---------------------------------------------------------------------
| ----------------------------------------------------------------- |
| | | |
| | /---- ------- | |
| | | | | |
| | \____ ----- -- ---- | --- -- --- --- -- /-- | |
| | \ | | | | \ | | \ | | | \ | / \__ | |
| | | | |--| |--/ | |--/ | | |--/ | \ \ | |
| | ----/ | | | | \ | | \ -- | --- -- --/ | |
| | | |
| ----------------------------------------------------------------- |
---------------------------------------------------------------------
F O R T H E 8 - B I T N I N T E N D O
V e r s i o n 1 . 0
M a d e B y S t a r F i g h t e r s 7 6
Welcome all to my walkthrough on a very fun and under-rated tough game
called Star Tropics for the Nintendo Entertainment System. I hope this
walkthrough helps out as much as possible. Below is nothing but spoilers
on the game, so if you don't want to be spoiled, please take a detour
and hit the Back button now. However if you want to be spoiled or need
some help, please scroll down as far as you need to. Consider this as
your Spoiler Warning!
-----------------
|TABLE OF CONTENTS|
-----------------
SECTION 1: Intro
A: Version Guide
B: The Story Of Star Tropics
C: What Is Star Tropics
D: About This Walkthrough
E: Control Configuration
F: Status Screen
SECTION 2: Walkthrough
A: Before The Walkthrough
B: Chapter 1: Prelude
1: Dungeon 1-1 (Part A & Part B)
C: Chapter 2: Dolphins
2: Dungeon 2-1 (Part A, Part B & Part C)
D: Chapter 3: Storm And Calm
1: Dungeon 3-1 (Part A)
2: Dungeon 3-2 (Part A & Part B)
3: Dungeon 3-3 (Part A, Part B & Part C)
4: Dungeon 3-4 (Part A)
5: Dungeon 3-5 (Part A, Part B & Part C)
E: Chapter 4: Confessions
1: Dungeon 4-1
F: Chapter 5: Captain Bell
1: Dungeon 5-1 (Part A, Part B & Part C)
G: Chapter 6: Reunion
1: Dungeon 6-1 (Part A & Part B)
2: Dungeon 6-2 (Part A, Part B, Part C & Part D)
H: Chapter 7: Alien Spaceship
1: Dungeon 7-1 (Part A)
2: Dungeon 7-2 (Part A, Part B & Part C)
I: Chapter 8: Final Battle
1: Dungeon 8-1 (Part A)
SECTION 3: The Goodies
A: Main Weapons
B: Secondary Weapons
C: Magic Items
D: Other Items
E: Game Story Items
F: Puzzle Solutions
SECTION 4: The Baddies
A: Enemies
B: Bosses
SECTION 5: In Conclusion
A: What's To Come
B: Special Thanks
C: The Disclaimer
D: Final Words
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-----
SECTION 1: |INTRO|
-----
-------------
A: |Version Guide|
-------------
Version 1.0: Just finished making the walkthrough for the game,
and submitted it to GameFAQS (04/23/08)
-------------------------
B: |The Story Of Star Tropics|
-------------------------
Taken from first part of the page found on Wikipedia.org:
"The story revolves around Mike Jones, a star pitcher from
Seattle, who went to C-Island for a vacation and to visit his
uncle, an archeaeologist named Dr. Steve Jones, more commonly
known as "Dr. J", after receiving a letter from him. Visiting
the nearby village of Coralcola, Mike discovers that Dr. J has
gone missing. However, the path to the lab is blocked, so the
Chief gives Mike the Island Yo-Yo as his first weapon, sends
him to meet his sister, the Shaman, and Mike goes through the
monster-infested tunnel. After defeating the vicious C-Serpent,
Mike reaches his uncle's lab. Once there, he meets Baboo,
Dr. J's assistant, who lets him take Dr. J's submarine, the
Sub-C, which is navigated by a robot named Nav-Com. Mike
travels off the island in the Sub-C, and his journey begins."
--------------------
C: |What Is Star Tropics|
--------------------
Star Tropics is like the first Legend Of Zelda game, only with a
few twists in it. You get to play as a kid who has to search for
his uncle who has been abducted by aliens. The dugneons are laid
out sorta like Legend Of Zelda as it is overhead, where you must
fight hordes of creatures, while the overworld is simple walking
around, collecting key items and visiting villages. Saving only
takes place when entering a tunnel, finishing a tunnel or
finishing a chapter. Other than that, this is a challenging game,
but an enjoyable one (and educational at some parts). Do enjoy!
----------------------
D: |About This Walkthrough|
----------------------
Several times throughout the walkthrough I will probably repeat
myself. A few times would possibly be necessary, such as a Boss
guide, as well as a few other things. Sometimes I do this without
even realizing it, and sometimes I do it to make it easier for
people to find what they are looking for on this walkthrough. This
guide, like others, is described on how I played/beat the game.
You have your methods as do I. This is just my way of doing it. I
hope this helps out in anyways possible.
---------------------
E: |Control Configuration|
---------------------
These are the basic controls for both Overworld navigation and
Dungeon navigation:
CONTROLS FOR OVERWORLD NAVIGATION:
D-PAD = Moves left, right, up or down.
'A' BUTTON = Talks to people/Picks up certain items
'B' BUTTON = Does nothing
START BUTTON = Does nothing
SELECT BUTTON = Does nothing
CONTROLS FOR DUNGEONS NAVIGATION:
D-PAD = Moves left, right, up or down.
'A' BUTTON = Allows you to jump
'B' BUTTON = Allows you to use weapons.
START BUTTON = Pauses the game/
Selects Magic Items (press DOWN D-PAD)
SELECT BUTTON = Switches between weapons.
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-----------
SECTION 2: |WALKTHROUGH|
-----------
----------------------
A: |Before The Walkthrough|
----------------------
1. Just like most of my other FAQ/Walkthroughs, I have broke
down each dungeon room by room. For this game however, after
you get so far into the the dungeon and lose a life, you
will start back at a "midway point". For this I decided to
break down the dungeons by seperate parts. Example, in
Dungeon 1-1, if you lose your life from Room #10 and
onwards, you will start off at Room #10. Room #01 - Room #09
would be Part A, while Room #10 - Room #18 would be Part B.
This is done to make things easy for you when you use this
walkthrough. Also note, all items and puzzles will reset
once you start a new life.
2. On top of all the items in the game, there are a couple
items that are dropped by enemies (though very rarely).
These are Power Stars (which are white) and One Hearts.
Collecting 5 Power Stars will refill one lost Heart Point.
Collecting a One Heart will also refill one lost Heart
Point.
------------------
B: |Chapter 1: Prelude|
------------------
"One day in summer, you land at C-Island where Dr. Jones has his
labratory..."
O V E R W O R L D (ITEMS: None)
And now, the new adventure beings! After a cutscene, you wake up
on an island known as C-Island. Unaware of what's going on, you
begin your journey now! From where you start off at, head left
until you get to some trees, then up and around the trees until
you reach the village. Welcome to Coralcola Village!
C O R A L C O L A V I L L A G E (ITEMS: Yo-Yo)
This will be the first of many villages you will come across in
the game, so get use to it. Starting off, by talking to people,
they will recognize you off the bat, which is good. So what is
needed to be done, well you need to speak to the village cheif.
To get there, follow the dark path to the big dark central path
thingy. From there, head left to the covered hut and enter it.
Now go up to the village cheif and talk to him. He will give
you some distressing news about your uncle. Seems that he's
been abducted by aliens (how cliche). He asks for your help,
which you obviously will oblidged, and by doing so, he will
give you the YO-YO weapon (hey, it worked on Ninja Turtles 2).
He will tell you about a tunnel that's in the village, which
will take you to your uncles lab. The tunnel's location is in
the northeast corner of the village, however there is a guard
blocking your way into it. Talk to various of people around the
village then go back to him. He will then recognize you and let
you pass. Go into the small covered hut and into the stairs. As
you do, the Shaman (and sister of the island cheif) will tell
you about why your uncle was snatched and what lurks in the
dungeons (obviously) and to be careful. With that, your game
will automatically save. Now get ready for your adventures in
Dungeon 1-1!
------------------------------------------------------------------
-----------
1: |Dungeon 1-1|
-----------
DUNGEON STATS: This dungeon has 2 parts and 18 rooms in it.
- - - D U N G E O N 1 - 1 P A R T A - - -
[10] LEGEND FOR PART A:
| 01 = Starting Point
[08]-[07]-[09] 10 = Fire Torches/Leads to 11 (Part B)
|
[06]
|
[---05--]
|
[04]
|
[03]
|
[02]
|
[01]
ROOM #01:
You start off in this first room. Nothing here really, so just
head north to ROOM #02.
ROOM #02:
In here will be three Rabbit Slugs as well as four tiles.
Nothing is gained from the tiles, so just take out the enemies
and the north door will open, taking you to ROOM #03.
ROOM #03:
In here is six Rabbit Slugs, but nothing more. Just take them
all out and the north door will open, taking you to ROOM #04.
ROOM #04:
For this room are four Rabbit Slugs and a Blue Rat and several
tiles. Take out the first Rabbit Slug you see, then starting
with the first left tile you see, jump up 1, left 1 and take
out the next Rabbit Slug. Jump on the top tile to reveal a
switch. Go to the switch to open the north door. You don't
need to take out the other Rabbit Slugs, but the Blue Rat you
can. After that, go through the door, taking you to ROOM #05.
ROOM #05:
This is the first long room you'll be in. Right away you will
be greeted by two Blue Rats. Take them out and go right to
find another three. At the otherside, head up to the tiles,
and simply jump across them until you get to the one under the
door. Now jump down 1 to reveal a switch. Jump to the switch
to open the door. Go into the door, taking you to ROOM #06.
ROOM #06:
Three Blue Rats and two Rabbit Slugs inhabit this room, so
take them out and the north door will open, taking you
to ROOM #07.
ROOM #07:
In here is four Rabbit Slugs and a bunch of tiles. Starting
with the left tile, take out the first Rabbit Slug, then jump
up 1 to reveal a switch, then right 1 for another (take out
the Rabbit Slug). These switches open the west and east doors,
leading to ROOM #08 and ROOM #09 (respectively) but nothing
can be gained from either room (just five Blue Bats each).
Instead, you need to make your way to the top section. To get
there, head to the east door (or west, don't matter), then via
the tiles, jump up 1, left 2, up 1, then onto solid ground.
Once there, jump on the far left tile to reveal a switch. Step
on that and the north wall will open, taking you to ROOM #10.
ROOM #10:
This is simple, just hit the right switch (no sense in telling
since it's easy to figure out) and the chest will reveal FIRE
TORCHES (save these!). Now hit the right switch again to open
the north door and go through it, taking you to ROOM #11, as
well as PART B.
- - - D U N G E O N 1 - 2 P A R T B - - -
[18] LEGEND FOR PART B
| 11 = Starting Point for Part B
[17] 12 = Fire Torches
| 13 = Magic Potion
[16] [14] 14 = Magic Potion
| | 16 = BOSS: Red Serpent
[15] [13] 18 = Leads to Overworld
| |
[---12--]
|
[11]
ROOM #11:
Here begins Part B. For this room, you will be faced with a
Blue Bat and two Blue Rats. Take them out and the north door
will open, taking you to ROOM #12.
ROOM #12:
In here, the music will change, but don't be too threaten by
it. You will see a Rabbit Slug and a Brown Snake. Take these
out as well as the second Brown Snake you see. Now head to the
north tiles and jump left 2 to find a switch. This will open
the north door. Jump left 1 to find another switch, which will
reveal more FIRE TORCHES from the chest. Now back to the first
switch, jump north 1 to reveal a third one. Jump to that and
the far east wall will open. Go to it and through the opening,
taking you to ROOM #13.
ROOM #13:
Happy music!! Right away you will find a MAGIC POTION, so get
it! While you're at it, find the correct tile to reveal a
switch that will make the north wall open, which will take you
to ROOM #14.
ROOM #14:
In here is another MAGIC POTION so get it (but don't use
them). There's also another switch, but forget finding it as
it will reveal another opening in the north wall, but this
will take you to your doom if you go through it (don't believe
me, find out yourself then!). Now head back down to ROOM #13.
ROOM #13 (REVISITED):
Head through the left entrance, back to ROOM #12.
ROOM #12 (REVISITED):
Be careful in here, because the monsters has regenerated! Make
your way to the switch that opened the north door, then go
through the door, taking you to ROOM #15.
ROOM #15:
In here might be slightly tricky. There are three Blue Bats
and two Brown Snakes. Take them out, and the north door will
open. Go through it and you will be taken to ROOM #16.
ROOM #16:
Get ready, it's time for your very first boss fight!
BOSS #01: C-SERPENT
Okay here's how this fight will setup. The boss will stay
in the middle and after waddling a bit, will open it's
mouth and shoot fireballs at you. The thing is, that's when
you need to strike. To do so, stand on the middle tile and
use your FIRE TORCHES on it. When it's about to shoot
fireballs, throw a torch or two then jump to the left or
right tile to avoid them. After that, back to the middle
tile and keep shooting. After those run out, hit it with
your main weapon, which it shouldn't take long to take out.
Use your MAGIC POTIONS when needed. After enough hits, it
will be defeated!
And with that, the boss is gone. The pathway will now be
cleared so continue upwards and you will be taken to ROOM #17.
Just by experimenting, you don't have to defeat the boss to
complete this stage. If you have all of your life, simply walk
up to the boss, and jump onto the platform it's on and continue
going upwards. You'll lose a heart or two (having a Magic
Potion will help) but you can easily bypass this fight
altogether ^_^.
ROOM #17:
Make your way to the tile and jump on it to reveal a switch.
Hit the switch to make the north door open. Go through it and
you'll be at ROOM #18.
ROOM #18:
Simply go north and you will have completed Dungeon 1-1!
------------------------------------------------------------------
O V E R W O R L D (ITEMS: ID CODE 1492)
Wow, now wasn't that fun? Guess what, it won't always be this
easy! Anyways, you should now be on the C-Island Overworld now.
With your score tallied up (why is there a scoring system for?!)
plus two more Heart Containers added to your life (bring it up to
5 Heart Points), and the game saved, it's time to move on! Simple
follow the path around and you will come across a half naked
person. Talk to him and he will introduce himself as Baboo, who is
your uncles assistant. He will tell you about your uncles sub
known as Sub-C, after which, you will get the ID CODE. He then
tells you to board the sub, and that he wants to tell you more,
but he's afraid of something (oh goodie, plot twists this early!).
Now head onto the beach and south to the lab in the middle. You
will then be introduced to Nav-Com. After inputting the ID Code,
you will get a cutscene showing the Sub-C taking off. After which,
your game will be saved and it's time to move onto the next
chapter. You have now completed Chapter 1!
------------------------------------------------------------------
------------------------------------------------------------------
-------------------
C: |Chapter 2: Dolphins|
-------------------
"After a few hours voyage, Sub-C is still cruising on the
ocean...."
O V E R W O R L D (ITEMS: Bottle & ID CODE 1776, Big Heart)
You start off in the middle of the ocean. Go east and a dolphin
will come out speaking gibberish. Nav-Com, being the almighty
brains, will translate. It seems her son has disappeared (OH
NOES!). Nav-Com decides for you that you will help the mother
dolphin (gee thanks?). With that, continue going east until you a
wall. From there, head back a few steps and then up to the tunnel.
Go through it and head to the N-Shaped docking. Once there, head
over to the lighthouse. Once there, talk to the guy. He will tell
you he hasn't seen the dolphin, but suggests you visit his wife,
as she loves company. Once back at the overworld, head back to the
ship. Now, look at the spot just southeast of the ship. See the
bubbles (it's kinda faint), well, go to it and you can go through
the wall. There will be another after that, so do the same and
then head down to the docking area.
On dry land, head south to the small lone hut. Go into it and talk
to the lighthouse dude's wife. She will also tell you she hasn't
seen the boy dolphin (shocking), but she did say she saw a bottle
on the beach. Could this be a clue, let's find out! Back on the
overworld, head onto the beach and around it till you reach the
rocks. Go up to the north rock, and go into it and a pathway will
open. Follow the pathway and you will be able to retrieve the
Bottle. There's a note in the bottle (how cliche), and you decide
to read it. Well, it's not a message about the dolphin, but it is
from your uncle. Seems he was captured by evil aliens (like duh!).
You will receive ID CODE 1776 with that. Well, much good this does
us, now head back to the ship and a cutscene will take place. With
the ID CODE in place, we have a new ability, submerging!
See the dark tiles, go up to it and press 'B' BUTTON and you will
travel over to the next dark tile (this will come in handy). Do
so, then do it again with the next tile. After that, go through
the tunnel and to the docking area. On dry land, you will see
another tunnel, but don't go to it yet. Instead head south to the
narrow path and go through the rocks. After that you will net you
a BIG HEART, which will now give you 6 Heart Points! Now you can
head up to the tunnel. With your game now saved, it's time to take
on Dungeon 2-1!
---------------------------------------------------------------
-----------
1: |Dungeon 2-1|
-----------
DUNGEON STATS: This dungeon has 3 parts and 18 rooms in it.
- - - D U N G E O N 2 - 1 P A R T A - - -
[05]-[---04--]-[---03--] LEGEND FOR PART A:
| 01 = Starting Point
[---02--] 02 = Baseball Bats
| 05 = Leads to Room #06 (Part B)
[01]
ROOM #01:
You obviously start off here, but of course nothing is here, so
go north to ROOM #02.
ROOM #02:
In here, head up and right along the path, and a Red Crawler
will come out. Take it out and continue going right and another
will come out. Also you will see a BASEBALL BAT. Get this as it
might come in handy. Now head to the north door, taking you to
ROOM #03.
ROOM #03:
Starting off will be two Blue Bats, so take them out. A new
obsticle is here, and that's the submerging tiles. These will
be a pain to get around in the future. You need to time your
jumping and make it across to the next ground. You will sink if
you're not quick enough. Past this first one, will be more Blue
Bats and a Brown Snake. Take them out and continue onwards and
you will be in ROOM #04.
ROOM #04:
In here, continue going left, and Crawlers will come out to
play. There are four here as you progress, so once that's done,
continue left and you will be in ROOM #05.
ROOM #05:
Simple room, there are three Blue Bats, so take them out and
the north door will open, taking you to ROOM #06, as well as
Part B.
- - - D U N G E O N 2 - 1 P A R T B - - -
[10] LEGEND FOR PART B:
| 06 = Starting Point for Part B
[---09--] 07 = Two Hearts/Baseball Bat
| 10 = Two Hearts/Leads to 11 (Part C)
[08]
|
[---07--]
|
[---06--]
ROOM #06:
Here starts Part B. You start off by seeing a Cross Speeder,
simple enough to take out. Now continue going left and you will
see Red Octojumpers and a submerging tile (amongst regulars
ones). Time your moves and head either to the north or south,
then go left 2, up 1, to reveal a switch (how convienently
placed). Head back to the switch to open the north door. With
nothing else to do here, head through the north door, taking
you to ROOM #07.
ROOM #07:
Here's another long room. Right away will be a Brown Snake, but
it's of no bother. Another one will come towards you so take it
out. After that, proceed to the left and continue on till you
get to the wall, where another Brown Snake will be. Take it out
and see the small dark shadow, well you can go through the wall
at that point. Here's the thing, if there's another shadow on
the otherside, this will be a two way tunnel, if not, it's a
one way. After going through it, you will see TWO HEARTS and a
BASEBALL BAT and a Blue Bat. After that, jump on the correct
tile and go through the next shadow. At the otherside is
another Blue Bat and a switch. Hit the switch to open the north
door, which will take you to ROOM #08.
ROOM #08:
Simple room, take out the four Cross Speeders, and the north
door will open, taking you to ROOM #09.
ROOM #09:
In here, jump up to the tiles and a Big Fish will come out
shooting fireballs at you. Simply dodge these as you make your
way left across the tiles. As you do, you will come across four
Red Octojumpers. Take all of them out to open the north door.
Go through it, and it will take you to ROOM #10.
ROOM #10:
In here is TWO HEARTS, as well as a tile which will reveal a
switch, which will open the north door. Go through the door to
ROOM #11, as well as Part C.
- - - D U N G E O N 2 - 1 P A R T C - - -
[18] LEGEND FOR PART C:
| 11 = Starting Point for Part C
[17] 12 = Magic Snowman
| 15 = Magic Potion
[14]-[13] [16] 18 = BOSS: Giant Octo
| | |
[15]-[---12--]
|
[11]
ROOM #11:
Here starts Part C. For this room, you will be greeted by five
Blue Bats. Take them out and the north door will open, taking
you to ROOM #12.
ROOM #12:
In here you will see four Cross Speeders, an open north door
and a shadow wall. Nothing to be gained from the enemies, so go
through the north door (for now) taking you to ROOM #13.
ROOM #13:
There is literally nothing in here, so simply head to the left
side and you'll jump over to ROOM #14.
ROOM #14:
Greeting you here is two Brown Snakes and two Blue Bats. By
taking out the right one, will cause the south wall to open up
revealing a passageway. Go into it and you'll be in ROOM #15.
ROOM #15:
In here, you will see a MAGIC POTION, so get that. Also by
hitting the right tile will cause a switch to appear. That
switch will open up the right wall, which you will go through,
taking you back to ROOM #12.
ROOM #12 (REVISITED):
Once back here, avoid the Cross Speeders and head through the
shadow wall. At the otherside, hit the right tile first, then
it's switch which will cause a MAGIC SNOWMAN to appear. Get
that (but don't use them) as it will be very useful. Now hit
the top tile to reveal a switching opening the north door. Now
go through the north door and it will take you to ROOM #16.
ROOM #16:
In here is four Red Octojumpers, simply take them out (watch
out for the Big Fish) and the north door will open, taking you
to ROOM #17.
ROOM #17:
Upon entering here, you will see a lone Red Octojumper, as well
as the dolphin boy! Guess it was captured afterall. Take out
the enemy and the north door will open. Go through it, and you
will be in ROOM #18.
ROOM #18:
Get ready, because another boss fight is about to take place!
BOSS #02: GIANT OCTO
Okay this is how the fight will setup. You'll see a gittery
squid shoot bullets at you which is easy to dodge. It will
come in close which will be your chance to strike. Here's
the easiest part of it. When it gets close to you, use your
MAGIC SNOWMAN to freeze it. While it's stuck in place, you
can attack the crap out of it. When the water starts to
change to blue, use another one and continue beating it
down. Soon you will have defeated this boss!
After that, the boy dolphin will be free and come out to thank
you. And with that, you have completed Dungeon 2-1!
-----------------------------------------------------------------
O V E R W O R L D (ITEMS: None)
Back on the Overworld, your score is tallied up and the game is
saved, so now you can move on! And doing so, head to the dolphin
and talk to it. The boy dolphin will thank you, and Nav-Com will
signal his mommy. Soon mommy dolphin will come out expressing her
graditude. she will then help you get out of where you are (oh how
sweet). A cutscene will take place, showing you going through the
rocks. After that's over, the dolphins will never forget your
kindness and bid you farewell, and then you begin to take off. The
game will now save, and you will have completed with Chapter 2!
------------------------------------------------------------------
------------------------------------------------------------------
-------------------------
D: |Chapter 3: Storm And Calm|
-------------------------
"Suddenly it gets dark and storm on the ocean. The sea tosses
Sub-C...."
O V E R W O R L D (ITEMS: None)
Before I begin, I want to say that this is going to a massively
long and tough chapter (5 Dungeons), so be ready! Anyways it looks
like after a terrible storm takes place, you land face down into
the beach (yeah, that sand taste good don't it!). It seems once
you come around, it's rather calm, almost too calm. Well time to
move on. From where you start off at, make your way up on the
grassy land, then follow the path all the way to the lone hut.
Upon entering it, you will see a man and by talking to him, he
will offer you some coconut milk which will refill your life (if
it works, go with it?). He will then suggest you to go to Miracola
to find help for your ship. Now leave here, and keep following the
path then around the rocks and trees and you'll see a tunnel. With
your game now saved, it's time to take on Dungeon 3-1!
-----------------------------------------------------------------
-----------
1: |Dungeon 3-1|
-----------
DUNGEON STATS: This dungeon has 1 part and 11 rooms in it.
- - - D U N G E O N 3 - 1 P A R T A - - -
[11] LEGEND FOR PART A
| 01 = Starting Point
[10]-[09]-[08] 03 = Throwing Bolas
| 06 = Throwing Bolas
[07] 09 = Two Hearts
| 10 = Leads to Overworld (AVOID ROOM)
[06] 11 = Exiting Point
|
[05]
|
[04]
|
[03]
|
[02]
|
[01]
ROOM #01:
You start off (like always) in this room, and seeing as there
is nothing of interest, just go through the north door taking
you to ROOM #02.
ROOM #02:
In this room you will be greeted by three Blue Tucans, so take
them out and the north door will open, taking you to ROOM #03.
ROOM #03:
In here is two more Blue Tucans, so take them out to make the
north door open. Also on the center island is a chest. To get
to that, hit the upper right tile to reveal a switch. Jump on
the switch to reveal THROWING BOLAS. Now get those, and head
through the north door, taking you to ROOM #04.
ROOM #04:
In here is four Jumping Monkeys, so take them out and the north
door will open. Go through that, and you'll be in ROOM #05.
ROOM #05:
In this room, there are six Jumping Monkeys. So just like
before, take them out and the north door will open, taking you
to ROOM #06.
ROOM #06:
This room can be a bit tricky. You have three Brown Snakes and
a chest. First off, walk up to the chest and take out the first
Brown Snake. Now hit the left tile and a switch will appear.
After jumping on the switch, you will see more THROWING BOLAS.
Get them and jump up so the Brown Snakes don't hurt you. Now
take them out, and the north door will open. Go through it and
you'll be in ROOM #07.
ROOM #07:
Now this room might be tricky as well. You are presented with
several tiles, half of which are submerging tiles. Time your
moves, and make it across here. But if you are feeling ballzy,
hit the left and right tile for TWO HEARTS each. Now go through
the north door, taking you to ROOM #08.
ROOM #08:
In here are two Blue Tucans and two Ostrich Skulls. Take out
all of them and the west door will open. Go through that, and
it will take you to ROOM #09.
ROOM #09:
Now get ready for another surprise, because when you walk in
here, the room will go pitch black. In these rooms, there is a
tile which turns on the light. So where is it in this one, well
follow the path left until you can't continue going left. From
there, take two steps back right, then jump up one and you will
have turned on the lights. Now, tehre are three Blue Bats here
as well which will be easy to take out, but what after that?
Well you could go left and jump into ROOM #10.
ROOM #10:
In here is nothing but a staircase. However you don't want
that, because it'll take you back to the Overworld, but not
where you need to be, so just ignore that room altogether. So
let's just jump back into ROOM #09.
ROOM #09 (REVISITED):
Back into the dark room again, just remember how to get to the
light switch and you'll be fine. After jumping on the light
switch, jump up one more to find another switch. Jump on that
switch to open the north door, which going through it will take
you to ROOM #11.
ROOM #11:
Nothing here, but the exit pathway, so go up through the north
door and you will be out of here (how easy is that)! And with
that, you have completed Dungeon 3-1.
-----------------------------------------------------------------
O V E R W O R L D (ITEMS: None)
You are now back on the Overworld, on the correct side might I
add. Your score once again is tallied up and your game is now
saved, you can move on! And do so by heading north a short bit to
the village you see. Go into it and you will be in Miracola
Village!
M I R A C O L A V I L L A G E (ITEMS: None)
Welcome to Miracola Village! Right away go up to the first guy
you see, and he will greet you. So what shall we do here? Well
head north and then east, talking to various people who will
give you little help. An old lady near the lake will tell you
the island cheifs daughter is sick! So we must now visit the
island cheif, but where is he? Well you'll notice a guard at
the hut, but he won't let you in. Maybe there's a back way in?
Well, head back behind the giant hut and maybe one of the walls
will let you in. After finding the right entrance, head up the
stairs and the guard will tell you to get out! Rude jerk! Back
outside of the hut and head right and you'll come to a maze of
trees, but no worries, it's easy to get through. In the
northeast corner of the maze is a guard who will say nothing
(seriously!). And in the far southeast corner is another man
you tells you not to go to the castle in Shecola O_o.
Lastly, make your way to the small hut you see, and the little
boy will give you some coconut milk to refill your life
(w00t!). Now back out of the hut, head across the small bridge
and head west to the giant hut. Make sure you talk to everyone,
or else the guard won't move (WTF is up with that I ask?!). Now
you can enter the hut, and when you do, talk to the cheif. A
cutscene will take place, with him telling you that he's head
of your adventures. He then asks for your help on helping his
daughter, and that a mountain hermit might be the answer! Do
this and he'll fix the Sub-C. So now, head out of the hut, and
make your way to the back and see the cheif's daughter ONCE.
After that, back into the forest maze. Make your way to the
northeast corner and the guard will let you pass. With that,
head right and you will back on the Overworld.
O V E R W O R L D (ITEMS: None)
Once back on the Overworld, simply head east and into the tunnel.
With your game now saved, it's time to take on Dungeon 3-2!
------------------------------------------------------------------
-----------
2: |Dungeon 3-2|
-----------
DUNGEON STATS: This dungeon has 2 parts and 22 rooms in it.
- - - D U N G E O N 3 - 2 P A R T A - - -
[08] [09] [10]-[11] LEGEND FOR PART A:
| 01 = Starting Point
[07] 04 = Baseball Bat/Super Slingshot
| 05 = Magic Potion
[06]-[---04--]-[03] 07 = Two Hearts
| | 08 = Leads to 09
[05] [02] 09 = Leads to 08/Leads to 10
| 10 = Leads to 09
[01] 11 = Life Sign/Leads to 12 (Part B)
ROOM #01:
Once again, you start off in this room, but there is nothing
here, so just head through the north door to ROOM #02.
ROOM #02:
In here is six Brown Snakes, but you don't need to take them
out, so simply run in between them nonstop. Head through the
north door, taking you to ROOM #03.
ROOM #03:
In here are two Ostrich Skulls, so take them out and the west
wall will open, making a passageway leading to ROOM #04.
ROOM #04:
This is another dark room, but it's also long. Right away you
will be greeted by a Brown Snake so take it out. Now head left
until you can't go any further. You will see four Brown Snakes.
Now travel up and down and you will cause them to move. Watch
how far they move because this will help you. Jump to the
flooring where the third one is, and you will be safe. Continue
going left, and take out the other Brown Snakes. Now see the
Red Octojumper, pay attention to it as it's jumping across
tiles. You should be at an edge (after dealing with the Brown
Snakes), so jump up 1, left 2, up 1 to turn on the lights. Now
jump left 1 and collect the BASEBALL BAT and SUPER SLINGSHOT.
Now head to the lone tile at the bottom and jump downwards
to ROOM #05.
ROOM #05:
In here is some happy music! Now head to the bottom left tile
and step on it to reveal a switch. Hit the switch and a MAGIC
POTION will appear from the chest. Get that, and then head back
up to ROOM #04.
ROOM #04 (REVISITED):
Despite it being dark, this'll be easy. Jump left 1 and follow
the path around and take out the Red Octojumper. This'll cause
an opening in the west wall, which'll take you to ROOM #06.
ROOM #06:
In here will be three Brown Flies and a couple tiles. Step
on the left one to reveal a switch in the right one. Step on
the switch to open the north door, taking you to ROOM #07.
ROOM #07:
In here is some submerging tiles, so time your move and make
your way across them. The left tile will reveal TWO HEARTS, so
get that if you're feeling up to it. Either way, go through the
north door, taking you to ROOM #08.
ROOM #08:
There's nothing in here but a staircase, so take it and you
will be in ROOM #09.
ROOM #09:
There's nothing in here but a staircase, so take it and you
will be in ROOM #10.
ROOM #10:
We are now in the basement area of this dungeon. Nothing in
here, so head to the right side and jump over to ROOM #11.
ROOM #11:
In here, you will see four Fire Squids, but don't worry about
them, just avoid their fireballs. You will also see a LIFE
SIGN. Do you feel lucky? If so, go up to it to see if you gain
or lose lives. Now hit the tile near it, to reveal a switch.
Hit that to open up the north door, which will take you
to ROOM #12, as well as Part B.
- - - D U N G E O N 3 - 2 P A R T B - - -
[18]-[19] [20] [22] LEGEND FOR PART B:
| | 12 = Starting Point for Part B/
[17] [21] Stopwatch
| 14 = Throwing Bolas
[16] 15 = Two Hearts
| 18 = BOSS: Magma The Fierce
[15] 19 = Leads to 20
| 20 = Leads to 19/Leads to 21
[14] 21 = Leads to 20
| 22 = Exiting Point
[---13--]
|
[12]
ROOM #12:
Here starts Part B. You will be greeted by Sppeding Flies, but
avoid those for the moment. Instead jump on the second tile
from the left on the bottom row to reveal a STOPWATCH. Quickly
get to that, to freeze (or slow them down) the enemies and take
them out. After that, the north door will open, taking you
to ROOM #13.
ROOM #13:
For this room, you will see a Red Slime Monster come out of the
water, so avoid it's fireballs. Jump across the tiles, and then
head right. Continue on until you see the lone tile. Step on
that to reveal a switch near the door. Jump on that then go
through the newly opened door, taking you to ROOM #14.
ROOM #14:
Now this is an interesting room. You will see a Speeding Fly,
as well as a Red Slime Monster in here. Now taking out the
Speeding Fly will cause an opening on the north wall, but it
won't do any good. Taking the left path of tiles might be okay,
so let's do that first! Once you do, you'll be in ROOM #15.
ROOM #15:
In here is three Brown Flies and a TWO HEART. Just get the
item and head back to ROOM #14 (don't go north as that will be
the end of you).
ROOM #14 (REVISITED):
Head down the tile path onto solid ground, then cross over to
the right path of tiles. Hitting the second one will cause
THROWING BOLAS to appear, so get that, and then continue along
the right tile path until you're back in ROOM #15.
ROOM #15 (REVISITED):
Ignore the Brown Flies, and just keep heading upwards and
you will then be in ROOM #16.
ROOM #16:
Upon entering here, this will be tough. You will see three
submerging tiles and several normal tiles. Time your moves and
make your way to the open doorway (nothing is to be gained from
tiles). Once there, go through it and you'll be in ROOM #17.
ROOM #17:
In here, nothing is to be gained, so go through the north door
which will take you to ROOM #18.
ROOM #18:
Get ready, because another boss fight is about to take place!
BOSS #03: MAGMA THE FIERCE
Now this boss fight has to be dealt with differently. First
off, the setup is two fireballs will circle around, and the
boss will shoot a trail of fireballs out. Avoid these
obviously. Now you don't attack the boss, as that won't
work. So how do you take it out? Well, you must destroy the
two orbs around him. To do this, from the starting tile,
jump up 1 onto solid ground. Go left, then jump 2, up 3 to
reveal a switch, then jump on that to destroy an orb. From
the switch, jump left 1, down 2, right 2, the go across the
solid ground, go 5 steps, jump up 1 to reveal a switch. Now
make your way to the second switch, and that will destroy
the next orb. With that, you have defeated this boss!
After that, the boss will get a nice cool bath. The east door
will now open, so head through it, taking you to ROOM #19.
ROOM #19:
Nothing here, so climb up the staircase taking you to ROOM #20.
ROOM #20:
Nothing here, so climb up the staircase taking you to ROOM #21.
ROOM #21:
Nothing here, so head through the north opening, which will
take you to ROOM #22.
ROOM #22:
Nothing here, but the exit pathway, so go up through the north
door and you will be out of here! And with that, you have
completed Dungeon 3-2.
-----------------------------------------------------------------
O V E R W O R L D (ITEMS: Big Heart)
You are now back on the Overworld. Your score once again is
tallied up and your game is now saved, you can move on! With that,
head northwards until you reach the rock area. Think of this as
the central point, because you can go in a few directions. For
starters, head in between the rocks and continue onwards north to
find a passageway and a staircase. Enter the staircase to find a
BIG HEART, which will bring up to 7 Heart Points. Now head back to
the central point, and to the castle on the right. By going into
it, you will be in Shecola Castle!
S H E C O L A C A S T L E (ITEMS: None)
In here, head upwards and the female guard will tell you that
you can not enter. Great, so now what?! Well, see the guy near
the entrance, talk to him. He'll tell you only women are
allowed in the castle, and to seek help from the Fortune
Teller's Camp. So with that, go right and follow the path all
the way around (it's a long walk) and enter the staircase you
see. Head up to the fortune tell, and she will tell you that
she can't help you (stupid waste of time!) because she dropped
her crystal ball in the Ghost Village. So okay, now we must
head to the Ghost Village. Leave here, and then head right to
the short bridge. You can escape this area by crossing this
bridge. Do so, and you'll be back on the Overworld.
O V E R W O R L D (ITEMS: None)
Once back here, head to the central point. Now go back through
the rock path and continue going northwards then follow the path
all the way west and you'll find a lone hut. Enter it and you
will be in the Ghost Village (oogie boogie!).
G H O S T V I L L A G E (ITEMS: None)
Okay while there is plenty of ground to explore here, nothing
really can be gained from it. So from where you start off at,
head west to the pond then up and around it and west until you
reach several tombstones. Now take a look at them, one of them
looks different. Can you tell which one? If you do, you'll
gain access to our next mission. With your game saved, it's
time to take on Dungeon 3-3!
------------------------------------------------------------------
-----------
3: |Dungeon 3-3|
-----------
DUNGEON STATS: This dungeon has 3 parts and 37 rooms in it.
- - - D U N G E O N 3 - 3 P A R T A - - -
[04] LEGEND FOR PART A:
| 01 = Starting Point
[---03--]-[02] 04 = Two Hearts/
| | Leads to Ghost Village (AVOID ROOM)
[05] [01] 06 = Magic Rod
| 09 = Two Hearts/
[06] Leads to Ghost Village (AVOID ROOM)
| 11 = Two Hearts
[07] 12 = Leads to Ghost Village
| (AVOID STAIRS)
[08]-[10]-[11] 13 = Two Hearts/Leads to 15 (Part B)
| | 14 = Two Hearts
[09] [12]-[13]
|
[14]
ROOM #01:
Now get ready, because this is gonna be a very long dungeon!
Now, you start off in this room, so just head through the north
door, as there nothing here, and you will be in ROOM #02.
ROOM #02:
In this room, there is three Skelepups, so simply take them out
(use the tiles to help) and the west wall will open up, reveal
a passageway taking you to ROOM #03.
ROOM #03:
In here is a long room, which features some Jumping Skulls.
Now, you can take them out and head along the tiles, which will
take you to a north door, but don't do that. By going through
the north door, you will be in ROOM #04 which has TWO HEARTS
but also an exit going back to the Ghost Village. Instead stay
along the lower half and soon you'll come across more
Skelepups. Once at the far left side, go up to the only
available tile and step on it. This will cause a switch to
appear, and by stepping on that, will open the south door. Go
through that, and you will be in ROOM #05.
ROOM #05:
In here it looks quiet, but don't relax as you might get hit
while standing still. But what's hitting you, two Floating
Ghosts. How to kill them, well in here, don't worry about them.
Instead step on the tile for a switch to appear. Hit that and
the south door will open. Just make your way through that. You
will now be taken to ROOM #06.
ROOM #06:
In here is three Black Mummies, which can be a pain, so use the
small ponds as your advantage to taking them out. Taking them
out will cause the south door to open. After that, hit the lone
tile and a switch will appear. Hit that, and the chest will
open, presenting you with a MAGIC ROD, which is a very handy
item. Now go through the south door and you will be taken
to ROOM #07.
ROOM #07:
In here is another quiet room, so let's fix that. Press START
and break out the Magic Rod and you will see four Floating
Ghosts. Take them out then hit the tile. Another switch is
revealed, so step on it and the south door will open, taking
you to ROOM #08.
ROOM #08:
Here you will see four Jumping Skulls (take them out if you
want) and a whole lot of tiles. So here's how this works, from
where you start off at, jump down 2, right 3, across solid
ground, up 1. A switch will appear, which that will cause the
east wall to open up. Now you'll see the south door, but avoid
that. In there is ROOM #09, which has TWO HEARTS, but also
another exit leading to Ghost Village. Instead, head through
the east opening, taking you to ROOM #10.
ROOM #10:
Another quiet looking room, so that means use the Magic Rod to
find the four Flying Ghosts. Doing so, take them out and the
east wall will open up a passageway. Go through it and you'll
be in ROOM #11.
ROOM #11:
In here is TWO HEARTS, so get that, and since there's nothing
more, head back to ROOM #10.
ROOM #10 (REVISITED):
Once back here, quickly and carefully make your way to the
south doorway. Go through it and you'll be in ROOM #12.
ROOM #12:
In here you will see several tiles, a Rabbit Slug and a
staircase (avoid it because it will also take you back to Ghost
Village). Make your way to the Rabbit Slug and take it out,
only to reveal a shadow wall. Go through that, and you will be
taken to ROOM #13.
ROOM #13:
Another quiet room, except for the submerging tile, so once
again use the Magic Rod to find the Floating Ghosts. Now, jump
across the submerging tile and then jump up 1, left 1 to reveal
a switch. Hit that to open the east door. Now, take out the
remaining Floating Ghosts and get the TWO HEARTS (you'll have
to go back to ROOM #12). A passageway will open through the
south wall, but you'll have to backtrack to get it (won't
be hard). Now go through the south opening, taking you
to ROOM #14.
ROOM #14:
In here is some more happy music, and two TWO HEARTS. Get those
and seeing as nothing else is of interest here, head back
to ROOM #13.
ROOM #13 (REVISITED):
Once back here, go up and find the tile that revealed the
switch and then head through the east door, which will take you
to ROOM #15 as well as Part B.
- - - D U N G E O N 3 - 3 P A R T B - - -
[23] LEGEND FOR PART B:
| 15 = Starting Point of Part B
[15]-[16]-[20]-[21]-[22] 16 = Magic Rod
| 18 = Magic Lantern
[17] 19 = Magic Potion/Two Hearts
| 23 = Leads to 24 (Part C)
[18]-[19]
ROOM #15:
Here starts Part B. In here is a Fire Pipe, which is harmless
and a tile. Step on it to reveal a switch which will open the
east door. Go through it and you will be in ROOM #16.
ROOM #16:
Get a good look at the room as you enter, because it will go
dark. In here are three Blue Bats, so take them out as they
come. Now head right until you can't go anymore, then jump
right 1 to reveal a switch. Jump down 1 to hit it which will
cause an opening in the south wall. Go through it and you'll
be in ROOM #17.
ROOM #17:
Four Black Mummies and a Jumping Skull is in here. Caerfully
take out all the enemies here and the south wall will open up,
taking you to ROOM #18.
ROOM #18:
In here is a lone Jumping Skull and several tiles. Take out the
Jumping Skull when it's in your area. Now starting with the
first left tile next to you, jump down 2, left 1, down 1 to and
that tile will reveal the MAGIC LANTERN. That's not all, you
should have one more Magic Rod to use, so use it to reveal a
three Floating Ghosts. Take those out and the east wall will
open up, which you will go through, taking you to ROOM #19.
ROOM #19:
In this room, you will see a MAGIC POTION and TWO HEARTS. Get
those and seeing as nothing else is here, so just head back
to ROOM #18.
ROOM #18 (REVISITED):
Head through the north door, taking you back to ROOM #17.
ROOM #17 (REVISITED):
Head through the north door (avoiding enemies), taking you back
to ROOM #16.
ROOM #16 (REVISITED):
Once back here, jump up 2, right 1 and continue going right and
you'll go through the wall, now comes the doozy part. In here,
use the Magic Lantern (press START) to light up the room. Now
this will only last for a short time, so memorize the current
surroundings. Start off by jumping down 1 to get the MAGIC ROD,
then jump right 1 and head up to the shadow wall. For this
second part, jump down 2 to reveal a switch, then right 1, then
up 2 to hit it (opening the east door), then up 1. Go through
the shadow wall and use the Magic Lantern again. Study through
here again, then make your way down the submerging tiles. After
that, go left and up then jump right 1, up 1, then through the
door, taking you to ROOM #20.
ROOM #20:
In here it seems quiet but walk right a bit and two Grave Hands
will rise up. Take them out and the east wall will open taking
you to ROOM #21.
ROOM #21:
In here, two Black Mummies and two Fire Pipes. Avoid the Blue
Mummies and make your way to the bottom middle tiles. Hit the
right one to reveal a switch. Hit that and the east door will
open up. Go through that, and you will be taken to ROOM #22.
ROOM #22:
In here is two Grave Hands, so take them out. Also jump on the
upper right tile to reveal a switch. Stepping on this will
cause the west door to open up. Go through it and you'll be
back in ROOM #21 (I know, this was pointless :P).
ROOM #21 (REVISITED):
Once back here, wait for the Black Mummies to move out of the
way, then head to the northside of this room. Jump upwards from
here and you will be taken to ROOM #23.
ROOM #23:
Here is three Skelepups, so just take them out and the north
door will open. Go through that and you will be in ROOM #24, as
well as Part C.
- - - D U N G E O N 3 - 3 P A R T C - - -
[27]-[26]-[28]-[29]-[30]-[31] LEGEND FOR PART C:
| | 24 = Starting Point for
[25] [37] [33]-[32] Part C/Stopwatch
| | | 25 = Two Hearts
[24] [36]-[35]-[34] 27 = Magic Rod
29 = Mirror Shields
32 = Throwing Bolas 33 = Two Hearts
35 = BOSS: Maxie The Ghost 37 = Exiting Point
ROOM #24:
Here starts Part C. This will be very easy. You have two Blue
Mummies and some tiles. Jump on the left lone tile to reveal a
STOPWATCH. Getting that would be pointless, as you can just
stand where you are and take out the Black Mummies without them
hurting you. After that, the north door will open, so go
through it and you'll be in ROOM #25.
ROOM #25:
In here is TWO HEARTS, so get that, and then hit the one of the
upper tiles to reveal a switch. Jump on that to open the north
door. Go through that, and you'll be in ROOM #26.
ROOM #26:
Another quiet room in here (nothing in the tiles), so simply
head through the west entrance taking you to ROOM #27.
ROOM #27:
In here is two Grave Hands, so take them out. Also hit one of
the upper left tiles to reveal a MAGIC ROD. Now with that, head
back to ROOM #26.
ROOM #26 (REVISITED):
In here, seeing as it's still quiet, use your Magic Rod to
reveal two Floating Ghosts (well stuck is more like it). After
dealing with them, the east wall will open up. Go through that,
and you'll be in ROOM #28.
ROOM #28:
Another quiet room, so use another Magic Rod to reveal two more
Floating (or stuck) Ghosts. Taking them out will cause the east
wall to open up, taking you to ROOM #29.
ROOM #29:
Here there will be two Skelepups, so take them out and the east
door will open. However don't go in quite yet, as you need to
step on one of the upper right tiles to reveal MIRROR SHIELDS.
Get them and head through the east door, which will take you
to ROOM #30.
ROOM #30:
For this room, four Red Wizards will appear then disappear at
random places. And to advance onwards, you must take them out.
How, well equip your Mirror Shields and when they shoot a
fireball at you, it will bounce off of you and hit them (you
use must them each time for it to work). After taking them out,
the east door will open. Go through it and you will then be
in ROOM #31.
ROOM #31:
Upon entering here, you will see six Blue Zombies. This might
be tricky since there is no advantage points for you, so just
take them out one by one. My advice, move around quickly and
just hit each of them, and eventually you'll get them all.
After taking out the right enemy, the south door will open,
which will take you to ROOM #32.
ROOM #32:
In here you will see THROWING BOLAS (save these!) a tile. Get
the item and jump on the tile to reveal a switch which will
open the south door. Don't go in the door though, instead use
a Magic Rod to reveal a lone Floating Ghost in the corner. Take
that out and the west wall will open up, which will take you
to ROOM #33.
ROOM #33:
In here is two TWO HEARTS, which will come in handy, so get
them. Nothing else here, so head back to ROOM #32.
ROOM #32 (REVISITED):
Once again, hit the tile to reveal the switch then head through
the south door, taking you to ROOM #34.
ROOM #34:
In this room will be three Jumping Skulls and four Red Wizards.
Use the Mirror Shields on the Red Wizards, and take out the
Jumping Skulls normally. After this, the west door will open
up, taking you to ROOM #35.
ROOM #35:
In here will be four Fire Pipes, and of course it's rather
quiet in here, so use the Magic Rod once more and get ready for
a boss fight!
BOSS #04: MAXIE THE GHOST
Okay, what we have here is a giant ghost that will go back
and forth, only to pause for a moment to release Floating
Ghosts. Now this might be a tricky fight, but not too
terribly tough. Take out the Floating Ghosts using your main
weapon and use the Throwing Bolas on the boss. Where you
should stand, probably on the south side as you can avoid
the fireballs easier. After several hits, the boss will get
faster, so either stay where you are or get to either side
and plow it with either weapon. After enough hits, the boss
will be defeated!
And with the defeat of this boss, the west door will open,
taking you to ROOM #36.
ROOM #36:
In here, jump on the lone tile which will reveal a switch. Jump
on that to open the north door, which'll take you to ROOM #37.
ROOM #37:
In here, you will see three tiles and a skull face. Jump on the
top tile not once, not twice, but three times. This will cause
the water to fill into the room. But what does this mean?
Either way, you will now be taken out of the dungeon. And with
that, you have completed Dungeon 3-3!
------------------------------------------------------------------
G H O S T V I L L A G E (ITEMS: Crystal Ball)
You are now back in Ghost Village, and with your score tallied
and your game saved, it's time to move on! And right away you
will see the pond has dried up, which explains the end of the
last dungeon. But look, it's the CRYSTAL BALL (now how could
you drop this in a pond of all things?). With that, head in any
direction and soon you'll be out of Ghost Village.
O V E R W O R L D (ITEMS: None)
Now that you are back on the Overworld, head west then south and
back to Shecola Castle.
S H E C O L A C A S T L E (ITEMS: Shooting Start)
Once back here, head back to the fortune teller in the back of
the castle. You will then give her the Cyrstal Ball you found
(what an idiot for losing it). With that she will help you get
into the main part of Shecola Castle, by ummm, turning you into
a girl (oh no she didn't!). Anyways, she will then read you
your fortune, which is just some stuff you pretty much knew
(fortune teller are good at stating the obvious). Anyways you
will now be taken to the front of the castle, which you can now
enter! As you do, you will see alot of the warriors training.
Your goal here is to head up then left to the large covered
room. Go into it and to the stairs, and a cutscene will take
place with Queen Shecola (stairs are people too?). She will
congradulate you on defeating the Ghost Village. She will ask
for your name (oh how unbearable).
She suggests to you to talk to the head warrior about seeing a
hermit. Lastly, she will see your Yo-Yo and decides that that
isn't good enough, and gives you the SHOOTING STAR. Great
weapon, but you need 6 Heart Points or more full to use it.
After that, you'll be in the castle. Head to the main hall,
then to the northeast corner and talk to the head warrior. She
will tell you to shout ABRACADABRA (WHY?)and jump 10 times at
the end of the tunnel. Simple as that. Now leave this castle
altogether. The fortune teller will turn you back, and the man
on the left will say you were very cute (O_o). Now head back to
the Overworld.
O V E R W O R L D (ITEMS: None)
Once back here, head left, and onto the beach. Follow the sandy
path and you will be at another tunnel, which you will enter. With
your game saved, it's time to take on Dungeon 3-4!
------------------------------------------------------------------
-----------
4: |Dungeon 3-4|
-----------
DUNGEON STATS: This dungeon has 1 part and 7 rooms in it.
- - - D U N G E O N 3 - 4 P A R T A - - -
[07] [---03--] LEGEND FOR PART A:
| | | 01 = Starting Point
[06]-[---05--]-[04] [02] 03 = 2 Two Hearts
| 07 = Exiting Point
[01]
ROOM #01:
After the long drawn out previous dungeon, this is a very very
short one. Starting off in this room, nothing here, so go
through the north door, taking you to ROOM #02.
ROOM #02:
In here, you will see a switch. Jump on it 10 times, don't
worry, saying "abracadabra" does nothing (unless the game can
hear you O_o). After jumping on it, a pathway will open up in
front of you. After that, go through the north door, which will
take you to ROOM #03.
ROOM #03:
Right away you will see two TWO HEARTS, so get them, then head
left to find two Red Octojumpers. Take them out (with your new
weapon) and continue going left to find two more Red
Octojumpers. After taking them out, the south door will open.
Go through it and you'll be in ROOM #04.
ROOM #04:
In here is six Red Octojumpers, but you don't need to take them
out unless you want to. However, head to the left side and you
will jump over to ROOM #05.
ROOM #05:
In here, simply head left and Red Crawlers will come out. Take
out these two and keep going and two more will come out. After
that, continue going left, and you will jump over to ROOM #06.
ROOM #06:
In here is two Red Octojumpers, so take them out. Wander around
here, and you'll come across four Red Crawlers. After taking
them out, the north door will open. Go through it and you'll be
in ROOM #07.
ROOM #07:
Nothing here, but the exit pathway, so go up through the north
door and you will be out of here! And with that, you have
completed Dungeon 3-4.
------------------------------------------------------------------
O V E R W O R L D (ITEMS: None)
You are now back on the Overworld and with your score tallied
and your game saved, it's time to move on! With that, head south
to the rocks, and go left into them (you'll find the right one)
and follow the short path. At the otherside, head into the small
hut you see. Follow the path and you will be at covered hut, which
you will go in. Talk to the guy there, and he will introduce
himself as Po The Poet. Listen to him poem, and well, that's it
*shrugs*. Head back to the Overworld and then go south and into
the tunnel. With your game saved, it's time to take on
Dungeon 3-5!
------------------------------------------------------------------
-----------
5: |Dungeon 3-5|
-----------
DUNGEON STATS: This dungeon has 3 parts and 29 rooms in it.
- - - D U N G E O N 3 - 5 P A R T A - - -
[10] LEGEND FOR PART A:
| 01 = Starting Point
[08]-[09] 03 = Baseball Bats
06 = Throwing Bolas
[07] 07 = Leads to 08
| 08 = Leads to 07
[02]-[03]-[04]-[05]-[06] 10 = Leads to 11 (Part B)
|
[01]
ROOM #01:
Here we go again! You start off in this room but as always,
there's nothing here so just head through the north door taking
you to ROOM #02.
ROOM #02:
Four Brown Snakes inhabit this room, so take them out and the
east wall will open up. Go through the passageway and you will
be taken to ROOM #03.
ROOM #03:
There will be three Jumping Skulls in here, so simply take them
out, to open the east door. Now before going through it, head
to the spot under the upper right tile and then jump up 1 (no
I'm not crazy!) to reveal a hidden tile. Jump up once more to
reveal BASEBALL BATS. Now you can go through the east door,
which will take you to ROOM #04.
ROOM #04:
In here, there are two Ostrich Skulls, so simply take them out
and the east wall will open up, taking you to ROOM #05.
ROOM #05:
For this room, a brand new obsticle. You will see eight white
tiles ahead of you. By standing on them, they will sink taking
you with them, so you must quickly jump from tile to tile to
stay alive. There is also a Jumping Skull here, but it's
traveling in a pattern. Pay attention to it and follow it until
you reach the otherside. Once you do, you will reveal a switch
which you need to hit. This will cause the east wall to open,
which will take you to ROOM #06.
ROOM #06:
Simple room, just head right to the tiles and jump to the right
one. This will reveal a switch, but how to get to it? Well jump
right into the water and you'll reveal a hidden tile and then
onto the switch. THROWING BOLAS will emerge from the chest, so
get those and head back left across the tiles, then jump up one
to reveal another switch. Jump up to that and the north door
will open, which you will go through, taking you to ROOM #07.
ROOM #07:
Nothing in here but a staircase leading down to the basement.
Go through it and you will be in ROOM #08.
ROOM #08:
Nothing in here as well, so head to the east side and jump over
to ROOM #09.
ROOM #09:
Right away you will see five sinking tiles (which are red
here). Get across these and over to solid ground. Now head
right a bit and a Frog Hopper will come out. Take it out and on
the middle ground, jump across the submerging tile and after
that, jump on the tile slightly above that to reveal a switch.
Getting the switch will cause the north door to open. Now go
through it and you will be in ROOM #10 as well as Part B.
- - - D U N G E O N 3 - 5 P A R T B - - -
[15] [19] LEGEND FOR PART B:
| 11 = Starting Point for Part B
[14]-[13]-[16]-[17]-[18] 12 = Stopwatch/Two Hearts
| 14 = Magic Potion/Two Hearts
[12] 18 = Leads to 19
| 19 = Leads to 18/
[11] Leads to 20 (Part C)
ROOM #11:
Here starts Part B. In this room will be a Speeding Fly and a
Red Slime Monster and several tiles. The tiles will give you
nothing, but you need to take out the Red Slime Monster in
order for the north door to be open. Take out the Speeding Fly
if you want, but after that, head through the opened door,
which will take you to ROOM #12.
ROOM #12:
For this room, you will see some submerging tiles, and a
STOPWATCH. Make your way to the Stopwatch, but time it all
because it will freeze the tiles as well. Don't do it at the
right moment and you're screwed. Jumping on the left tile will
reveal TWO HEARTS. After all of this, head through the north
door, taking you to ROOM #13.
ROOM #13:
Now this room will be very tough. First off, jump to the left
tile to reveal a switch, which will open the north door. Now
for the fun, you must not only make your way across the sinking
tiles, but you have to time it to where you can get across the
submerging tiles as well. For the first trick, make it to the
left side of this room, and a switch will appear. Step on it
and the west wall will open up. Go through it and you'll be
in ROOM #14.
ROOM #14:
In this room is a MAGIC POTION and TWO HEARTS, so get those and
seeing as nothing else here, head back to ROOM #13.
ROOM #13 (REVISITED):
Now this might be slightly more easier, as all you need to do
is make it all the way across to the right. At the otherside,
you will uncover another switch, which by stepping on it will
open the east wall. Now if you're curious about the north
door, well it'll go to ROOM #15, but nothing is in there except
a Frog Hopper, so just ignore that. Anyways go through that and
you will be in ROOM #16.
ROOM #16:
In here is just a bunch of tiles, but as you make your way
across, Frog Hoppers will come out. You will need to move back
and forth across the tiles to make them appear. After taking
out four of them, the east door will open, which will take you
to ROOM #17.
ROOM #17:
Once in this room, there will be three Speeding Eyeballs, so be
very careful when taking them out (approach them from the side
and hit it a couple times then move it). After taking them out,
the east door will open, taking you to ROOM #18.
ROOM #18:
Nothing is in here, except a staircase which will take you to
main floor. Go in it and you will be in ROOM #19.
ROOM #19:
Nothing in here either, so go through the north doorway and you
will be in ROOM #20 as well as Part C.
- - - D U N G E O N 3 - 5 P A R T C - - -
[23]-[24]-[25] LEGEND FOR PART C:
| | | 20 = Starting Point for Part C
[22]-[29]-[26] 29 = Exiting Point
| | |
[21]-[28]-[27]
|
[20]
ROOM #20:
Here starts Part C. In this room, simply step on the tile you
see, which will reveal a switch (watch out for the Green Slime
Monster). This will cause the north door to open, which will
take you to ROOM #21.
ROOM #21:
From here on, it's gonna get a little confusing, because the
next nine rooms works together as a maze like area. In here is
a Purple Minotaur, so take it out, then jump on the tile to
reveal a switch which will open the north door. Go through it
and you will be in ROOM #22.
ROOM #22:
In here you will see a lone Speeding Eyeball, so take it out
and the north wall will open up. The left tile will cause a
switch to appear, and that will open the east wall, but ignore
that. Instead go through the north opening, which will take you
to ROOM #23.
ROOM #23:
In here is another Purple Minotaur, so take it out and the east
wall will open, revealing a passageway taking you to ROOM #24.
ROOM #24:
In here is just four tiles. Jump on the top one to reveal a
switch in the bottom one. This will cause the south door to
open (ignore that). The left one will cause the right one to
become a switch, which will open the east wall up, which you
will go through. This will take you to ROOM #25.
ROOM #25:
In here is another Purple Minotaur, so take it out and the
south wall will open up, revealing another passageway which
will take you to ROOM #26.
ROOM #26:
In here is simply a Brown Snake, which by taking it out, will
cause the south wall to open. Now here's the deal however.
Ignore the south opening, because you will go to ROOM #27
(which has a Speeding Eyeball), then into ROOM #28 (which has
two Purple Minotaurs). Neither of these rooms are really needed
in completing this dungeon. So instead of all of that, head
over to the left wall and right in the middle walk through it.
Doing so will take you to ROOM #29.
ROOM #29:
Well here we are, the final room of the dungeon. So what
exactly do we do here? Well, jump on the geiser and you will be
lifted out of this dungeon. And with that, you have completed
Dungeon 3-5.
-----------------------------------------------------------------
O V E R W O R L D (ITEMS: Scroll Of Obob)
You are now back on the Overworld and with your score tallied
and your game saved, it's time to move on! And with that, head to
the hermit and talk to him. He will see that you came in search of
his spell and he will give you the SCROLL OF OBOB. With that he
will tell you to hurry off and save the girl. You will now get a
cutscene of you racing back quickly to Miracola (why couldn't this
be done when getting to the hermit instead?). You are now at
Miracola Village.
M I R A C O L A V I L L A G E (ITEMS: None)
The Island Cheif tells you to read the scroll to his daughter.
You will then speak some weird gibberish, in hopes to wake her.
It's not enough, so you keep reading the spell. Soon enough,
his daughter wakes up, wanting food (sounds like me). Some
weirdness takes place, then the Island Cheif thanks you for the
help and has ordered repairs on the Sub-C.
O V E R W O R L D (ITEMS: None)
Talk to the Island Cheif who will wish you luck, then board Sub-C.
Nav-Com will say he's been waiting for you, and is ready to set
sail! With that, you will begin to cruise eastwardly. After that
the game will now save, and you will have FINALLY completed with
Chapter 3! Damn that was way too long of a journey.
------------------------------------------------------------------
------------------------------------------------------------------
----------------------
E: |Chapter 4: Confessions|
----------------------
"Sub-C is cruising on the ocean..... A small island appears on the
horizon...."
O V E R W O R L D (ITEMS: None)
After a long previous chapter, we are treated to this much smaller
one! We start off by being in the middle of the ocean, so start
heading right until you reach the small island (dry land!). Head
around and up to the small hut you see. By going in, you will be
in Tunacola Village!
T U N A C O L A V I L L A G E (ITEMS: None)
Welcome to Tunacola Village (which seems to be a fishing
place)! Of course talk to the various people who will talk
about fishing. Nothing really to gain here, though the boy in
the northeast house talks about a guy who was sailing along the
east ocean. Could this be some sort of clue? Well with all of
that gone, leave here and head back to the Overworld.
O V E R W O R L D : (ITEMS: None)
After that bit of pointlessness, get back into the Sub-C and head
east around the island and continue going east. Soon, a giant
whale will come out of nowheres and gobbles you up! Must be a big
whale to eat up a sub O_o.
------------------------------------------------------------------
-----------
1. |Dungeon 4-1|
-----------
I N S I D E T H E W H A L E : (ITEMS: Lighter)
While this isn't a dungeon persay, it is a rather large area,
so I decided to call this Dungeon 4-1 (just because ^_^). Now
this is gonna be a whale of a maze (I know, very bad pun), but
to help you get through it easier, you can use my map that's
located in the FAQ section. A link to it is right here:
http://www.gamefaqs.com/console/nes/file/587653/23525
With that, from where you start off at, go left two screens,
and you will then see Baboo on dry land (the half naked guy
from before). Go up to him and talk to him, and he will tell
you that he witnessed the kidnapping of your uncle (yet did
nothing to stop it?). He didn't tell you before, because he was
afraid of it returning, which it apparently didn't. He said he
was scared but he's ready to help. Trying to look for a way
out, he suggests to make the whale sneeze by building a fire
(whatever works?). Baboo HAD a lighter, but dropped it
somewheres. So that's our mission, to find it! Consider this as
SCREEN #01. Now get back in Sub-C, and head to the upper right
path. Go right into SCREEN #02. Now I will give you rough
directions on how to get to the Lighter and how to get back:
SCREEN #02: Follow the right path to SCREEN #03.
SCREEN #03: Follow the path downwards to SCREEN #04.
SCREEN #04: Continue onwards to SCREEN #05.
SCREEN #05: Take the path going north to SCREEN #06.
SCREEN #06: Submerge at the end going to SCREEN #07.
SCREEN #07: Go north to SCREEN #08.
SCREEN #08: Follow the west path to SCREEN #09.
SCREEN #09: Continue following the path to SCREEN #10.
SCREEN #10: Take the lower path to SCREEN #11.
SCREEN #11: Go over and submerge taking you to SCREEN #12.
SCREEN #12: Take the north path to SCREEN #13.
SCREEN #13: Take the upper left path to SCREEN #14.
SCREEN #14: Follow the path to SCREEN #15.
SCREEN #15: Continue following the path to SCREEN #16.
SCREEN #16: Take the south path taking you to SCREEN #17.
SCREEN #17: Once here, head to the left wall and go through it,
then go south all the way to SCREEN #18.
SCREEN #18: Dock the sub and take the south path to SCREEN #19.
SCREEN #19: Follow the path around to SCREEN #20.
SCREEN #20: Continue following the path to SCREEN #21.
You will now see the Lighter, so go and get it. Now the
following will get you back to Baboo. Now head to SCREEN #20.
SCREEN #20: Follow the path back to SCREEN #19.
SCREEN #19: Follow the path back to SCREEN #18.
SCREEN #18: Board the sub and head north to SCREEN #17.
SCREEN #17: Go over and submerge, taking you to SCREEN #22.
SCREEN #22: Follow the south path, going to SCREEN #01.
Once you get back here, head over to Baboo and talk to him.
Together you will build a fire, after several minutes the whale
begins to sneeze. Doing so, it will shoot you, Baboo and Sub-C
out and you end up landing on a small island.
------------------------------------------------------------------
O V E R W O R L D (ITEMS: None)
Happy to be out, Baboo tells you of your uncles last words "Evil
aliens from a distant planet, tell Mike to dip my letter in
water". After that, say you understand *shrugs*. He will tell you
that he will be fine, and for you to find you uncle! So now, board
Sub-C. Inside, you will be instructed to put in a frequency. Now
this is a puzzle that was a pain for me when I was younger,
because there is no clue on what the solution is, just that it's 1
out of 1,000 3-digit number combinations. Luckily I know the
solution, which is 747. To remember, think of the 747 Planes
(which is how I remember it). After that, you will take off,
eastwardly. After that the game will now save, and you will have
completed with Chapter 4!
------------------------------------------------------------------
------------------------------------------------------------------
-----------------------
F: |Chapter 5: Captain Bell|
-----------------------
"Sub-C is searching for Dr. Jones location.... but the strait is
blocked!"
O V E R W O R L D (ITEMS: None)
It seems for our next destination, we are at a large island.
Unfortunetly we can not continue onwards because a large ship is
blocking the way. So instead, dock and head up to the village you
see. You will now be in Bellcola!
B E L L C O L A V I L L A G E (ITEMS: None)
Upon entering this village, not much is really said (although
there is a woman who said she is the 2nd oldest villager at 128
years old O_o). You could try and go to the covered hut but the
guard won't let you in (what is it with mean guards?!). So the
only thing to do is head to the northeast corner where there is
a songwriter. Keep in mind of what he's singing, as that's sort
of a clue. Now head back to the covered hut and the guard will
now let you through. Go up and talk to Chief Bellcola. He will
say he got a letter from C-Island, asking him to give you the
secret of the strait.
After promising to keep the secret, he will tell you about how
Captain Bell battled with pirates invading the islands, and
that he blocked the strait with his ship to save the islands
(dunno how this is). This is why he's the "Island Father".
Apparently there is a secret in his cave, which will open the
strait. It's not gonna be easy, so you will need the help of
Peter. So okay who's Peter, he could have atleast told us that.
Anyways leave here as well as the village.
O V E R W O R L D (ITEMS: Worm)
Back on the Overworld, you will see a path to the left. Follow it
all the way and you will see a parrot. Talk to the parrot and he
will tell you that without a gift, he won't speak to you. So what
now, well head back to Sub-C and board it. Now head east and then
south a bit to see a submerge spot. Submerge and you will be taken
east. Now submerge at the north one and you will then go north.
After that, keep going north until you reach the white bubbles
and go through the wall. Dock then head north to the lone hut. Go
in it and talk to the guy and he will teach you the ABC of fishing
(which is odd seeing as I don't care for fishing). After talking
to him, he will give you a WORM. Now with that, head back to the
parrot. Don't worry, I'll wait for you.
Once you finally get back to Peter The Parrot, give him the Worm.
In exchange he will tell you various things, but the important
thing is the last part: DO ME SO FAR, DO ME. Keep this in mind as
it will become very useful in the near future! With that, well, it
doesn't give you any ideas of what to do next. But luckily I know
what to do, which is head back to the dock near where the
fishermen that you got the Worm from. Again I will wait for you.
Now once there, dock and head south from there and follow the path
all the way until you get in between some rocks. Go left to reveal
a passageway, and follow the passage up 1, left 2, up 1 and LEFT
(because going north leads to a dead end) and then follow that
pathway until you're back in the opening. Now go north and into
the large building, which is the Captain Bell's Memorial.
C A P T A I N B E L L ' S M E M O R I A L (ITEMS: Big Heart)
In here, talking to the lady and she will tell you not to
touch anything. Like you'll listen, head over to the left and
through the opening and you will see a giant keyboard. Get
ready for another puzzle.
PUZZLE #02: CAPTAIN BELL'S MUSICAL
Here's a little drawing of what you see. Now remember that
little song that Peter The Parrot gave to you "DO ME SO
FAR, DO ME"? Well, that
--- --- --- --- --- --- --- song is about be put to
| | | | | | | | some use. His message is
|#01|#02|#03|#04|#05|#06|#07| actually musical notes: DO
| | | | | | | | ME SO FA DO ME. Now you m
--- --- --- --- --- --- --- must step on the the right
keys in the right order
for this solution to be solved. So, the first key on the
left is DO, so starting with that, step on Key #01, then
Key #03, Key #05, Key #04, Key #01, Key #03. This might
take a couple times to do if need be.
And with that, the flames blocking the path will disappear,
giving you access to the staircase. Go up and into the
staircase and you will be taken to a basement area. In here,
head south to the next staircase and go in it. Down in this
lower area, see the blue in the wall? Well go through that and
you will find a BIG HEART. Get that and you will have 9 Heart
Points. Now with that, head back up to the basement area and
head south, and you will be taken to the Overworld.
O V E R W O R L D (ITEMS: None)
Once out here, follow the path all the way and you will see a
tunnel. With your game saved, it's time to take on Dungeon 5-1!
-----------------------------------------------------------------
-----------
1: |Dungeon 5-1|
-----------
DUNGEON STATS: This dungeon has 3 parts and 30 rooms in it.
- - - D U N G E O N 5 - 1 P A R T A - - -
[10] LEGEND FOR PART A:
01 = Starting Point/
[11]-[09] Two Hearts
| | 03 = 3 Two Hearts
[12]-[08]-[06]-[05]-[04]-[03]-[02] 07 = Life Sign
| 08 = Two Hearts
[01] 12 = Leads to 13 (Part B)
ROOM #01:
As always you start off in this room, however this time it's
different. You see a Rabbit Slug in here, so take that out.
Also in the bottom right corner is a shadow wall, which you can
go through. At the otherside will be two TWO HEARTS. Now head
back and go through the north door, taking you to ROOM #02.
ROOM #02:
In here is two Blue Bats and three Red Bats. Take these out and
the west door will open, taking you to ROOM #03.
ROOM #03:
Now this room is gonna be a trip. Right away you will see
several tiles. First off, jump down 1 and then up 2, and both
will reveal two TWO HEARTS to go along with the TWO HEARTS you
already see. Now you need to make your way across the tiles,
but be careful as halfway through, the tiles will start to
disappear right behind you. Once at the otherside, jump up 1 to
reveal a switch. Hit that switch and the west door will open.
Quickly make it through there and you will be in ROOM #04.
ROOM #04:
You need to quickly make it across the room as arrows will
start to shoot out at you as you make it across. Once through
that, continue on to the tile, which will reveal a switch (more
arrows will shoot at you). Keep going left and jump on the
switch to cause the west wall to open, taking you to ROOM #05.
ROOM #05:
In here is a Silver Ball, and two tiles. Hit the first one to
reveal a switch, then head up to the Silver Ball and hit it, to
cause it to move. Make your way to the switch and it will cause
the west wall to open, taking you to ROOM #06.
ROOM #06:
In here, all three doors here will open up, which is helpful.
So which way do we go from here? Well for starters, head south
to ROOM #07.
ROOM #07:
In this room, is four Green Snakes and a Red Bat, as well as a
LIFE SIGN. Take out the enemies, and collect the Life Sign to
see what you get. The north door will open, so go through it
and you'll be back in ROOM #06.
ROOM #06 (REVISITED):
Once back here, now head through the west door, taking you over
to ROOM #08.
ROOM #08:
In here is TWO HEARTS, but getting it will cause arrows to
shoot out. The left tile will reveal a switch for you to get
out of here. Don't worry about the otherside, we'll get to that
soon. Instead head back to ROOM #06.
ROOM #06 (REVISITED):
Now head up through the north door, taking you to ROOM #09.
ROOM #09 & ROOM #10:
Here's the deal with this, this room and ROOM #10 works
together, so I will just give you the directions on how to get
out. First off, there are five Blue Rats here (just avoid
those). From where you start, go up 3 steps, then right 1 and
you'll fall into ROOM #10. Here, go to the bottom right corner
staircase and climb it, while avoiding the spikes rising up.
Back in ROOM #09, head up 5 steps, then left 2 steps and into
the shadow wall. At the otherside, go left 2 steps and down 1,
and then into the shadow wall, which will take you to ROOM #11.
ROOM #11:
In here is three Green Snakes and a lone Red Bat. Take all of
these out to open the south wall, which will take you into
to ROOM #08.
ROOM #08 (REVISITED):
Simply follow the path to the west door and enter it, taking
you to ROOM #12.
ROOM #12:
In here is a room full of tiles as a Red Bat and Blue Bat.
Here's what needs to be done. Jump all the way across the
blocks to the otherside, but be warn as the blocks will start
to disappear starting in the middle, and go around encircling
other blocks (you'll see what I mean). At the otherside, jump
down 2 to reveal a switch and quickly head up to it to open the
west door, taking you to ROOM #13 as well as Part B.
- - - D U N G E O N 5 - 1 P A R T B - - -
[16] LEGEND FOR PART B:
| 13 = Starting Point of Part B
[25]-[24]-[17]-[15]-[14]-[13] /Mirror Shields
| | | 15 = Magic Rod
[23] [18] [19] 16 = Two Hearts
| | | 17 = Baseball Bats
[22]-[21]-[20] 18 = Magic Potion
25 = Leads to 26 (Part C)
ROOM #13:
Here starts Part B. Okay now this will be real fun (sarcasm
obviously). You will be faced with a Blue Megaton, which will
roll back and forth (which if it hits you, you're instantly
dead). Duck in one of the cubby holes and then when it's near
you, begin to chase it. You will get a couple more cubby holes
up. After it's past you, then make your way left to the
otherside, where some tiles are. Hit the bottom one for MIRROR
SHIELDS to appear, and the top one for a switch to appear. Get
both of these and the west door will open, which will take you
to ROOM #14.
ROOM #14:
A Green Snake is in this room as well as two Ghost Pirates. To
take those out, do it the same way as you did Red Wizards, and
that is to use your Mirror Shields on them. Take out the Green
Snake and the west wall will open up, taking you to ROOM #15.
ROOM #15:
Now this room might be slightly tricky. There are four Silver
Balls and a MAGIC ROD in here. Hit the first Silver Ball to
cause it to move and get the Magic Rod, and go up. Now hit the
top Silver Ball to cause it to move and get up to left tile.
This will cause a switch, which will open the north door,
taking you to ROOM #16.
ROOM #16:
Now this room is completely optional, and rather tricky, so I
would just avoid it. Once you enter this room you'll be on a
sinking tile, you must quickly jump upwards, to reveal a
switch. That switch opens the door leading back to ROOM #15. On
either side here, you can TWO HEARTS by stepping on each tile.
Now you can go get those, and then head through the door taking
you back to ROOM #15.
ROOM #15 (REVISITED):
Now back here, hit the Silver Ball, then in the middle, duck to
the left, then hit the next Silver Ball. Jump over that and hit
the left top tile to reveal a switch. Hit the switch to open up
the west wall, which will take you to ROOM #17.
ROOM #17:
In here it appears quiet, so head over to the island and find
the right tile to step on which will reveal BASEBALL BATS. Now,
use your Magic Rod to find a Floating Ghost in the corner. Take
that out and the south door will open up, which will take you
to ROOM #18.
ROOM #18:
In here, you will see a MAGIC POTION so get that. Now find the
right tile, which will cause a switch to appear. Don't worry
about the south half of this room, as it's not needed for this
dungeon. Anyways step on the switch and it will open up the
north door, taking you back to ROOM #17.
ROOM #17 (REVISITED):
Nothing else to do here, so head back through the east door,
taking you back to ROOM #15.
ROOM #15 (REVISITED):
Once back here, do as you have been doing and make it to the
south side. Hit the bottom left tile to reveal a switch which
will open the south door, taking you to ROOM #19.
ROOM #19:
Simple enough room, four Green Snakes and a Red Bat. Take them
out and the south wall will open up, taking you to ROOM #20.
ROOM #20:
In here is three Blue Tucans, so take them out and the west
wall will open up, taking you to ROOM #21.
ROOM #21:
Okay this one will be an extreme pain. You will have a Green
Megaton charging at you, so go up to the tile and pressing it
will reveal a switch on the otherside. Now to deal with this
bowling ball. Follow it till it's on the leftside, and start
hitting. This will freeze it for a second, so it's best to hit
it and go up the middle path (don't worry about the north
door). Now stun it when it's on the right and get to the
switch. This will cause the west wall to open up, taking you
to ROOM #22.
ROOM #22:
In here, hit the lone tile in the middle of the room, to cause
a switch to appear. Hit that and the north door will open
taking you to ROOM #23.
ROOM #23:
Rather simple room, there are six Red Bats here, but you can
ignore them. So just make your way up the tiles and go through
the north door, which will take you to ROOM #24.
ROOM #24:
In here is two Purple Minotaurs, so take them out, and then
jump on the right tile to reveal a switch with the left tile.
Now this will open the east wall, which will take you to
ROOM #17, but that's not needed. Instead, use the Magic Rod and
a Floating Ghost will appear. Take that out and the west wall
will open up, so go into that and it will take you to ROOM #25.
ROOM #25:
Somewhat simple room, head over and hit the Silver Balls and
head to the otherside. Hit the top tile and it will cause a
switch to appear. Hit the switch and the west door will open,
taking you to ROOM #26 as well as Part C.
- - - D U N G E O N 5 - 1 P A R T C - - -
LEGEND FOR PART C:
[---30--] 26 = Starting Point of Part C/
| Two Hearts
[29]-[---28--]-[27]-[26] 27 = Two Hearts
28 = Two Hearts/Mirror Shields
30 = Exiting Point
ROOM #26:
Here starts Part C. In here will be some tiles as well as
spikes shooting up through the ground. Quickly head over to the
tiles, where the middle one will make a switch appear and the
right one will reveal TWO HEARTS. Jumping on the switch will
cause the west door to open, taking you to ROOM #27.
ROOM #27:
In here, you will see a TWO HEARTS, so go after it and as you
do, arrows will shoot down at you. As you make through here,
jump across the submerging tile, then continue going right,
trying to avoid the arrows. At the otherside is you will step
on a tile which will reveal a switch. Step on that, and the
west door will open, taking you to ROOM #28.
ROOM #28:
Now this room will be very tough. You will see a Red Megaton,
and this one will come at you if you're in its path. To get
through here, duck in the cubby hole and when it gets to the
left side, quickly make it to the next cubby hole, where there
is a TWO HEARTS. Once it hits the right side, get out and hit
it to stun it, then walk a few steps, turn around and stun it
again. Repeat this until you reach the far left side. At the
otherside, jump on the top tile to reveal a switch and the
bottom tile will reveal MIRROR SHIELDS. To get either, make
sure the Red Megaton is on the rightside, and make your move
(stun it if you must). Now go through the west door after all
of this, and you will be in ROOM #29.
ROOM #29:
In here is two Green Snakes and three Ghost Pirates. Use your
Mirror Shield for the Ghost Pirates and just blast away on the
Green Snakes. After all of this, the north door will open,
taking you to ROOM #30.
ROOM #30:
In here, you will be standing on a shadow wall, so go through
it to the right. At the otherside, go up and through the north
shadow wall. Once back, jump on the tile three times. This will
cause the levee to open up and the water will spill through.
And with that, you have completed Dungeon 5-1.
------------------------------------------------------------------
O V E R W O R L D (ITEMS: None)
You are now on the Overworld and you will be treated to a
instrumental piece of "My Country Tis Of Thee", which is a
historic song about America. While this is happen, the giant ship
will be swept away, giving you access to move on. After that, your
score tallied and your game saved, it's time to move on! And by
doing so, you will get a cutscene showing you sailing off to the
north. After that the game will now save, and you will have
completed with Chapter 5!
------------------------------------------------------------------
------------------------------------------------------------------
------------------
G: |Chapter 6: Reunion|
------------------
"Sub-C is searching for Dr. Jones location.... Will Nav-Com catch
his signal in time?"
O V E R W O R L D (ITEMS: None)
Here we go on another crazy adventure. But before we get into it,
the next area is kinda like a maze area. If you want, you can use
my map which can be found on the FAQ Section for this game:
http://www.gamefaqs.com/console/nes/file/587653/40253
Now with that out of the way, from where you start off, head
directly east all the way until you reach the wall. Now from
there, go back 1 step and down 6 steps, and you'll (hopefully) see
some tiny white bubbles. At that point, go through the wall and at
the otherside, head up to where you see the lone hut. Go into the
hut and you will be in Howduyadu-Cola Village.
H O W D U Y A D U - C O L A V I L L A G E (ITEMS: None)
Welcome to Howduyadu-Cola Village! As you walk around talking
to the villagers, you will out that they are quite and old
bunch (and I mean REALLY old, like the oldest is 199 years old
O_o). Though by talking to everyone, you'll learn some
interesting things, including a Big Heart location, and
something about seeing someone in a boat just like yours (very
interesting!). Anyways, leave here and head back to the
Overworld.
O V E R W O R L D (ITEMS: Big Heart, Apple)
Board Sub-C and it seems that Nav-Com has detected a signal, that
your uncles location is north 49 and east 28. This is where things
get rather interesting. What you must do is navigate through a
large maze like area, just to find your uncle. Clues will easily
be given thanks to Nav-Com, when you board Sub-C each time (after
docking) or when you're getting close to Dr. J. However, we'll
worry about that in a bit. Right now, it's time to go hunting for
stuff. So, from the docking area, head south 1, west 7, north 13,
west 4, north 6, west 8, north 12, west 11, north 3, west 6,
north 2, west 7, north 9, and you will be near a submerging spot.
Go to it and submerge and you will take across to the otherside.
You'll now be inside a small water area. From here, head to the
south submerging spot and use it to travel southwards. Once here,
you will then see an island and staircase.
Inside the staircase is an Apple, which does absolutely nothing.
Yeah I know this was a wasted trip, but when you board Sub-C
again, you will get new coordinates, which is north 25 and east
59. With that, head back up to the submerging spot to go north,
and in that spot, take the east submerging spot. Now at the
otherside of this one, you will see another small island and
staircase, so take the southwest path to get to it. In this one,
there is a Big Heart, which you will get! This will bring you up
to 12 Health Points! Now leave here and board Sub-C, and the new
coordinates are north 13, east 53. Now after that, you are ready
to sail, so head back to where the submerging spot is and use that
as the starting point. From there, go south 1, east 3, south 1,
east 1, south 1, east 1, south 1, east 18, north 6 and you will
see a hut.
By going into the hut, you will see a skeleton? Who was this you
wonder, well who knows. Anyways, back on the Sub-C and now the
coordinates say north 4, east 29 (we're getting so close!). After
that, go south 13, east 4, south 2 and through the wall. At the
otherside, head south 14 and you'll be at a submerging spot. Into
it and you will be taken east to the otherside. Once there, go
east 3, south 13, west 2, submerge to go south, then go south 2,
west 7 and submerge going north (yeah I know there's an island,
but nothing is in it, so ignore it). At the otherside, go north 1,
west 1 and Nav-Com will say the new coordinates are north 20 and
east 11. With that, west 1, north 9, west 4, north 6, through the
wall, then east 2, new coordinates of north 5 and east 6. With
that, go north 3, east 3, north 2, east 2 and then east once more.
It seems the signal has stopped? Hmmm, nothing is happening. I
guess we could try submerging, and looky there, you're underwater!
With that, head upwards and you will see a tunnel. Your game will
saved once entering here. You need to head up three screens, and
as you do, things will get much darker. After that, you will be in
some sanctuary. Follow the pathway all the way to the otherside,
and head through the north opening. With your game saved, it's
time to take on Dungeon 6-1!
------------------------------------------------------------------
-----------
1: |Dungeon 6-1|
-----------
DUNGEON STATS: This dungeon has 2 parts and 18 rooms in it.
- - - D U N G E O N 6 - 1 P A R T A - - -
[09]-[08] LEGEND FOR PART A:
| 01 = Starting Point
[07] 03 = Floating Feather/2 Two Hearts
| 05 = Floating Feather
[06]-[---05--]-[04] 06 = Two Hearts/Magic Potion
| 08 = BOSS: Giant Turboss/
[03] Floating Feather
| 09 = Leads to 10 (Part B)
[02]
|
[01]
ROOM #01:
Here is where you start off as always, but nothing is in here,
so just head through the north door taking you to ROOM #02.
ROOM #02:
In here are two Green Snakes and two Purple Snakes, but taking
them out won't do anything so just go through the north door,
taking you to ROOM #03.
ROOM #03:
In here you will see a FLOATING FEATHER, which is a really
handy item that will let you float over two gaps, but will last
for one room. Get that, and then jump up to the left tile,
which will reveal a switch, causing TWO HEARTS to appear from
the chest. Now for the right tile, which will cause another
switch to appear, thus more TWO HEARTS comes out of the chest.
Get those and head through the north door which will take you
to ROOM #04.
ROOM #04:
In here might be tricky, because there are three Blue Mummies
and three Purple Mummies. Best way to deal with this, divide
and conquer as much as you can. After taking them all out, the
west wall will open up, taking you to ROOM #05.
ROOM #05:
For this room, you will see several tiles. For now, head down
and take the lower path of tiles and soon you'll come to a tile
which will reveal a FLOATING FEATHER. Also you will see Red
Octojumpers as well. So, to get through here, head back to the
tile which revealed the feather, and jump up 1, right 2, up 1,
take out the enemy, left 1, down 1, left 2 (or 3, depending on
the weapon you have), take out this enemy. Now go back right 2
(or 3), up 1, right 1, down 1, left 3, up 1, left 2 (or 3) and
take out this one. Now go back right 1 (or 2), down 1, take out
the enemy, left 1, up 1, left 2, take out the enemy and the
west door opens. Now go through the door which will take you
to ROOM #06.
ROOM #06:
Now this might be tricky. You see 6 Red Mummies here, but
notice the opening in between, that's where you need to be.
However you also have sinking tiles, so you need to time this
carefully. When you see an opening coming around, make your
move, then follow the Red Mummies till you reach the visible
switch. This will cause the chest to open with TWO HEARTS. Now
get to that spot where it is and stay there. You can easily
take out the Red Mummies this way. After that, the north door
will open, but before you make your way through that, head to
the north sinking tile and jump right to reveal a hidden tile,
then jump right once more to reveal another. Once more to the
right again to reveal a MAGIC POTION. Now you can head through
the north door, which will take you to ROOM #07.
ROOM #07:
In here is just a lone Crawling Snail, so just take it out and
the north door will open, taking you to ROOM #08.
ROOM #08:
Get ready, because another boss fight is about to take place (a
little too soon, I might add)!
BOSS #05: GIANT TURBOSS
This fight will be set up just like the boss fight with the
giant octopus from much earlier. This boss will shoot a
trail of fireballs at you, but at a much quicker pace, so
simply jump back and forth dodging it. It's probably best to
jump back and forth between the three tiles near the door,
because it will get in close to you after a bit. This is
when you need to strike at it fast. After a few hits, it
will back and up and go at it again. Repeat this process and
after several hits are done to it, it will be defeated!
Now during the boss fight, you will have uncovered a FLOATING
FEATHER, so just use that and head through the (now) opened
west door, taking you to ROOM #09.
ROOM #09:
In here, jump up to the lone tile to reveal a switch. Step on
the switch to open the north door, taking you to ROOM #10, as
well as Part B.
- - - D U N G E O N 6 - 1 P A R T B - - -
[18] 10 = Starting Point of Part B
| 12 = Two Hearts/Floating Feather/
[17] Super Baseballs
| 13 = Power Skate
[16] 14 = 3 Two Hearts/Floating Feather
| 17 = BOSS: Broken Joe
[15] 18 = Exiting Point
|
[---14--]-[13]
|
[12]-[11]
|
[10]
ROOM #10:
Here starts Part B. In here is three Crawling Snails, so take
them out and the north door will open, taking you to ROOM #11.
ROOM #11:
Nothing in here, but a shadow wall, but ignore that. Instead go
through the bottom left corner of the room and walk through it.
You will now be in ROOM #12.
ROOM #12:
Now while this room is dark, head left till you can't go
anymore, then jump left. This will reveal a switch, which
stepping on that will open the north wall. With that, simply
head back into ROOM #11.
ROOM #11 (REVISITED):
Once back here, head to the upper left corner, and go through
it, to go back into ROOM #12.
ROOM #12 (REVISITED):
Once back here, get the FLOATING FEATHER, then jump down 1 and
left 1, to turn on the lights. Now, jump back to the upper path
and jump on the tile there. This will reveal another switch,
which will open a chest revealing TWO HEARTS. Now jump down 1
to reveal a third switch. Now head to the switch and the chest
will open, revealing SUPER BASEBALLS. Now with all of that out
of the, head up through the north door, taking you to ROOM #13.
ROOM #13:
In here you will see six Red Crabs and a POWER SKATE. This is a
fun item, and infact to get through here, you need to use it
once. After that, the west door will open, which will take you
to ROOM #14.
ROOM #14:
Starting off here, will be some Fire Pipes and Crawling Snails.
Make your way along the lower path and hit the left tile, to
reveal TWO HEARTS. Now head to the upper path and hit the left
tile to reveal a FLOATING FEATHER. Now with that, head across
the middle path of tiles, collecting the Two Hearts, and at the
otherside is another TWO HEARTS as well as more Crawling Snails
and Fire Pipes. The tile on the lower path will reveal another
TWO HEARTS. Make sure you take out all the Crawling Snails, and
when you do, the north door will open taking you to ROOM #15.
ROOM #15:
Now this room might either be tough or easy, it all depends on
if you have your Power Skates. There are 6 Black Mummies here
and a room full of tiles. Use three Power Skates to take them
out (you will now have six left, so save them!). If you don't
have any, well, this might be tougher. After that the north
door will open, and seeing as there is nothing in here
(surprisingly). Go through the door and you will be taken
to ROOM #16.
ROOM #16:
In here, it's simple, two Purple Snakes, so take them out and
the north door will open, taking you to ROOM #17.
ROOM #17:
In here you will see a statue in the wall. Walk up to it and it
will start to wake up and starts moving around. Get ready,
because another boss fight is about to take place!
BOSS #06: BROKEN JOE
This boss will slowly float around making its way towards
you, and when it stops, it will shoot out snakes at you, so
dodge these. Make sure you have your SUPER BASEBALLS,
because when it opens it mouth, that's when you need to
attack it. If you run out, you are pretty much screwed, but
you should be able to have enough to take it out, so long as
you make successful hits (jump and shoot might help). After
about twenty direct hits, he will be defeated!
And with that, the north door will open, go go through it and
you will be taken to ROOM #18.
ROOM #18:
Nothing here, but the exit pathway, so go up through the north
door and you will be out of here! And with that, you have
completed Dungeon 6-1.
------------------------------------------------------------------
R U I N S (ITEMS: Big Heart)
You are now back on the Overworld/Sanctuary area and with your
score tallied and your game saved, it's time to move on! Now this
next section will kind of a maze. While I'll give you directions
on getting through here, you can also look at my map on the
solution which can be found on the FAQ Section for this game. The
link to that can be found here:
http://www.gamefaqs.com/console/nes/file/587653/52484
Now, with that out of the way, you start off on SCREEN #01, so
here's the directions on how to get through here:
SCREEN #01: Follow the path and go east to SCREEN #02
SCREEN #02: Continue to second north path and go to SCREEN #03.
SCREEN #03: Take left path and follow it to staircase. Inside is a
Big Heart, which will give you 13 Heart Points. Now go
back the same way to SCREEN #02.
SCREEN #02: Go left and make your way back to SCREEN #01.
SCREEN #01: Go up the north path to SCREEN #04.
SCREEN #04: Follow path to the east path, leading to SCREEN #03.
SCREEN #03: Follow path to the right and go north to SCREEN #05.
Now that you are on SCREEN #05, head up to the rock (OMG A GIANT
ROCK!) and examine it. You see that it's metal melted by great
heat. There's also three holes in it, and some weird cipher is
inscribed in it, however you can't read it. What could this mean?
Well you will find out in due time. Anyways, head around here, and
continue following the path and you will see a north opening in
the far east side, which you will go through. With your game
saved, it's time to take on Dungeon 6-2!
------------------------------------------------------------------
-----------
2: |Dungeon 6-2|
-----------
DUNGEON STATS: This dungeon has 4 parts and 29 rooms in it.
- - - D U N G E O N 6 - 2 P A R T A - - -
[03] LEGEND FOR PART A:
| 01 = Starting Point
[02]-[04] 04 = Two Hearts/Leads to 05 (Part B)
| |
[---01--]
ROOM #01:
You start off in this room, and it appears as if there's
nothing here, but we'll get to that soon enough. Now if you
head north you'll be in ROOM #02, which only has three Blue
Rats, and past that is ROOM #03, which has five Blue Bats in
it. Nothing else is to be gained, so let's just stay in this
room. Doing so, head to the east wall and you can go through it
to the otherside. You will then see a row of tiles, so starting
at the bottom tile, work your way up. Eventually you'll find
the switch that will open the north door, which will take you
to ROOM #04.
ROOM #04:
In here is three Blue Rats and a TWO HEART. Don't worry about
the left side as it's not important. Instead take out the Blue
Rats and the north door will open, taking you to ROOM #05, as
well as Part B.
- - - D U N G E O N 6 - 2 P A R T B - - -
[13] LEGEND FOR PART B:
| 05 = Starting Point of Part B
[14]-[12]-[11] 06 = Star Splitters
| 09 = Two Hearts
[10] 12 = 2 Two Hearts
| 14 = BOSS: Hoodoo Doll/Life Sign/
[09]-[08] Leads to 15 (Part C)
|
[07]
|
[06]
|
[05]
ROOM #05:
Somewhat simple room, two Blue Bats are here but there are also
blades that will stick out of the ground at random places. Take
out the Blue Bats and the north door will open, which will take
you to ROOM #06.
ROOM #06:
In here are six Green Snakes and a STAR SPLITTER (save these!).
Get that and here's how it works. Turn left and use the Star
Splitter and when it's in their path, hit the 'B' BUTTON again
to split it two directions, taking them both out at once. Now
do this again with the remaining Green Snakes and the north
wall will open up, taking you to ROOM #07.
ROOM #07:
Four Green Snakes and a Purple Spike Ball (which is like the
Silver Balls) is here. Use your Star Splitter on the Green
Snakes and the north door will open, taking you to ROOM #08.
ROOM #08:
In here is two Blue Flies, so just take them out. Doing so will
cause the west wall to open, which will take you to ROOM #09.
ROOM #09:
In this happy music room, there are two TWO HEARTS so get them.
Seeing as nothing else is here, simply go back to ROOM #08.
ROOM #08 (REVISITED):
Back in here, take out the Blue Flies and hit the middle left
tile to reveal a switch. Hitting the switch will cause the
north wall to open up, taking you to ROOM #10.
ROOM #10:
In here are just five Blue Bats, so take them out and the north
door will open, taking you to ROOM #11.
ROOM #11:
In here is four Purple Creepers and two Dark Clouds. Don't let
those touch you or else you'll lose your weapon for a little
bit. Take out the four Purple Creepers the west wall will open
up taking you to ROOM #12.
ROOM #12 & ROOM #13:
Okay here's another happy music room, in which both ROOM #12
and ROOM #13 works together. Nothing can be gained from the
tile, so head up to the narrow path and jump up to ROOM #13. Up
here swing around to the left and jump down back to ROOM #12.
Collect the TWO HEARTS and head to the left wall and go through
it, collecting the other TWO HEARTS. Now go down to the tile
and jump on it, revealing a switch, which will open the west
door taking you to ROOM #14.
ROOM #14:
Get ready, because another boss fight is about to take place!
BOSS #07: HOODOO DOLLS
Okay this is tough, you have here a wooden doll walking
around. It will spin around fast and shoot bullets at you
when you are in it's path. So here is what you should do.
Get near it, but not in it's path, and when it comes down
right in front of you, start hitting it and then run out of
it's path before it starts to shoot at you. Repeat this
process and soon it will be defeated.
With that defeated, the north door will open up and a tile will
appear. Step on the tile and a LIFE SIGN will appear. Get that,
and go through the north door, taking you to ROOM #15 as well
as Part C.
- - - D U N G E O N 6 - 2 P A R T C - - -
[19] LEGEND FOR PART C:
| 15 = Starting Point of Part C/2 Two Hearts/
[18] Star Splitters
| 18 = Star Splitter/Two Hearts
[17] 19 = Leads to 20 (Part D)
|
[16]
|
[15]
ROOM #15:
Here starts Part C. Quiet room, head up to the two tiles in
front of you and step on them to reveal a STAR SPLITTER and TWO
HEARTS. Now step on the right tile to reveal a switch. Head to
the switch and it will open the north door. Jump on the tile
next to the right of it, to reveal another TWO HEARTS. Now go
through the north door, which will take you to ROOM #16.
ROOM #16:
Four Green Snakes and a Purple Spike Ball is here. Use your
Star Splitter on the Green Snakes and the north door will open,
taking you to ROOM #17.
ROOM #17:
You must be careful here, because two Rock Creatures will
wander across the room. To take them out, they must be fully
visible, so getting close to them might help. After taking them
out, the north door will open, taking you to ROOM #18.
ROOM #18:
This room has six Blue Flies in it, which shouldn't be too big
of a problem. Take them all out and the north wall will open
up. Before going through it though, step on the right tile to
reveal STAR SPLITTERS and the left tile for a TWO HEARTS. Now
go through the north opening, which will take you to ROOM #19.
ROOM #19:
There are four Rock Creatures in this room, so take them out
the same way as you did before. Doing so will cause the north
door to open, taking you to ROOM #20, as well as Part D.
- - - D U N G E O N 6 - 2 P A R T D - - -
[29] LEGEND FOR PART D:
| 20 = Starting Point of Part D/Two Hearts
[28] [23]-[22] 24 = 2 Star Splitters/Magic Potion
| | | 25 = BOSS: Two Hoodoo Dolls
[---27--] [24]-[21] 27 = Two Hearts/Star Splitters
| | | 28 = BOSS: Statues Of Twin Sumocho/
[26]-[25] [20] Two Hearts/Star Splitters
29 = Exiting Point
ROOM #20:
Here starts Part D. In here is two Blue Bats and blades
shooting upwards. There is also two TWO HEARTS here, so
carefully get those and make your way through the north open
door, which will take you to ROOM #21.
ROOM #21:
In here is a Red Zombie, which is rather simple to take out
(despite it taking a bit to do). Take it out and the north wall
will open up. However now go the left wall and go through it,
and you will be taken to ROOM #24.
ROOM #24:
In here, simply step on the tile and STAR SPLITTERS will be
revealed. Get those and head back through the wall, going back
to ROOM #21.
ROOM #21 (REVISITED):
Back here, avoid the Red Zombie, and simply go through the
north opening, which will take you to ROOM #22.
ROOM #22:
This room might be a bit more tricky, as it has four Red
Zombies and two Dark Clouds. Avoid everything here and head to
the west wall, about halfway up, you can walk through the wall,
which will take you to ROOM #23.
ROOM #23:
In here is nothing, so jump over to the center island, and then
jump downwards and you will be in ROOM #24.
ROOM #24 (REVISITED):
Once getting here, you will see a MAGIC POTION, so get that.
Now step on the right tile to reveal a switch, and then head
over to the left tile which will reveal a STAR SPLITTER, which
you will get as well. Now hit the switch and the south door
will open up, taking you to ROOM #25.
ROOM #25:
Get ready, because another boss fight is about to take place!
BOSS #08: TWO HOODOO DOLLS
This is gonna be extremely tough, because you got a double
dose of these wooden dolls to contend with. They will both
use the same tactic as before, so you can try and take them
out the same way, just make sure they are both far apart
from one another when you do it. If you want to try and use
your Star Spliiter, go for it (save atleast 40 of them as
you will need them soon enough), but make sure they are in
line with each other for it to work. You'll also have a
Magic Potion as a back up plan. Use a combination of both
tactics and soon they will be defeated.
After the fight, the west door will, which you will go through,
taking you to ROOM #26.
ROOM #26:
In here, head to the lone tile and step on it. This will cause
a switch to appear, which by stepping on that, will make the
north door open. Go through that and you will be in ROOM #27.
ROOM #27:
In here it's a very dark room, so all you need to is go north.
But first, walk three steps north and walk through the west
wall. On the otherside, go down 1 step then jump left 1 and a
TWO HEARTS will appear. Now jump down 1, left 1 to reveal a
switch. Hit the switch and STAR SPLITTERS will emerge from the
chest. Now jump left 1, up 2 to get it, then right 1 and
through the wall back to the otherside. Once back here, go
north and you will be in ROOM #28.
ROOM #28:
Get ready, because another boss fight is about to take place!
BOSS #09: STATUES OF TWIN SUMOCHO
It's more double trouble as you have to deal with these twin
statues. They will both shoot out fireballs at you, which
are easy to avoid. To take them out, use your Star Splitters
so that you can hit them both at the same time. When to
strike them would probably be when they stop shooting
fireballs at you. After about 8 or 10 hits, they will both
be defeated!
After that, make a new tile will appear and the north door will
open up. Before heading there, jump to the far left tile to
reveal TWO HEARTS, and the far right tile to reveal STAR
SPLITTERS. Both of which you can get during the fight to help
you some. Now make your way up there, avoiding the fireballs,
and go through the north door, which will take you to ROOM #29.
ROOM #29:
Nothing here, but the exit pathway, so go up through the north
door and you will be out of here! And with that, you have
completed Dungeon 6-2.
------------------------------------------------------------------
R U I N S (ITEMS: None)
You are now back on the Overworld/Ruins area and with your
score tallied and your game saved, it's time to move on! With
that, head left and follow the path all the way north, taking you
to the next screen. Once there, go around the big hole and and
make your way to the south side and continue following that path
to the east, to the next screen. On this screen, follow the path
to the man you see. A cutscene will take place which involves
reuniting with your uncle (finally we find him!). He then tells
you what happend to him, which I will quote:
"A month ago I found a big rock in these ruins.... I think you
know the one. I decoded the cipher. It told of an incredible
story... On a far away planet called Argonia, the Argonians
battled evil aliens. The Argonians were all but destroyed. They
sent their last escape pod to Earth. Mike! The rock you say is the
burned remains of that escape pod, and.... the pod was carrying 3
powerful magic cubes. They are very important! The evil aliens
chased those magic cubes to Earth, and abducted me to get at
them."
He will ask you if he should repeat his story, which don't bother
with it. He then goes on to say other stuff, which you agree to go
to the alien spaceship to get them back. With the cutscene over,
he will move out of the way, so that you can continue going
northwards. Follow the path all the way to the staircase and enter
it. On the Overworld, you will head north. After that the game
will now save, and you will have completed with Chapter 6!
------------------------------------------------------------------
------------------------------------------------------------------
--------------------------
H: |Chapter 7: Alien Spaceship|
--------------------------
"At last you have arrived at the spaceship.... Find the 3 Magic
Cubes!"
O V E R W O R L D (ITEMS: None)
Now it's time to invade the enemy's aircraft! From where you start
off at, head all the way north and you will see a spaceship, which
you will now board. Now if I don't sound so enthused from here on
out, is because when I was younger, I kinda lost interest in the
game at this point (never knew why). With your game saved, it's
time to take on Dungeon 7-1!
------------------------------------------------------------------
-----------
1: |Dungeon 7-1|
-----------
DUNGEON STATS: This dungeon has 1 part and 13 rooms in it. Also
note, the Room Number layout for this dungeon will be
different, as I will mention each room in the order I played
through here.
- - - D U N G E O N 7 - 1 P A R T A - - -
[05] [11] LEGEND FOR PART A:
| | 01 = Starting Point
[16] [04]-[---06--]-[---10--] 02 = Four Hearts
| | | | | | 04 = Maximum Pill
[15]-[03] [---07--]-[---08--] 05 = Power Skates
| | | | | 06 = Four Hearts/Magic Potion
[02]-[---13--]-[---12--] 07 = Four Hearts/Laser Gun
| 08 = Leads to 09
[01] [14] [09] 09 = Leads to 08/Leads to 10
10 = Leads to 09/Laser Gun
11 = Maixmum Pill 12 = Four Hearts
13 = Laser Gun/Leads to 14 14 = Leads to 13/Leads to 03
15 = BOSS: Two Jet-Pack 16 = Exiting Point
Jumpers/Floating Feather
ROOM #01:
Now the setup for the remainder of the game will be much
different than what you're use to with dungeons. You will only
be able to stay on any blue parts, so keep this in mind. With
that, you start off in this room, but with nothing here, just
continue through the north door, taking you to ROOM #02.
ROOM #02:
In here is two Bullet Shooters (these are NOT consider as safe
tiles to jump on) and a FOUR HEART. Get the Four Hearts and
ignore the Bullet Shooters, and head along the blue path north
to ROOM #03.
ROOM #03:
In here is a Yellow Alien Solider, so dodge it's bullets, and
head north along this path and you will be in ROOM #04.
ROOM #04:
In here are two more Bullet Shooters and a MAXIMUM PILL. Dodge
the bullets and when you get the Maximum Pill, you will
temporarily have 22 Heart Points. Now from that tile, jump
right 2 and start hitting the wall. Now from here on, you will
hear the sounder that you step on a special tile, just ignore
it. Anyways go throught he north opening, and you will be
in ROOM #05.
ROOM #05:
In here is POWER SKATES so grab that and hold on to it (don't
use them at all). Now head back south to ROOM #04.
ROOM #04:
Avoid the Bullet Shooters and head back to the blue pathway.
Once there, take the east path and you will be in ROOM #06.
ROOM #06:
In here is two Yellow Alien Soliders, but you can easily avoid
those. Do so and take the south path, taking you to ROOM #07.
ROOM #07:
Two more Yellow Alien Soliders inhabit this room, as well as a
FOUR HEART. Get the Four Heart jump across the third row of
tiles going east. You will then come across a LASER GUN, which
you need to get, as well as another Yellow Alien Solider.
Continue going east, and another Yellow Alien Solider will
appear. But ignore all of that and just follow the blue past to
the east, which will take you to ROOM #08.
ROOM #08:
In here is a Green Alien Solider as well an endless supply of
Pink Alien Hoppers. Make your way east across the third row of
tiles and keep going to find a Bullet Shooter and a Warp Tile
above that. Jump into the Warp Tile and you will be taken
to ROOM #09.
ROOM #09:
In here, simply take the right Tile Warp and it will take you
to ROOM #10.
ROOM #10:
Right away you will see a Green Alien Soliders, so be careful
of that. You'll also see a LASER GUN, but don't worry about
that, you'll get another one soon. Anyways, head over to the
blue path and go north then west to see another Green Alien
Soliders, and then a Bullet Shooter. Just above the Bullet
Shooter, hit the wall to reveal an opening, which will take you
to ROOM #11.
ROOM #11:
In here is another MAXIMUM PILL, which you don't need unless
you don't have your max 22 Hearts anymore. Other than that,
head south back to ROOM #10.
ROOM #10 (REVISITED):
Back here, go west and you will be in ROOM #06.
ROOM #06 (REVISITED):
Yellow Alien Soliders are in here, just like before, so be
careful, as well as a Bullet Shooter. You will also see a FOUR
HEART, and if you're really feeling gutsy, there is a MAGIC
POTION on the otherside. After that, head back to ROOM #10.
ROOM #10 (REVISITED):
Simply head east then south, taking out the Green Alien
Soliders. Follow the blue path south and you will taken back
to ROOM #08.
ROOM #08 (REVISITED):
In here, it's pretty easy, just follow the blue path south and
you will be in ROOM #12.
ROOM #12:
When starting off, you will see a Green Alien Solider, so get
around and and continue going west to find three more (you may
have to take them out). Also here is a FOUR HEART, so get that,
and from there, jump south 1 and go west to ROOM #13.
ROOM #13:
Seems rather peaceful here, but continue going west along the
blue path, then start jumping across the tiles and Pink Alien
Hoppers will come out, so just keep taking them out. Soon two
Bullet Shooters will be visible too as well as a LASER GUN. Get
the Laser Gun and jump into the Warp Tile which will take you
to ROOM #14.
ROOM #14:
In here, simply step on the next Warp Tile (don't worry about
the other pair, they aren't necessary) and you will be taken
to ROOM #03.
ROOM #03 (REVISITED):
Once in here, simply go west and you will be in ROOM #15.
ROOM #15:
Right away you'll see a FLOATING FEATHER, so get that! Now get
ready, because another boss fight is about to take place!
BOSS #10: TWO JET-PACK JUMPERS
In here you got 2 big space creatures, as well as a Bullet
Shooter. The two bosses will roam around shooting bullets at
you, so you need to avoid them! Here's how taking them out
will work. First use your Power Skates all up to do some
serious damage. The Bullet Shooter will be out of your way
as well. Now jump back and forth across the tiles dodging
their bullets and using your Laser Gun on them. After 2 or 3
direct hits, they will both be defeated!
With all of that gone, the north door will open, which will
take you to ROOM #16.
ROOM #16:
Nothing here, but the exit pathway, so go up through the north
door and you will be out of here! And with that, you have
completed Dungeon 7-1.
------------------------------------------------------------------
S P A C E S H I P (ITEMS: Magic Cube, Super Nova)
You are now back on the Overworld/Spaceship area and with your
score tallied and your game saved, it's time to move on! The
Maximum Pill has now worn off, so you're back down to 16 Heart
Points. From where you start off at, head north and around the
little corner. You will be presented with three staircases, so
which one shall we take. Well, the north one and southwest one
connects together, so by the power of deduction, you should take
the southest staircase. After doing that, follow the path all the
way and you will see a red cube. Get it and you will have found
the FIRST MAGIC CUBE (DUN DUN DUN DUN *insert Zelda music*). And
with the cube in your posession, you feel a strange new power
going into your Shooting Star, which now becomes the SUPER NOVA!
Do remember though, to use this mighty weapon, you need 11 Heart
Points full or more. Now head through the north opening. With your
game saved, it's time to take on Dungeon 7-2!
------------------------------------------------------------------
-----------
2: |Dungeon 7-2|
-----------
DUNGEON STATS: This dungeon has 3 parts and 23 rooms in it.
- - - D U N G E O N 7 - 2 P A R T A - - -
[09] LEGEND FOR PART A:
| 01 = Starting Point
[05] [08] 02 = Four Hearts
| | 03 = Laser Gun/Four Hearts
[02]-[03]-[04]-[06]-[07] 05 = Magic Potion
| 07 = Laser Gun/Four Hearts
[01] 08 = Leads to 09
09 = Leads to 08/
Leads to 10 (Part B)
ROOM #01:
Nothing here as always, so simply head north to ROOM #02.
ROOM #02:
In here, you will see two FOUR HEARTS and a Yellow Alien
Solider. Test out your new toy on the enemy and collect the
Four Hearts and head east to find three more Yellow Alien
Soliders. Go through the east side and you will be in ROOM #03.
ROOM #03:
Here is a Yellow Alien Solider and a Bullet Crawler. Take out
the nearby enemy and continue onwards. Stay along the path to
find a LASER GUN and FOUR HEARTS and go through the east side,
taking you to ROOM #04.
ROOM #04:
In here is a Green and Yellow Alien Solider. Take them both out
from a distance (with your Super Nova). Now look at the north
wall. Notice a crack in it, well go up there and you can
destroy the wall, revealing an opening taking you to ROOM #05.
ROOM #05:
In here is a MAGIC POTION, so get that and head back ROOM #04.
ROOM #04 (REVISITED):
Take out the enemies again and head through the east entrance,
which will take you to ROOM #06.
ROOM #06:
For this room, you start off with two Bullet Crawler and soon a
Green Alien Solider. Take those out then keep going to find
another Bullet Crawler. After that mess, head through the east
entrance, taking you to ROOM #07.
ROOM #07:
And in this room is a LASER GUN and FOUR HEARTS. Also here is a
Green Alien Shooter and a Star Shooter. To get through this,
start hitting the stars coming flying out as you're walking
towards it. Now get the Laser Gun and when an opening it there,
jump back on the blue path and then head north. Get the Four
Hearts and take out the Green Alien Solider and the north door
will open, taking you to ROOM #08.
ROOM #08:
For this room is two Yellow Alien Soliders and a Warp Tile.
Take out the enemies and seeing as nothing is in the tiles,
jump into the Warp Tile and you will be taken to ROOM #09.
ROOM #09:
This might be tough here, because there are four Bullet
Crawlers here. You must dodge their attacks while taking them
out (use the Laser Gun). After that, the east door will open
and a tile will appear. Use that and go through the door and
you will be in ROOM #10 as well as Part B.
- - - D U N G E O N 7 - 2 P A R T B - - -
[17] LEGEND FOR PART B:
| 10 = Starting Point of Part B
[11] [16] 11 = Lightning Blaster
| | 12 = Maximum Pill/Laser Gun
[10]-[12]-[13]-[14]-[15] 15 = Lightning Blaster/
Four Hearts
16 = BOSS: Brown Jet Jumper/Leads to 18 (Part C)
ROOM #10:
Here starts Part B. In this room, there are two Flying
Satellites. From where you stand, simply take them out, then
jump right 3, up 2 and take out the wall to reveal an opening
taking you to ROOM #11.
ROOM #11:
In here you will find a LIGHTNING BLASTER, so get that, and
head back to ROOM #10.
ROOM #10 (REVISITED):
In here, take out the Flying Satellites if you want, then head
over to the east side and jump over to ROOM #12.
ROOM #12:
In here is a Green Alien Solider and two Star Shooters, as well
as a MAXIMUM PILL and LASER GUN. First, take out the Green
Alien Solider and then work you way around the room collecting
the items. After that, head east and you will be in ROOM #13.
ROOM #13:
This room has three Flying Satellites, but it also has a
Lightning Barrier that will shoot down blocking your attacks.
Carefully make it across this and then go through the east
side, which will take you to ROOM #14.
ROOM #14:
Here lies three Green Alien Hunters which you need to take out
from a distance and Lightning Barriers. When you do, the east
door will open up, taking you to ROOM #15.
ROOM #15:
Two Flying Satellites and a Red Satellite is in here plus a
LIGHTNING BLASTER and FOUR HEARTS. Take out the enemies and
collect the items and the north door will then open, taking you
to ROOM #16.
ROOM #16:
Get ready, because another boss fight is about to take place!
BOSS #11: BROWN JET JUMPER
Here we go with another Jet Jumper boss. This one will jump
back and forth at you (when you're in range) shooting out
bullets, which you should jump back and forth across the
tiles to dodge them. After it retreats back is when you
should attack. Start by using the Laser Gun as it has a long
range attack. If that runs out (which it shouldn't) switch
to Lightning Blaster. After several hits, the boss will be
defeated!
And with that boss gone, a tile will appear and the east door
will open. Now you can blast open the north wall, taking you to
ROOM #17, but nothing is in there. So instead, just head east
to ROOM #18 as well as Part C.
- - - D U N G E O N 7 - 2 P A R T C - - -
[19] [23] LEGEND FOR PART C
| | 18 = Starting Point of Part C/
[18]-[20]-[21]-[22] Laser Gun/Four Hearts
19 = Lightning Blaster
20 = 2 Four Hearts 22 = BOSS: Ostroid
21 = Exiting Point
ROOM #18:
Here starts Part C. In here is a Green Alien Solider and two
Star Shooters plus FOUR HEARTS and a LASER GUN. Also there's a
crack in the north wall, so go ahead and take that out. Go
through the opening and you will be in ROOM #19.
ROOM #19:
For this small room is another LIGHTNING BLASTER, so grab it
and head back down to ROOM #18.
ROOM #18 (REVISITED):
Back here, collect the goodies, while avoiding the Star Shooter
and Green Alien Solider and head east to ROOM #20.
ROOM #20:
In here is three Red Satellites and as you progress, three more
Red Satellites. There will also be two FOUR HEARTS and some
submerging tiles here, so be careful crossing that. At the
otherside, jump over to ROOM #21.
ROOM #21:
Here's an interesting little obsticle. Notice the red energy
bars, well you need to get around them by jumping back and
forth between the three blue paths (it's best to start in the
middle). Watch how this works, as there is a pattern to it.
Once you make it across, head through the east opening, taking
you to ROOM #22.
ROOM #22:
Get ready, because another boss fight is about to take place!
BOSS #12: OSTROID
Now this boss fight is a little different to handle. First
the boss will slowly come to you, shooting energy blasts at
you then lunging at you. Here's what to do, with either
Lightning Blaster or Laser Gun, jump and shoot (to dodge its
attacks) at it till it's past the the switch. Now quickly
step on it and another switch will appear. Step on that and
the blue path on the right will disappear. Now simply shoot
the boss enough times to where it will back up and fall into
the pit. With that, you have defeated this boss.
And with that boss gone, the north door will open and two tiles
will appear. Go across them and through the north door and you
will be taken to ROOM #23.
ROOM #23:
Nothing here, but the exit pathway, so go up through the north
door and you will be out of here! And with that, you have
completed Dungeon 7-2.
------------------------------------------------------------------
S P A C E S H I P (ITEM: Second Magic Cube, Maximum Full Life)
You are now back on the Overworld/Spaceship area and with your
score tallied and your game saved, it's time to move on! You
appear to be in a maze like area, which can be a bit confusing to
get through. Luckily for you, I have made a map on how to get
around here ^_^. You will also notice a blue cube just to the
north of you,
################################################ which is your
# 6 # # 6 2 # # 5 # # goal! So from
# # ###### # # ##### # # # # the start, go
# # # # # # # ######### # # east 4, south 4,
# ###### # ######## # ##### 4 # # east 8, north 4,
### # # # 3 ############ # east 4, north 5,
### #### ##################### 1 # # east 10, north 3
# C # 5 # ############# # # west 6 into the
### ###### # ###### # # # staircase. Now
# # # # # ################ # follow the path
################ # ###### # south then west
# S # # # ################### and enter the
########## # # ###### # staircase. Now
# ########## # ############# # go south 1, east
# ####### # ###### 4 # # 12, north 4,
# # 1 ################ # 3 # # # east 4, north 2,
# # # # # # east 10, south
# # ###################### ############### # 9, west 10 into
# # # 2 # the staircase.
################################################ Now follow the
path west then
north and enter the staircase. Now go west 3 into the staircase
and then follow the path west and enter the staircase. Now head
south 5 and you will see the blue cube. Get that and you will have
received the Second Magic Cube. Once getting it another strange
power will flow into you, which is you will receive MAXIMUM FULL
LIFE (aka 22 Heart Points). With that, you are ready to find the
final Magic Cube. But as you are about to search for it, a
rumbling happens (oh now what!). Shocked at the rumbling, you
realized the alien spaceship is taking off!? You now get a
cutscene showing it leaving Earth and flying through space. After
that the game will now save, and you will have completed with
Chapter 7!
------------------------------------------------------------------
------------------------------------------------------------------
-----------------------
I: |Chapter 8: Final Battle|
-----------------------
"The alien spaceship is circling the Earth.... Hurry up and find
the last Magic Cube!"
O V E R W O R L D / S P A C E S H I P (ITEMS: None)
Here we go, the final confrontation! Right now we are treated with
a small cutscene of the spaceship flying around. After that, you
will be starting off inside the spaceship, so head north and
suddenly an illusion appears before you. It's Zoda, the prime
invader, the one who's caused all this trouble, the guy you must
whomp ass on! He challenges you to do battle with him, then your
head begins to hurt, so you stick bananas in your ears (WTF would
you do that for?!). After telling him to take a hike, you will
regain control. Continue heading north and into the opening. With
your game saved, it's time to take on Dungeon 8-1!
------------------------------------------------------------------
-----------
1: |Dungeon 8-1|
-----------
DUNGEON STATS: This dungeon has 1 parts and 14 rooms in it.
- - - D U N G E O N 8 - 1 P A R T A - - -
[14] LEGEND FOR PART A:
| 01 = Starting Point
[---13--] [07] 02 = BOSS: Zoda/Laser Gun
| | 03 = Maximum Pill
[12] [06]-[08] 05 = Leads to 05
| 06 = Maximum Pill/Laser Gun
[11] [03]-[02] 07 = 3 Magic Potions/
| | | Lightning Blaster
[10]-[09]-[05]-[04 [01] 08 = Leads to 03
10 = Four Hearts/Laser Gun
13 = BOSS: Zoda's Revenge 14 = Exiting Point
ROOM #01:
Once again, you start off in this room, but since there is
nothing here, head through the north opening to ROOM #02.
ROOM #02:
In here you will see a LASER GUN so grab that. Now get ready,
because another boss fight is about to take place!
BOSS #13: ZODA
Now this fight is gonna be extremely tough. He will have two
attacks, which are his head circling around shooting his
eyeballs at you (which you can easily dodge) and his hand
reaching out to grab you. Both of this can do some damage to
you. Here's what you should do, first off, it's his head you
want to strike at with your Laser Gun. Second, get to the
otherside of the room from him, as this will give you some
room to breathe and dodge his attacks. You can outrun both
his head and his hand, so you got nothing to worry about
there. After several shots, he will be defeated!
Now with him gone, you'd think you've won (in a video game,
nothing is that easy), the west door will open up. As you make
your way to it, you'll see an alien creature take off. After
that head through the door which will take you to ROOM #03.
ROOM #03:
In here is a Brown Alien Solider and a MAXIMUM PILL, so take
out the enemy and continue going left to find another Brown
Alien Solider. After blasting that one, head down the ladders
and go through the south doorway taking you to ROOM #04.
ROOM #04:
In here, simply go down the ladders and left and you will face
another Brown Alien Solider as well as Red Alien Soliders.
After dealing with them, head left and jump to ROOM #05.
ROOM #05:
In here, is a Red Alien Solider, also note the tile there will
pop out Brown Alien Soliders. Now head over to the tile and
when it's opened, you'll be able to drop down to ROOM #06.
ROOM #06:
Be careful when landing here, as there are five Brown Alien
Soliders and a Green Alien Solider. Also here is a LASER GUN
and MAXIMUM PILL to help you out. My advice here, divide and
conquer again, but from a distance if you can (and get the
Maximum Pill as a last resort). By taking all of them out, the
north wall will open up, which will take you to ROOM #07.
ROOM #07:
In this small room is a LIGHTNING BLASTER and a MAGIC POTION.
Now after getting the Magic Potion, notice it shows you have
THREE of them! Hold on to this as much as possible. Now head
back down to ROOM #06.
ROOM #06 (REVISITED):
Make your way over to the east door and you will in ROOM #08.
ROOM #08:
In here, simply head over to the tile which will take you back
to ROOM #03.
ROOM #03 (REVISITED):
Just like before, take out the Brown Alien Soliders and head
south to ROOM #04.
ROOM #04 (REVISITED):
Again, just like before, take out the Brown Alien Soliders and
Red Alien Soliders and head west to ROOM #05.
ROOM #05 (REVISITED):
This time, make your way across the room to the otherside,
taking out the Green Alien Soliders, then down the ladder and
keep going left. Go through the west opening and you will be
in ROOM #09.
ROOM #09:
Now this is gonna be a challenge. In here you will see master
power source, which you need to destroy. However you have Star
Shooters and Brown Alien Soliders popping out. So you should
stand right in line with the power source (but not on the
tiles) and just blast away with any of your weapons. You can
only hit it when it's opened, so keep that in mind, but when it
reopens, it will repair it some slightly. Jump to avoid the
Star Shooters and use your weapons on any Brown Alien Soliders.
After the power source is gone it gets darker and the west door
will open up, taking you to ROOM #10.
ROOM #10:
In here is a LASER GUN and FOUR HEARTS, plus an army of Red
Spiders. Collect the items, and make your way northwards. You
will then jump to ROOM #11.
ROOM #11:
Here, more Red Spawns will come out, so get around them and
head north and you will be in ROOM #12.
ROOM #12:
More of the same, so blast away at the Red Spawns until your
life is completely full and head through the north door, which
will take you to ROOM #13.
ROOM #13:
And now the moment has arrived, the final confrontation. Get
ready, because the final boss fight is about to take place!
BOSS #14: ZODA'S REVENGE
Okay here we go, the final battle! Your setup is plenty of
room with several tiles in the middle. Zoda will quickly
jump around and shoot fireballs at you, so dodge these as
well as launch Red Spawns. It's probably best to stay off
the tiles while fighting. First off, use your Lightning
Blaster on it, and that should give off some serious damage
to him. After that's milked, use the Laser Gun, but remember
you can only hurt him when he's not jumping around. Both of
these should be enough to take him out, and if not, use
Super Nova. You will also have Magic Potions if you need it.
After several hits done, he will finally be defeated!
And with that, the final boss has be destroyed. The north door
will now open, taking you to ROOM #14.
ROOM #14:
Nothing here, but the exit pathway, so go up through the north
door and you will be out of here! And with that, you have
completed Dungeon 8-1.
------------------------------------------------------------------
S P A C E S H I P / O V E R W O R L D (ITEMS: Third Magic Cube)
You are now back on the Overworld/Spaceship area and with your
score tallied and your game saved, it's time to move on! You are
in a small little maze like area, but there is no need to provide
a map for this as it's straight through. Simply follow the path
all the way around. As you do, you'll realize that the spaceship
is starting to explode! Keep going and you will get more warning
messages about how you need to hurry up and get your butt out of
there. Once you make it around, you will notice a green cube,
which is the Third Magic Cube. Get it now, and then the area will
start to shake violently. So now what, the spaceship continues to
shake. Now we are treated to a cutscene of the spaceship
exploding, followed by you landing in the water and trying to swim
to shore, but you fell short of that. You are now awake on the
very first island thanks to a dolphin. Now head over to Coralcola
Village!
C O R A L C O L A V I L L A G E (ITEMS: None)
Upon entering here, everyone congradulates you on a job well
done. Oh and so you know, you can not go back into the hut
leading to Dungeon 1-1 (it would be fun, a nice little bonus
level challenge). Anyways head back over to the giant hut
that's on the left side. Baboo will be here to offer you some
Cola which will refill your life meter (what would be the point
in this, really?).
F I N A L S C E N E :
Inside the hut, you will talk to your uncle first, who will
noticed you have the three Magic Cubes. Then the Island Cheif
will thank you for chasing out all the monsters. Nav-Com shows
his graditude as well as the Shaman. Back to your uncle, he says
to join all three Magic Cubes together, which you do and you will
then the true power of the Magic Cubes (which I hope isn't to
annoy the crap out of you with that constant beeping). It seems
that, the Magic Cubes are really kids. One of them speaks, which
is Princess Mica of Argonia. She says that her that other kids
are the last beings from their planet, and goes on about what
happend to them and their planet. You offer to help find a home
for them, as will your uncle. The Island Cheif welcomes them. The
final thing said is if anyone wants to go fishing. With that, we
are getting a nice scene of the "camera" pulling away from the
village, the island, the planet and the solar system. The game is
offically over and then as the credits roll, you will now be
treated with a bunch of pictures of your adventures. With that,
I will say congradulations on completing Star Tropics for the
Nintendo Entertainment System!
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-----------
SECTION 3: |THE GOODIES|
-----------
------------
A: |Main Weapons|
------------
This is a list of all the main weapons in the game:
1. YO-YO: You start off the game with this weapon. Weak, but it
will do for now.
2. SHOOTING STAR: This is more powerful than the Yo-Yo. You
must have 6 Heart Points or more filled to use it.
3. SUPER NOVA: This is the strongest main weapon in the game.
You must have 11 Heart Points or more filled to use it.
-----------------
B: |Secondary Weapons|
-----------------
This is a list of all the secondary weapons in the game:
1. FIRE TORCHES: Collecting these will allow you to shoot
fireballs at enemies. You get 25 per pick up.
2. BASEBALL BATS: With these, you can take out enemies that are
surrounding you. You get 25 per pick up.
3. THROWING BOLAS: With these, you can throw out bolas at your
enemies, causing good damage. You get 40 per pick up.
4. SUPER SLINGSHOTS: These are really powerful shots you can do
using a slingshot. You get 10 per pick up.
5. MIRRORS SHIELDS: By using these mirrors, you can deflect
certain enemy attacks back at them. You get 80 per pick up.
6. SUPER BASEBALLS: These are powerful baseballs that will do
serious damage to enemies. You get 30 per pick up.
7. POWER SKATES: When using these, you will be able to hit all
enemies at once, very helpful. You get 10 per pick up.
8. STAR SPLIITERS: You'll shoot out a star, but press the 'B'
BUTTON to make them split in two. You get 20 per pick up.
9. LASER GUN: When using this, you will send out a powerful
energy blast at your enemies. You get 50 per pick up.
10. LIGHTNING BLASTER: When using this, you'll shoot out a wide
lightning blast at your enemies. You get 20 per pick up.
-----------
C: |Magic Items|
-----------
This is a list of all the magic items in the game (to use them,
hit START Button then DOWN D-PAD):
1. MAGIC POTIONS: These are very handy, because using them will
refill up to 5 Hearts. You get 1 per pick up.
2. MAGIC SNOWMANS: These will freeze enemies and bosses in
their tracks for a period of time. You get 2 per pick up.
3. MAGIC RODS: When using these, you will be able to reveal
hidden Floating Ghosts. You get 5 per pick up.
4. MAGIC LANTERNS: When you use this, you will be able to light
up a dark room for a short time. You get 5 per pick up.
-----------
D: |Other Items|
-----------
This is a list of all the other items in the game (usually found
in the open or pressing a switch):
1. TWO HEARTS: Simply put, these will refill 2 Heart Points
of your current life meter.
2. FOUR HEARTS: Just like the Two Hearts, except these will
refill 4 Heart Points.
3. STOPWATCH: These will slow down or completely stop enemies
for a short period of time (you can still get hurt though).
4. LIFE SIGN: These are rare signposts that when you collect
them, the number of lives may go up or down (from -2 to +3).
5. FLOATING FEATHERS: When getting this you will be able to
jump two gaps. Only works in the room you got it in.
6. MAXIMUM PILL: Pick this up and you will have 22 Heart
Points, but it's not permanent.
----------------
E: |Game Story Items|
----------------
This is a list of all the gamestory items in the game:
1. BIG HEARTS: These will increase your life by 1 Heart Point.
There are five of these scattered throughout the game.
2. ID CODE 1492: This is a code to activate the Sub-C. This is
found in Chapter 1.
3. BOTTLE/ID CODE 1776: This is a code to activate the
submerging ability. This is found in Chapter 2.
4. CRYSTAL BALL: Give this to the fortune teller so that you
can get in Shecola Castle. This is found in Chapter 3.
5. SCROLL OF OBOB: Use this to wake the daughter of Miracola
Village. This is found in Chapter 3.
6. LIGHTER: Use this to escape the giant whale that swallowed
you hole. This is found in Chapter 4.
7. WORM: Give this to Peter The Parrot for a clue to a puzzle.
This is found in Chapter 5.
8. APPLE: While this may be absolutely delicious to eat, it
does absolutely nothing for you. This is found in Chapter 6.
9. MAGIC CUBES: There are three of these that will bring down
Zoda. These are found in Chapter 7 and 8.
----------------
F: |Puzzle Solutions|
----------------
This is a list of all the puzzles in the game and solutions:
PUZZLE #01: FREQUENCY CODE (from Chapter 4)
You are given no clues on how to solve this puzzle whatsoever,
just that you must solve it. The solution is 7 4 7, and the
easy way to remember is the 747 airliner (it's how I remember
it atleast).
PUZZLE #02: CAPTAIN BELL'S MUSICAL (from Chapter 5)
Here's a little drawing of what you see. Now remember that
little song that Peter The Parrot gave to you "DO ME SO
FAR, DO ME"? Well, that
--- --- --- --- --- --- --- song is about be put to
| | | | | | | | some use. His message is
|#01|#02|#03|#04|#05|#06|#07| actually musical notes: DO
| | | | | | | | ME SO FA DO ME. Now you m
--- --- --- --- --- --- --- must step on the the right
keys in the right order
for this solution to be solved. So, the first key on the
left is DO, so starting with that, step on Key #01, then
Key #03, Key #05, Key #04, Key #01, Key #03. This might
take a couple times to do if need be.
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-----------
SECTION 4: |THE BADDIES|
-----------
-------
A: |Enemies|
-------
This is a list of all the enemies in the game:
1. RABBIT SLUGS: These kinda look like rabbits (to me atleast)
that move around very slowly.
2. BLUE RATS: These will spin around and begin walking in
different directions, approach with caution.
3. BLUE BATS: These will fly around randomly, and stop for a
brief moment. Slightly annoying.
4. BROWN SNAKES: These will sit around for a moment, but begin
to strike when you're in their path.
5. RED CRAWLERS: These will come out of the water, and crawl
across the screen and go back in, when you're near them.
6. CROSS SPEEDERS: These will speed around the screen in a
diagonal path, only to stop for a breif moment.
7. RED OCTOJUMPERS: These will jump around rather quickly.
Yes, they look like Octoroks from Legend Of Zelda 2.
8. BIG FISH: These will come in and out of water, shooting
fireballs at you when you're nearby.
9. BLUE TUCANS: Annoying small bird creatures that will come
after you if you're in their path.
10. JUMPING MONKEYS: Just like the Octojumpers, these will jump
around rather quickly in different directions.
11. OSTRICH SKULLS: These are ostrich like creatures that will
come after you by any means.
12. BROWN FLIES: Annoying bugs that will fly around rather
fast, but stop for a brief moment.
13. FIRE SQUIDS: Untouchable enemies that will shoot out
fireballs. Simply avoid them.
14. RED SLIME MONSTERS: These will pop in and out of water at
random locations shooting fireballs. Apporach with caution.
15. SKELEPUPS: Little puppy skeletons that scamper along the
rooms. Rather easy to take out.
16. JUMPING SKULLS: Just like Red Octojumpers, these are skulls
that'll jump around quickly in different directions.
17. FLOATING GHOSTS: Invisible until you use the Magic Rod, then
they are easy to take out.
18. BLACK MUMMIES: These are mummies that will track you down
wherever you may be. Rather annoying and tricky to take out.
19. FIRE PIPES: Just like the Fire Squids, these will stay in
one place shooting fireballs. Can't be destroyed.
20. GRAVE HANDS: These are hands that will come out of the
ground shooting fireballs at you. Usually comes in a pair.
21. RED WIZARDS: These mages will appear and disappear shooting
fireballs at you. Use Mirror Shields to defeat them.
22. FROG HOPPERS: These are green creatures that will hop out of
the water, hop around then back in, when you get close.
23. PURPLE MINOTAURS: These are giant purple creatures that will
track you down. Rather tricky to take out.
24. SPEEDING EYEBALLS: Harmless except when you're in their way,
then they will speed at you fast. Very tricky to take out.
25. GREEN SLIME MONSTERS: Just like Red Slime Monsters, except
they are a bit more aggressive. Approach with caution.
26. RED BATS: These are just like the Blue Bats, only they move
around much quicker.
27. SILVER BALLS: Harmless until you hit them, in which they
will move back and forth fast.
28. GREEN SNAKES: Just like Brown Snakes only they move around
even if you're not near them.
29. BLUE MEGATON: Very poweful ball that rolls back and forth.
It will kill you once it touches you, so avoid these!
30. GHOST PIRATES: Just like Red Wizards, these will appear and
disappear shooting fireballs. Use Mirror Shields on them.
31. GREEN MEGATON: Just like the Blue Megaton, only this one is
a little more aggressive.
32. RED MEGATON: Unlike the other Megatons, these will track you
down if you are in their path, so be careful!
33. PURPLE SNAKES: Just like the Green Snakes, only alot more
agressive, and will always be on the move.
34. BLUE MUMMIES: These are like Black Mummies, only a little
more aggressive and a little bit more harder to take out.
35. PURPLE MUMMIES: These are much more aggressive the the Black
and Blue Mummies, hardest of the three.
36. CRAWLING SNAILS: These are green snails that crawl around,
nothing too much to say, but they take a bit to defeat.
37. RED CRABS: These are red crab like creatures that float
around the entire screen.
38. PURPLE SPIKE BALLS: Just like Silver Balls, they can't be
taken out, but hit them to make them move.
39. BLUE FLIES: These are just like the Brown Flies, only they
are a bit more tougher to deal with.
40. PURPLE CREEPERS: These are little purple monsters and
wanders around, nothing too hard about them.
41. DARK CLOUDS: You can't take them out, but avoid them as they
will disable your weapon for a while.
42. ROCK CREATURES: These will quickly race across the screen
invisible like, only to shoot rocks when it becomes visible.
43. RED ZOMBIES: These red humanoid creatures will track you
down. Tough to take out, but nothing too hard about them.
44. BULLET SHOOTERS: These are green cannons that will shoot at
you. Take it out when it's opened.
45. YELLOW ALIEN SOLIDERS: These are humanoid soliders shooting
short range energy blasts at you. Approach with caution.
46. GREEN ALIEN SOLIDERS: These are just like the Yellow Alien
Soliders only they take a bit more to finish off.
47. PINK ALIEN HOPPERS: These are pink aliens that will quickly
race across the screen. The amount of them is limitless.
48. BULLET CRAWLERS: These are small green crawling cannons that
shoot at you. Rather tricky to take out.
49. STAR SHOOTERS: These are cannons, which can't be destroyed,
that will shoot an endless supply of stars at you.
50. FLYING SATELLITES: These will fly around in different
directions. Nothing too noteworthy.
51. RED SATELLITES: Just like the Flying Satellites, except
these shoot bullets at you. Kinda easy to take out.
52. LIGHTNING BARRIERS: These will appear at various places,
blocking your attacks. They can't be destroyed.
53. BROWN ALIEN SOLIDERS: These are just like the other Alien
Soliders, except they are much stronger.
54: RED ALIEN SOLIDERS: Unlike the other Alien Soliders, these
will reside in the walls shooting at you.
55. RED SPAWNS: These are red spider like creatures that will
come down to attack. Very easy to take out.
------
B: |Bosses|
------
This is a list of all the bosses in the game:
BOSS #01: C-SERPENT (from Dungeon 1-1)
Okay here's how this fight will setup. The boss will stay in
the middle and after waddling a bit, will open it's mouth and
shoot fireballs at you. The thing is, that's when you need to
strike. To do so, stand on the middle tile and use your FIRE
TORCHES on it. When it's about to shoot fireballs, throw a
torch or two then jump to the left or right tile to avoid them.
After that, back to the middle tile and keep shooting. After
those run out, hit it with your main weapon, which it shouldn't
take long to take out. Use your MAGIC POTIONS when needed.
After enough hits, it will be defeated!
BOSS #02: GIANT OCTO (from Dungeon 2-1)
Okay this is how the fight will setup. You'll see a gittery
squid shoot bullets at you which is easy to dodge. It will come
in close which will be your chance to strike. Here's the
easiest part of it. When it gets close to you, use your MAGIC
SNOWMAN to freeze it. While it's stuck in place, you can attack
the crap out of it. When the water starts to change to blue,
use another one and continue beating it down. Soon you will
have defeated this boss!
BOSS #03: MAGMA THE FIERCE (from Dungeon 3-2)
Now this boss fight has to be dealt with differently. First
off, the setup is two fireballs will circle around. The boss
will shoot a trail of fireballs out, so avoid these obviously.
Now you don't attack the boss, as that won't work. So how do
you take it out? Well, you must destroy the two orbs around
him. To do this, from the starting tile, jump up 1 onto solid
ground. Go left, then jump 2, up 3 to reveal a switch, then
jump on that to destroy an orb. From the switch, jump left 1,
down 2, right 2, the go across the solid ground, go 5 steps,
jump up 1 to reveal a switch. Now make your way to the second
switch, and that will destroy the next orb. With that, you have
defeated this boss!
BOSS #04: MAXIE THE GHOST (from Dungeon 3-3)
Okay, what we have here is a giant ghost that will go back and
forth, only to pause for a moment to release Floating Ghosts.
Now this might be a tricky fight, but not too terribly tough.
Take out the Floating Ghosts using your main weapon and use the
Throwing Bolas on the boss. Where you should stand, probably on
the south side as you can avoid the fireballs easier. After
several hits, the boss will get faster, so either stay where
you are or get to either side and plow it with either weapon.
After enough hits, the boss will be defeated!
BOSS #05: GIANT TURBOSS (from Chapter 6-1)
This fight will be set up just like the boss fight with the
giant octopus from much earlier. This boss will shoot a trail
of fireballs at you, but at a much quicker pace, so simply jump
back and forth dodging it. It's probably best to jump back and
forth between the three tiles near the door, because it will
get in close to you after a bit. This is when you need to
strike at it fast. After a few hits, it will back and up and go
at it again. Repeat this process and after several hits are
done to it, it will be defeated!
BOSS #06: BROKEN JOE (from Chapter 6-1)
This boss will slowly float around making its way towards you,
and when it stops, it will shoot out snakes at you, so dodge
these. Make sure you have your SUPER BASEBALLS, because when it
opens it mouth, that's when you need to attack it. If you run
out, you are pretty much screwed, but you should be able to
have enough to take it out, so long as you make successful hits
(jump and shoot might help). After about twenty direct hits, he
will be defeated!
BOSS #07: HOODOO DOLLS (from Chapter 6-2)
Okay this is tough, you have here a wooden doll walking around.
It will spin around fast and shoot bullets at you when you are
in it's path. So here is what you should do. Get near it, but
not in it's path, and when it comes down right in front of you,
start hitting it and then run out of it's path before it starts
to shoot at you. Repeat this process and soon it will be
defeated.
BOSS #08: TWO HOODOO DOLLS (from Chapter 6-2)
This is gonna be extremely tough, because you got a double dose
of these wooden dolls to contend with. They will both use the
same tactic as before, so you can try and take them out the
same way, just make sure they are both far apart from one
another when you do it. If you want to try and use your Star
Spliiter, go for it (save atleast 40 of them as you will need
them soon enough), but make sure they are in line with each
other for it to work. You'll also have a Magic Potion as a back
up plan. Use a combination of both tactics and soon they will
be defeated.
BOSS #09: STATUES OF TWIN SUMOCHO (from Chapter 6-2)
It's more double trouble as you have to deal with these twin
statues. They will both shoot out fireballs at you, which are
easy to avoid. To take them out, use your Star Splitters so
that you can hit them both at the same time. When to strike
them would probably be when they stop shooting fireballs at
you. After about 8 or 10 hits, they will both be defeated!
BOSS #10: TWO JET-PACK JUMPERS (from Chapter 7-1)
In here you got 2 big space creatures, as well as a Bullet
Shooter. The two bosses will roam around shooting bullets at
you, so you need to avoid them! Here's how taking them out will
work. First use your Power Skates all up to do some serious
damage. The Bullet Shooter will be out of your way as well. Now
jump back and forth across the tiles dodging their bullets and
using your Laser Gun on them. After 2 or 3 direct hits, they
will both be defeated!
BOSS #11: BROWN JET JUMPER (from Chapter 7-2)
Here we go with another Jet Jumper boss. This one will jump
back and forth at you (when you're in range) shooting out
bullets, which you should jump back and forth across the tiles
to dodge them. After it retreats back is when you should
attack. Start by using the Laser Gun as it has a long range
attack. If that runs out (which it shouldn't) switch to
Lightning Blaster. After several hits, the boss will be
defeated!
BOSS #12: OSTROID (from Chapter 7-2)
Now this boss fight is a little different to handle. First the
boss will slowly come to you, shooting energy blasts at you
then lunging at you. Here's what to do, with either Lightning
Blaster or Laser Gun, jump and shoot (to dodge its attacks) at
it till it's past the the switch. Now quickly step on it and
another switch will appear. Step on that and the blue path on
the right will disappear. Now simply shoot the boss enough
times to where it will back up and fall into the pit. With
that, you have defeated this boss.
BOSS #13: ZODA (from Chapter 8-1)
Now this fight is gonna be extremely tough. He will have two
attacks, which are his head circling around shooting his
eyeballs at you (which you can easily dodge) and his hand
reaching out to grab you. Both of this can do some damage to
you. Here's what you should do, first off, it's his head you
want to strike at with your Laser Gun. Second, get to the
otherside of the room from him, as this will give you some
room to breathe and dodge his attacks. You can outrun both
his head and his hand, so you got nothing to worry about there.
After several shots, he will be defeated (for now)!
BOSS #14: ZODA'S REVENGE (from Chapter 8-1)
Okay here we go, the final battle! Your setup is plenty of room
with several tiles in the middle. Zoda will quickly jump around
and shoot fireballs at you, so dodge these as well as launch
Red Spawns. It's probably best to stay off the tiles while
fighting. First off, use your Lightning Blaster on it, and that
should give off some serious damage to him. After that's
milked, use the Laser Gun, but remember you can only hurt him
when he's not jumping around. Both of these should be enough to
take him out, and if not, use Super Nova. You will also have
Magic Potions if you need it. After several hits done, he will
finally be defeated!
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-------------
SECTION 6: |IN CONCLUSION|
-------------
--------------
A: |What's To Come|
--------------
With a game as big as this, who knows what else is to come. But I
will keep this open if anything new develops.
----------------
B: |PayPal Donations|
----------------
Like anyone would read this but something new I've been toying
around with is the idea of taking donations. After making as many
maps and FAQs as I have, it tends to be a big strain on my
computer (I have a cheap-ass computer). So if you like any or all
of my FAQs and maps, and wish to give a little something back, you
can donate as much as you want to my PayPal account ^_^. Email me
your donations at
[email protected]
--------------
C: |Special Thanks|
--------------
Personal Thanks To:
ExoSquad18: Simply because of his confidence and belief that I
will be very successful at this stuff ^_^.
On-line Thanks To:
To GameFAQS for hosting my walkthroughs, as well as many more ^_^.
To anyone who help made this game possible. Thanks! ^_^
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D: |The Disclaimer|
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Star Tropics, quite an interesting game it was. First off let me
say that the first one was way better than the second one by alot.
Now when someone thinks of this game, they think of a Legend Of
Zelda clone, which yeah that's what it kinda looks like. But this
game is rather fun too, with many mysteries and exploring in it. I
played this game when I was younger, but got as far as Chapter 5
or 6, because it was a challenging game for sure. I decided to go
back and play it now, because this is one of those games that has
a personal place in my life, which is why I made this FAQ. I made
this walkthrough the best way I can and I hope it helps out in
every way possible. Now here comes the important stuff you need to
read.
Ok, I'll make this quick and simple. This walkthrough is my work.
I've made this walkthrough, describing the game the best possible
way I can. You can use whatever info you want, so long as you give
me credit and don't alter anything. All you have to do is email me
at
[email protected] if you're gonna do anything with
this walkthrough. And to show that I'm not a complete selfish
bastard, if you have something you wanna add, email me and I will
give you full credit ^_^. This walkthrough, like many others are
intended for GameFAQs ONLY. You want it on your site, well you
better start emailing me. Failure to comply with this, and I will
be mad, among other things.
Email me at
[email protected]
PayPal me at
[email protected]
Copyright (C) April 23rd, 2008
Mike Leatherwood AKA StarFighters76
Star Tropics (C) Nintendo 1990