The Simpsons: Night of the Living Treehouse of Horror

Walkthrough by zorak163
4/1/01 - 4/20/01
[email protected]
Version 1.0


TABLE OF CONTENTS

I.   Introduction
II.  Miscellaneous Info
III. Level Walkthroughs
        1. Bad Dream House
        2. Flying Tonight
        3. Plan 9 From Outer Springfield
        4. Vlad All Over
        5. If I Only Had A Body
        6. Nightmare Cafeteria
        7. King Homer
IV.  Acknowledgements
V.   Links
IV.  Disclaimer



This walkthrough will provide all of the basic information needed to
beat each level.  Please note that as there are almost always enemies
onscreen they will not all be individually addressed.  If one is more
difficult than the others or must be defeated it will be included.
__________________

Miscellaneous Info
__________________

*To save the game you must beat a level and then select the trashcan at
the bottom left hand side of the Treehouse.  You will then receive a
password.
*Donuts are power-ups and they will usually reappear each time you
enter an area that has them.
*Each time you kill an enemy you gain points.
*The status bar at the bottom of the screen will tell you how many
items you still have to find in any given level.
*Continuing takes you all the way back to the beginning of the level.
It's better to say no and go to your save for the start of the level.
Once you've entered your password, it stays there until you turn off
the GameBoy.
*In the manual the order of levels five and six is switched.

---------------------------
Level One: Bad Dream House
---------------------------

Objective: You must find four fuses and install them into the fuse box
in the basement.  Also, you will need to find three keys to open
various different doors.  Once these tasks are completed it's on to
your real mission: saving Santa's Little Helper.
Character: Bart
A Button = Fire
B Button = Fire Sling Shot
Control Pad UP = Open Doors
Control Pad LEFT/RIGHT = Move Bart in the corresponding direction
Press the Control Pad diagonally to move up the stairs
Special note on the enemies of the level:
If the enemy is on the ground you can jump over it or shoot it (which
can actually be difficult as you must be the perfect distance from it
to succeed), if it's above you, you might be able to walk under it (but
some of them dive) and if it's on your level you can either attack it
or, in some cases, jump high over it.

===========
WALKTHROUGH
===========

At the beginning of the level you will find yourself in the hallway of
the Bad Dream House.  Go to the right and enter the first door.  Here
you will keep walking to the right until you're at the third pillar
type thing.  If you jump up onto the gray thing and then jump up to
your left you will obtain the first fuse.  Now jump back down and head
towards the right, take out the spider (who will reappear each time you
revisit this area) and put the fuse into the fuse box.  Once this is
done, head towards the right, jump up onto the next gray thing and then
jump up to the platform where you will find the second fuse.  Go back
to the left and put this fuse into the box.  Now go back to the right
and jump back onto the gray thing, then onto the ledge.  This time
continue jumping up and over amongst the piping until you reach the
donut. Now make your way back down and head to the right.  Make sure to
jump over the hands (you can't kill them), head towards the ladder and
then down it.
Now you need to jump and hold the control pad towards the right.  Bart
will fall/slide onto the platform below if your angle is right.  From
the edge,  jump up to the pipe (watch out for the water)and then down
to the ledge.  Here you will find a key and a ladder.  Once you pick up
the key the water will start rising so head up the ladder quickly.  Now
jump to the pipe on the right and then jump over to the ledge on the
left. Follow the ladder up.  Now make the next three jumps to the left
and head up the last ladder.  You'll be back in the basement.  Pick up
a donut if you need it, then head out the way you came in.
Now that you're back in the hallway, progress to the next door on the
right.  Watch out for the vacuum here.  It will need to be hit twice to
die. Once you've entered the next door head towards the left by jumping
onto the counter top.  Make your way across the counter, making sure to
avoid the hands and the flames.  Once you get to the end you'll see a
door and a fuse.  Pick up the fuse, ignore the door for now and head
back the way you came in.
Now you know what to do.  Head back to the basement, install the fuse
and pick up a donut if needed then work your way back to the hall.
Once you're there, head to the left.  Make sure to defeat the vacuum
and then enter the door.  Head to the right where you will find a key
and then a new door.  Entering it will put you back in the kitchen.
Make your way to the right on the countertops and then exit through the
door.
Once you're back in the hall, head to the left and then go up the
stairs.  If you need a donut or two, enter the first door on the right.
Avoid the water and the spider to get one.  Otherwise you can skip this
door altogether.
Head to the next door and then enter it. Go to the right to find the
third key.  Pick it up and make your way back to the left.  Once you
exit the room you'll find another donut to the right.
Now go to the left, past the stairs. Ignore the first door and head
straight to the last one on the left.  Enter it and make your
way to the right, where you'll find another door.  Enter it and make
your way to the right to find the last fuse.  Now head back out into
the hall, down the stairs and back to the fuse box (a reminder, it's
the first door on the right at the bottom of the stairs). Once you've
installed the last fuse and picked up another donut, head back up to
the second floor and go to that door on the left of the stairs that you
ignored before.
Head to the right and jump up onto the first platform. Here you'll see
the game's first boss, a broom.  Hit it once right away and then after
it flees jump to the next two platforms on the right.  Be prepared to
fight it again.  Once you defeat it, jump up to the left. Keep jumping
up and left until you find Santa's Little Helper.  This ends the level.

-------------------------
Level Two: Flying Tonight
-------------------------

Objective: You need to find 3 circuit chips and turn on five electric
generators.  Then you can go to the transporter at the end of the room
to end the level.
Character: Maggie
B Button = To fly
Control Pad = LEFT/RIGHT/UP to move in those directions
To move down it's best to just let go of the B Button
Special note on the enemies of this level: Since your only resource is
flying, getting past the enemies will be tricky.  Be especially careful
of the Venus Flytraps.

===========
WALKTHROUGH
===========

Stay low and head to the right.  Once you're in-between the first two
faucets, head up and collect the first circuit chip.  Now continue to
the right, up onto the plates, to collect a donut.  From the plates
head straight up and to the right to get the second chip.  Now fly over
the Venus Fly Trap to the right. [Head all the way to the top and the
right at this point if you want to see a box of Mr. Sparkle detergent.]
Now head down and land on the bowl of cherries.  Go right and jump off
of
the ledge to get the third chip.
Now head across the pan filled with green goop to the plate with Blinky
on it.  Head straight up to the box. It's one of the electric
generators.  Turn the switch on the right on (just fly by it) and get
out of the way fast as it will attack anything around.  Head back down,
past the plate towards the faucets.  Get past them and head straight up
and go to the right.  There is the second generator.  Continue to the
right, over the Mr. Sparkle box and turn on the third generator.  Now
head back to the left and go down, following the pipes.  Follow along
the plates of food until you reach a plate with
Blinky on it again.  This time head up past the Venus Fly Trap and go
slightly towards the left to find the fourth generator.  Once you turn
it on, stay up and head to the right until you reach the pipes.  Follow
them down and to the right to find the last generator.
Now float down to the stove (if you see steam you missed a generator)
and carefully make your way across the pan.  Then continue to the right
until you find a platform with a transporter.  Step into it to end the
level.

------------------------------------------
Level Three: Plan 9 From Outer Springfield
------------------------------------------

Objective: Fight your way to the Simpsons house while picking up
various bonus items.
Character: Marge
A Button = Fire Weapon
B Button = Strafe (Face the same direction continuously)
Control Pad LEFT/RIGHT/UP/DOWN = Move Marge in the corresponding
direction
Special note on the enemies of this level: There are 4 bosses in this
level.  Although each boss will require a different amount of hits to
die, the standard zombies will die after three hits with a normal
weapon, or one hit when it's enhanced.

===========
WALKTHROUGH
===========

When this level begins you will be in the middle of a road.  Head over
to the sidewalk on the left. Get to the far left of the sidewalk (while
still being on it) and continue going forward.  You will soon see the
first zombie.  Hold very still and shoot him three times. Although Moe
will be attacking from your right, if you are in the right position he
will not hit you.  Once this is completed walk forward a few steps
where the same process will pretty much be repeated again.  After this
continue on and make sure to walk through the puddle.  At this point
it's best to just avoid any zombies that don't walk directly into your
path.  If you must shoot them, it should only take once.  Ahead of you
will be a sack of potatoes in the grass.  Pick it up and then head over
to the right to battle Apu, the first boss.  Make sure to avoid his
sprinkles.  The best tactic with him is to simply stand in the middle
of the road, just to the right of the paint stripe.  [While you're
standing there you should practice your "Strafe" technique.  It allows
you to move to either side and up or down while shooting and will keep
you facing straight ahead at all times.  Simply hold the B button down
while you're pressing the other necessary buttons.  It's not really
needed for this boss, or even the next two, but you will need it for
the last boss and you'll want to know how to use it.]  Standing there
will usually result in your only getting hit once or twice.  Shooting
him six or seven times should do the trick.
Now head forward across the street and be ready to get attacked by
another zombie.  If you've used up all of your enhanced bullets you'll
have to shoot him three times.  Head into the park where you'll be
attacked by another zombie.  Once he's dead you can pick up another
sack of potatoes in the grass to your right.  Now continue along the
path to the right. You can simply avoid the zombie there.  Once you get
to the sidewalk turn left and you will be attacked again.  Go as far as
you can and then turn towards the top of the screen.  Follow along onto
that sidewalk where you will run into another puddle.  If you're fast
enough you can avoid any fights until you reach a standstill and
another boss, Moe. Head to your right and position yourself in front of
the first manhole you see.  If you place yourself just right, very few
of his attacks will hurt you.  Be patient and get off two to three good
shots as he appears out of the manhole in front of you to defeat him.
Go to the center of the road and head forward to pick up a donut and
fight a zombie.  Now head to the right and get on the sidewalk.  When
it turns right, follow it.  Once you can go no further, head across the
road, onto the waiting sidewalk where you will find another puddle.
Then advance forward into the schoolyard where you will face the third
boss, Skinner.  Move around with him (don't forget to Strafe) and land
five hits to kill him.
Move down the middle of the road for another donut and yet another
zombie.  Once he's down, head to the sidewalk on the right, walk
through another puddle and then speed past all of the zombies.  Cross
the giant puddle to enter the Simpson yard and face the final boss,
Krusty.
This will be by far the biggest challenge of the game to this point.
His blasts will kill you off very quickly, but yours will only slightly
dent him each time.  The good news, however, is that once you reach
this point you will no longer be required to start at the beginning of
the level again if you die.  To defeat Krusty you must be very adept at
Strafe and dodging.  You should keep to the bottom of the screen
because it gives his pins a chance to spread out, therefore lessoning
the chances of their hitting you.  Stick to the center as much as
possible and move to the left and right primarily just to dodge.  Keep
firing as much as you can, but try to time it and be conservative when
possible because you can and will run out of enhanced bullets if you're
not careful.  It took more shots to kill him than I had the patience to
count but it was at least twenty, quite possibly more than thirty.
Once you succeed in defeating him the level will be over.


-------------------------
Level Four: Vlad All Over
-------------------------

Objective: Make your way to the basement of the castle and defeat Mr.
Burns before he turns you into a vampire.
Character: Homer
A Button = Garlic Press Attack
B Button = Jump
Control Pad LEFT/RIGHT = Move in the corresponding direction
Control Pad UP/DOWN = Look in the corresponding direction
Special note on the enemies of this level: Most of the enemies in this
level cannot be defeated, which makes sense when you realize that your
only weapon is garlic.  If it's a guard, don't even bother trying
because it won't work.  Once you get into the last two sections of the
game you loose your garlic press altogether.

===========
WALKTHROUGH
===========

Those of you that enjoyed Castlevania on the original Nintendo will
probably get a kick out of this level.  Start off by going to the
right.  Once you're past the curtains and the first candle, edge up
towards the missing stone.  An object will fall down and try to crush
you.  Once it's safe, jump over to the ledge on your right.  From here,
jump down onto the candelabra (on the actual candles) then jump down to
the left.  From whichever platform you land on you can either try to
jump down carefully or just go for it and jump, aiming towards the
left.  Minimal damage will be done (as long as you aim out enough so as
not to land on the spikes) when you land and it's simply easier.
(However, if you need a donut, you can obtain one by moving your way to
the left from the platform that you land on after jumping from the
candelabra)  From wherever you land simply make your way left.  You
should find a ledge with a lever on it.  Walking by it will pull it and
open a door to the left of it.  Now you can enter the door and leave
this first section behind.
Now you need to jump as quickly as possible or you will drown.  Jump
three times up and to the right, then pivot and jump up once to the
left.  Pivot again and jump up three times to the right, then pivot and
jump up to the left twice this time.  Pivot back to the right, and jump
up three more times.  The second jump is to a salmon colored ledge and
will be tricky as the ledge will drop you if you're not quick enough.
On the third ledge you will now see a ledge to your right and to your
left.  Ignore the one on your right, spin and jump up to the left.
From there it's a couple more jumps to the left (with another salmon
ledge) and then four times to the right where, once again, they will
try to trick you with a ledge.  As before, ignore it and jump directly
to the left.  From this ledge you can save yourself some time if you
aim right by jumping straight up onto the next ledge.  Then it's to the
left where there appears to be a long ledge.  The middle portion is
salmon, though, and can't be trusted.  You will only be able to step on
it once so be prepared to jump.  My advice is to jump over it once
you're a step before it and then jump up to the next platform as soon
as you land.  Then it's three jump up to the right, a pivot, and one
jump up to the left, then two jumps up to the right (the second one is
to a salmon ledge) then twice up and to the left.  The second jump to
the left will land you on a very unstable salmon ledge.  Time it
carefully and as soon as you land on it you can jump straight up to the
ledge above you.  Jump up to the left once more, then pivot and jump up
to the right three times.  Here you will see steps up to the right.
For once you will jump to them and follow all three up.  Then spin to
the left and jump over to the salmon platform.  Now jump down to the
left and enter the doorway to head towards the next section.
Head to the right and jump up onto the first turret.  A soldier will
appear below you.  Once you're in the clear, jump over him to the next
turret (make sure to watch out for his spike).  Now jump over two more.
A soldier will be below you.  The next turret will feature a sword that
that shoots upwards from it and then retracts.  Time this jump
carefully to clear the soldier and the sword.  Then make your way over
one more turret and land in between it and the next one.  An arrow will
fly over your head shortly.  Once it does, time your jump over the next
two turrets very carefully.  You'll be dealing with another sword and a
walking guard.  Once you're past them breeze past the next two turrets
and head up and to the right to get a donut.  Now jump up into the next
section of the castle.
Hide between the first two turrets and wait for an arrow to pass.  Then
carefully jump over the soldier to the next turret and then advance to
the one after it.  Here Homer's ability to look at things below and
above him by angling the control pad up and down will come in handy.
The next jump is down to the right.  If you miscalculate a soldier will
spear you.  If you land right an arrow will be heading for you (unless
you stay above and wait for the arrow to pass by looking down - it can
take a while, though, and this is a timed game) so watch out and try to
jump over it.  Now jump over the next soldier and be prepared to jump
down and to the right again.  This time jump a little further out.  If
you time it right you'll land in-between two turrets and an arrow will
fly harmlessly overhead.  Then you'll need to hop up quick as a guard
will be almost at you.  Jump over him to the next turret and then
continue jumping (watch out for arrows) until you've jumped onto five
in total.  Here you'll need to be careful of the guard.  Get past him
and the next turret will have a sword coming out of it.  Get past that
one to discover that the next one is the same way.  Get past it to the
last one and you'll see a bat.  Either defeat him or simply avoid him,
pick up a donut and head out the doorway to another section.
Head to the right and jump down to the ledge.  Follow it to it's edge
on the left and jump down again, watching out for the rat.  Now head
down to the ledge below you (watch out for the knight) and move to the
right.  Jump to the next ledge below you and head left.  Jump down to
the right, then head to the left and jump down to the left to land on a
small platform.  Jump out to the right then spin to your left.  You
will see a ledge below you with a lever.  Jump to it, pull the lever
and then jump down and head left to exit through a doorway.
When you reappear you will need to head right and be very cautious
around the hands that will reach out from below you.  Jump over to the
right and follow the steps down.  If you need a donut jump over the
lever to get one just below it and then pull the lever.  Now quickly
head back up the way you came.  Keep going to the left and jump up and
over amongst the platforms until you see another door.  Enter it
quickly or the door will close and you will have to repeat all of the
previous procedures.
Once in the new room follow the platforms all the way up, first to the
left, then to the right.  Watch out for hands and jump over to the
ledge on the right at the end of the platforms.  Jump down to the
candelabra at the end of the ledge then head down to the next ledge.
Now head down to the right to pull the next lever.  Once you pull it
drop off the ledge to the floor and head to the left to leave out the
door you came in.
This time head to the left and exit through the first open doorway.  Be
very quick or you'll be going back to pull the last two levers again.
In the new section, head to the right and drop down.  Once you land,
repeat the process.  You'll run into a donut and the next lever.  Pull
it and then make your way back up (head to the left) and exit out the
door.  You'll reappear and then go left.
You will need to move at breakneck speed to reach the next door.  A
tip: When you're exiting the previous door hold the control pad towards
the left in advance.  Once you appear, head to the left and as soon as
you're underneath the chandelier, jump up and over as much as you can.
If you land it just right you'll be put right in front of the doorway.
Enter it immediately or else it will shut right in your face and you'll
be back to the beginning again.
Once you make it through the door, jump up to the left two times, then
up and over to the left to a third platform.  Pivot, jump over and to
the right (watch out for the hand).  Jump to the right again and go to
the far end of the platform, jump straight up, pivot, jump to the left.
Jump over to the left again (watch out for the rat and salmon
platform).  Jump straight up to the small platform then jump over to
the right (be careful of the bat) jump twice more to the right, then
jump down and to the right.  Drop off the far right of the platform,
where you'll pull a lever, then drop off the left hand side and enter
the door.
Head to the right, down the stairs.  Jump over the pit of spikes and
enter the doorway.
Head to the left.  Jump over to the candelabra.  Jump straight up
twice.  Be very careful of this bat.  Once you're in this section you
have no weapon.  Make several jumps to the left until you see the wall
then drop and go to the right, then drop down again into the hole (with
a suit of armor on each side).
Now you will see Burns.  Jump up onto the first platform.  Above you to
the left there are shutters.  Jump on top of them to make sunlight pour
into the room.  Now get back onto that first platform, wait for Burns
to be heading to the right with his back to you.  Above you to the
right there are more shutters, repeat the process.  Drop down into the
beam of light on your right (Burns can't harm you there) and once he's
heading to the right again follow behind him and then jump onto the
next platform.  Here there are two more sets of shutters.  Get the one
to your left and at this point Burns will be trapped in the corner.
Now carefully get the last one, to your right, and once the sun floods
into the room, Burns disappears into a poof of smoke.



--------------------------------
Level Five: If I Only Had a Body
--------------------------------

Objective: Mr Burns has taken Homer's head and attached it to a robot.
You need to maneuver throughout the power plant and find five bones
(each of which represent a different body part) to reassemble the real
Homer.
Character: Homer
A Button = Search (Homer can do this when an eye appears over an area)
B Button = Jump
Control Pad LEFT/RIGHT = Move in the corresponding direction
Control Pad UP/DOWN = Look in the corresponding direction
Special note on the enemies of this level: Just like in Flying Tonight
you don't have any weapons and will need to defend yourself by avoiding
people.  If you start soon enough you will be over to jump over most
workers.
Important Level Note: This level does not feature donuts.  Instead, you
will run into batteries, spark plugs and oil.  Pick them up whenever
possible.
Also please note that this walkthrough reads repetitiously but there's
only so many different way to describe walking left and right or going
up or down a ladder.

===========
WALKTHROUGH
===========

When this level starts you will see a mold of Homer's body at the
center of the screen.  Head to the left.  When you reach the first
ladder you need to head down it.  Be careful of the worker.  At the end
of the ladder you'll see another ladder to your left.  Head down it.
Go to the right and down the slope.  When you reach the next ladder,
head down it.  Once you get to the bottom head to the left.  Jump onto
the barrel and jump up.  Here you need to be careful of two pieces of
machinery that will rise and drop at the same time.  Once you get past
them head down the ladder.  Go to the left and, you've got it, down the
next ladder.  Head to the right across the conveyor belt (be careful of
the nuclear waste drops).  Head up the ladder and jump over to the
right and then down the next ladder.  Head to the right until you reach
the next ladder and follow it up.  Be careful of the worker and head to
the right and then down the ladder.  Go to right and stop in front of
the fire extinguisher where you'll be able to search and get the first
bone.  Now head all the way back up to the start of the level (if you
need help simply follow the walkthrough in reverse).  Once you get
there place the bone into the mold.  Homer's stomach will appear.
Head back to the left and down the first ladder.  This time head to the
right.  Jump over the worker and head down to the end of the slope.
Now jump over to the right and be careful of the machinery.  Make your
way across the conveyor belt and watch out for the next moving piece of
machinery.  Do the same thing one more time and then head down the
ladder.  Go the left and jump down onto the barrel.  Pivot to the right
and watch out for the worker.  In front of the nuclear waste barrel you
will see another eye but there's nothing there.  Jump on top of the
barrel and then up to the next floor.  Follow the conveyor belt to the
left and move onto the next barrel.  Once again the eye is misleading.
Jump on top of the barrel, pivot to the left and jump up and over.
Make your way to the next ladder and go up it.  Head to the right and
go to the ledge.  From here you need to jump over to the next ledge.
Make your way to the ladder, head up it and go to the left (be careful,
the machinery that threatens to flatten you shows up again).  Jump over
the gap and head to the left until you find the next fire extinguisher
and bone.  Now head back to the beginning again and fit in the arm you
just found.
Head to the left, go down the ladder and then go to the left.  Now you
need to make a long jump over to the left.  Jump up onto the barrel and
then jump up again.  Now you need to head to the left, over conveyor
belts and avoiding the machinery.  There's a set of three this time.
Now head down the ladder and go to the right.  Head up the next ladder
and go to right (watch out for the worker and the radioactive drips)
until you reach a fuse box with an eye.  Pick up the next bone and head
back to the start again and add Homer's other arm into the mold.
Head to the left, go down the ladder and then head to the left.  Now
you need to make a long jump to your left.  Jump up onto the barrel and
then jump up again.  Now you need to head to the left, over conveyor
belts and avoiding the machinery.  There's a set of three this time.
Now head down the ladder and go to the right.  Fall off the edge and
you will land on top of a barrel.  Jump down and head all the way to
the right and go down the ladder.  Go to the left and up the ladder.
Head to the left and drop off of the edge.  Head to the left and go up
the ladder.  Go to the left and jump off onto the barrel.  Now head to
the left side of the platform and head down the ladder.  Head to the
right.  Jump off to the right and land on a barrel the barrel.  Pivot
to the left, jump off the barrel and then drop off of the ledge.  Head
to the left and  follow along until you reach the fire extinguisher and
the fourth bone.  Go back to the start to give Homer a leg.
Head to the left and down the ladder again.  Go towards the right,
avoiding the workers and make your way down the slope.  Now drop off
the end of the slope and head right.  Head down the ladder, go the
right and down the next ladder.  Go towards the left (watch out for the
machinery) and jump over the gap.  Head down the ladder and head to the
right, to the barrel.  Get on top of it, jump up and head right to the
ladder.  Follow it down and go right across the conveyor belt.  Head up
the ladder, go right and then go up the next ladder.  Head to the left,
make your way past the machinery and go up the ladder then down the
next one.  Jump across the barrels and then up to the left with the
green fuse box.  Here you will find Homer's final bone.  Make your way
back to complete the level.


------------------------------
Level Six: Nightmare Cafeteria
------------------------------

Objective: Make your way through Springfield Elementary and rescue your
fellow students before all of you are eaten by Skinner and the various
staff members.
Character: Lisa
A Button = Hide/Search/Unlock Cages
B Button = Jump
Control Pad LEFT/RIGHT = Move in the corresponding direction
Special note on the enemies of this level: Once again you're weaponless
but this time you have a very useful skill - hiding.  Make sure to use
it well (you have to hide against blank spots in the wall) against the
staff members and jump over the rats.  Once you've been spotted hiding
won't help so be prepared to run.

===========
WALKTHROUGH
===========

When you appear on screen take one step to the right and then hide.  As
Willy walks past you head towards the right, past the first door.  Hide
again until everything's clear then proceed to the next door and enter
it.  To your right you'll see an open cabinet.  Search it to find the
first key (note: the items you need to collect number at the bottom of
the screen is not affected by the keys, rather by the students that you
set free).  If you were to make your way to the left in this room you
would find a hostage.  Unfortunately you can't save him yet, so exit
the room.
Walk to the next room and enter it.  To the left is a cabinet with
another key.  Then off to the right is Milhouse.  Free him by standing
in front of the cage and pressing the A button.  When you try to exit
the room (he'll just stay standing there) Skinner will appear (it's his
office).  Hide carefully and make your way past him to the door.
Head right in the hallway.  Hide between the rows of lockers or Edna
will get you.  Sneak past her into the next room and go to the cabinet
on the right for another key.  Exit the room again quickly or you will
have to face Edna again.  There is another student in there but you
can't help yet.
Once back in the hallway make your way to the next door on the right.
Entering it will take you into the auditorium.  Go up the stairs to the
left and follow it across the stage, down the next set of stairs and
out the door.  Be careful of the wasps.
Once back in the hallway you'll need to hide quick or Mrs. Hoover will
get you.  Make your way past you and into the next room.  Think quick
because she's in here too!  Get past her, snag the donut and enter the
next door.  Go the right, check the cabinet and then continue to the
right to free Bart.  Now be careful and head back the way you came.
Once back in the hall go in the next door on the right.  Go to the left
to pick up a donut then to the right and an open cabinet to get another
key.  Exit the way you entered.
Now hide quickly again because Mr. Largo is after you.  Make your way
to the next room and be ready to hide at first and then run very fast
while Lunch Lady Doris chases you.  Make it to the door on the far
right and enter it.  Now head left, ignore the first cabinet and make
your way past the rats to the next cabinet and another key.  Exit
through the new door that appears and go left for a donut.  Then head
back to the right to free Martin.  All of these cabinets are empty.
Leave the way you came (don't forget about Doris).
Once back in the hallway you can go to the last door on the right to
get a donut and then head back to the left, down the hall.  It's time
to free the two you couldn't before.  Go to the fourth door (past Mrs.
Hoover) and make your way back across the auditorium.  Once you exit go
to the next door on the left.  Head to the right and make your way past
Edna to enter the door at the end of her room.  Go to the right and
free Uter.  Now exit the way you came in.
Remember as you appear in the hall and make your way to the left that
Edna will be there again.  Make your way to the second door on the
left, then head to the left to free Sherri (or is it Terri?) and end
the level.


-----------------------
Level Seven: King Homer
-----------------------

Objective: Help King Homer find Marge by destroying everything in his
path.
Character: King Homer
A Button = Punch
B Button = Jump/Punch Up (while climbing)
Control Pad Up + A Button = Punch Up (while not climbing)
Control Pad LEFT/RIGHT = Move in the corresponding direction
Control Pad Up = Climb Buildings
Control Pad Down = Block Attacks
Special note on the enemies of this level: Jumping on top of small
enemies (for example, tanks) and people will destroy them and gain you
points.


===========
WALKTHROUGH
===========

This level is very reminiscent of Rampage and also, unfortunately,
quite monotonous.  The main thing to remember is to keep going right
and to jump or climb on every building in your path.  Also, most
buildings that
require climbing will drop a missile on you from above so be prepared
to punch up.
At the beginning you will have a tank firing at you.  Jump on it and
then up to the small building where you will crush the next tank.  Now
fall down on top of another tank then jump on top of a very small
building, eat the person (note: you won't be able to kill all of the
people walking) and then jump down onto yet another tank.  Jump up to
the next building then off of it, crush the tank (you get the point and
I will stop referring to every tank now) and approach the tall
building.  Climb up one movement and then wait until the missile is
within punching distance.  Do so then progress to the top of the
building and jump off of it (always jump out as far as you can).  You
should land on another building.  Now jump down to the bridge and
either destroy or avoid the three missiles.  Cross it and then be
careful of missiles from above.  This is the first place where you
should block.  Jump up to the next building then down onto the waiting
tank.  Begin to scale the tall building.  Just like before be ready to
destroy the falling missile (this time you should climb up three
paces).  Jump off of the end of the building to land on another one.
Jump again, land on another one, jump again to land in-between two,
then jump on to the next one.  Now you will see a tank and a donut
power up above a fake donut.  Get the power up, duck to avoid being hit
and head to the next building.  Drop off it to eat a human and then
climb the next building (don't forget about the standard missile).
Jump off onto another building, walk across it and drop off.  Climb the
next building and jump far off of the ledge to land at another tall
building to climb.  For once there's no falling missile (you can,
however, defeat an airplane if you choose) but there is a tank on top
of the building.  Now drop off and head over to the tallest building
yet (it's gray).  Climb up it and get prepared to meet a boss.
It is an airplane with an endless supply of missiles.  Watch for the
three lights to appear on the building.  They tell you where missiles
will soon appear when the plane takes a long distance shot.  Make sure
to be out of the way.  If you die here it's all the way back to the
beginning.  A tip: climbing upwards takes a while but climbing down can
be achieved quickly and easily by simply sliding down.  In order to
defeat the plane you need to avoid the long distance shots (and watch
out for the missiles he will launch at extreme close range, too) and
in-between them you should position yourself at the bottom of the
screen, with Homer's foot appearing on the bottom section.  The best
punch to use is the A button punch.  If you get there with enough
energy and carefully time your punches you can beat him with six to
eight hits.  Once this is done Homer will take over and climb up to the
end of the level.  I won't spoil it for you but once you're done
watching what happens tap the directional pad to watch the full ending
of the game.



---------------
Acknowledgments
---------------

Many thanks go out to cereslise for helping me find some of the
patterns.  I'd also like to thank Matt Groening and the entire cast and
crew behind The Simpsons, THQ for making a good Simpsons game (and for
giving me one free tip), Less Than Jake and Placebo for providing a
welcome change of pace from the game music (which is actually better
than most GameBoy music), Angelfire for hosting my various websites
(including my site for this game) for free and gamefaqs.com for helping
me share this with all of you.



-----
Links
-----

http://www.angelfire.com/games3/treehouse/index.html
My Treehouse of Horror site (soon to come, if it's not up by the time
you see this)

http://www.angelfire.com/nt/rudolph/index.html
Shameless plug for one of my other sites

http://www.angelfire.com/nt/cypher/main.html
Shameless plug for cereslise's Sailor Moon manga site

http://www.nohomers.net
Evergreen Terrace - THE best Simpsons site out there



----------
Disclaimer
----------

This walkthrough is the copyrighted property of A. Taylor and as such
may not be used, in whole or in part, without prior express written
consent on any website (exceptions include www.gamefaqs.com and my own
site, http://www.angelfire.com/games3/treehouse/index.html), print
publication or any other media source.  If you would like to obtain the
permission to use this guide for any means other than private usage
please contact [email protected].