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| |                                                                 | |
| |   /----                     -------                             | |
| |  |                             |                                | |
| |   \____  -----  --  ----       |  ---   --  ---  ---  -- /--    | |
| |        \   |   |  |  |  \      |  |  \ |  | |  \  |  /   \__    | |
| |         |  |   |--|  |--/      |  |--/ |  | |--/  |  \      \   | |
| |    ----/   |   |  |  |  \      |  |  \  --  |    ---  --  --/   | |
| |                                                                 | |
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   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! ^_^

     --------------
 D: |The Disclaimer|
     --------------

    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