S!!! AARGHH!!
Ummm, check through out the walkthrough, or even better, here is a full
list of where to get them. (If you can tell me of a better place to but this
list, please do.) There are 21 pennies in all. Only two are buried. Who to
get it with is in parentheses.
1. Pluto shows you in the beginning of the game. (Mickey)
2. In front of Ludwig's garage. (Mickey)
3. Southeast of Ludwig's area. (Mickey)
4. Dig in front of the Post Office. (Pluto)
5. Dig in front of the train station. (Pluto)
6. In Daisy's Backyard. (Pluto)
7. Southeast of the tree house. (Pluto)
8. Left of the Post Office (Minnie)
9. South of the tree house. (Minnie)
10. Northwest of the tree house, in the clearing. (Minnie)
11. Right of Donald's House. (Daisy)
12. On the bridge in Casey Jr. Junction (Daisy)
13. At the entrance to the Test Track (Daisy)
14. Behind the Post Office (Donald)
15. By the tracks where you come back from the races (Donald)
16. By Magica's Cauldron (Donald)
17. To the right of Magica's house
18. At the entrance to Magica's forest, in the Junction (Goofy)
19. On the path in Magica's forest (Goofy)
20. North of the Treehouse (Goofy)
21. By the patch of dirt in the Treehouse Glade, as described in Nut#6
(Goofy)
There you go.
How do you get different pictures?
To get pictures of the playable characters, get first place on all of
their races and beat Pete's henchman. For Pluto's, beat all his stages. All
others are scenes you need to see.
How do you beat the final Pete?
You'll probably need the Hovercar. To get it, beat Chip's and Dale's
Secret Challenge 3. For More, see the walkthrough.
What are those question marks for?
Those signify something is there using a different character. Switch
and go back to find it.
If your questions weren't answered, you can still ask me, as I am the
fountain of knowledge (at least in this game). Contributions will be
accepted too.
Legal Junk –
Can you post this FAQ? No, not by just taking it. Either I give it to you
or you contact me with a convincing e-mail and wait for a response from me.
I DON"T WANT ANY JUNK MAIL. NO NEGATIVE CRITICISM, NO JUNK MAIL, NO REPEATED
QUESTIONS FOR THE FAQ. IF ITS ALREADY THERE OR YOU ALREADY SENT IT, DON"T
SEND IT 100 MORE TIMES, GOT IT?
Copyright ? Jace 2000
E-mail -
[email protected]