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|| Star Tropics II : Zoda's Revenge (NES) FAQ ||
|| ||
|| Last Updated: April 30, 2011 ||
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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
1: Version Guide
2: The Story Behind Star Tropics II
3: About This Walkthrough
4: Control Configuration
SECTION 2: Walkthrough
1: Before The Walkthrough
2: Chapter 1: Prelude
3: Chapter 2: Ice Age
4: Chapter 3: Egypt
5: Chapter 4: Scotland Yard
6: Chapter 5: Old West
7: Chapter 6: Venice
8: Chapter 7: Transylvania
9: Chapter 8: Camelot
10: Chapter 9: C-Island
After bravely battling Octopuses, Magma Men, and Aliens in the
original Star Tropics. The hero of the Star Tropics series Mike
Jones returns to his home in Seattle. His uncle also joins him in
Seattle to continue his work. We find Mike in Seattle at the
start of this story.
3: About This Walkthrough
I have used several other FAQ's in the past to get through games
and I felt that it was time to return the favor by putting together
one of my own. I tried to avoid putting anything unnecessary words
in it and instead only cover what I feel the person reading this
would want for me to cover. If you want to skim through to certain
topics then I would recommmend you use the Table Of Contents.
Thanks for reading my FAQ!
4: Control Configuration
There are two different types of ways to move Mike around in this
game. One way is the 500 foot view from above, also known as the
overworld. In the overworld view you will not be attacked. The
other view is more like 20 foot view from above, and known as the
dungeon view. The dungeon view is where you will encounter combat.
OVERWORLD VIEW CONTROLS
Directional-Pad: Move up, down, left, and right.
A BUTTON: Talk or Acquire things
B BUTTON: No use
DUNGEON VIEW CONTROLS
Directional-Pad: Move up, down, left, right, and diagonally.
A BUTTON: JUMP
B BUTTON: USE CURRENT WEAPON
START: PAUSE
SELECT: SWITCH WEAPON
In order to make the FAQ as easy to read as possible I have
included dungeon maps that typically look like this:
LEGEND FOR DUNGEON B
[3] 1 = Starting Point for Dungeon B
| 2 = Throwing Rocks
[2] 3 = Exit
|
[1]
Each room is briefly detailed and a line will show you which way
you can proceed from each room. Also, the start and exit are
labeled as well as the boss if there is one.
We start off with Mike greeting us and asking us how we have been.
You are then given the option of whether you remember Mike's uncle
who he referes to as Dr. J(ones). If you don't know who Dr. J is
then you probably have not played the original Star Tropics I and
Mike will suggest that you read the manual to catch up on what you
missed in the first game. Mike explains Dr. J is now in Seattle
and continuing his work from the original game.
Suddenly Mike gets a telepathic message from Mica. Mica is one of
the children from the original Star Tropics who were sent to
Earth in the form of three cubes. She asks Mike if he remembers
her father Hirocon, leader of the lost planet Argonia. She tells
Mike that her father spoke to her in a dream and said:
Was it a cat I saw?
Was it a rat I saw?
She isn't sure what it means and then tells Mike that she cannot
talk any longer today. Before Mike can answer she is gone, and
since Mike is unsure what to do next he goes to visit his uncle.
Dr. J is buried in books when Mike arrives and doesn't notice
Mike until he shouts to his Uncle Steve. Mike explains the
story thus far to his uncle.
His uncle reverses the wording and gets:
?was I tac a ti saw
?was I tar a ti saw
You are then asked if you understand. If you answer NO he will
simply state to you the obvious that you reverse the wording so
just say YES even though it still doesn't make sense. Somehow
Dr. J believes that Hirocon is telling them to reverse the
cipher he was working on. He instructs Mike to get him the
Oxford Wonder World book.
Once Mike gets it they look at it to read the strange words of
the cipher. Paapaapaaoompapamowmow is read by Mike before his
uncle can tell him to stop. This causes the book to open and
its pages to turn really quickly. Suddenly we see a dimensonal
gate open and Mike get sucked into it.
=============================
||* 2: Chapter 2: ICE AGE *||
=============================
We start this chapter with Mike appearing in the middle of a
snowy area. He is unsure where he is but says it is like a
sci-fi movie. He then realizes how cold he is and that he better
start moving.
This is the first chance you get to control Mike. You can only
head North at this point so head in that direction. You will
find a cave man that will tell you that the ground has holes and
to be careful. As far as I can tell these holes are random so just
be prepared to fall into a few of them as you cross this snow.
There are 3 different types of holes you can fall into:
- - - R A N D O M D U N G E O N A - - -
LEGEND FOR DUNGEON A
1 = Starting Point for Dungeon A
4 = Exit
[4]
|
[-- 3 --]
|
[2]
|
[1]
ROOM #1:
Here you start. There is nothing here so go to ROOM #2.
ROOM #2:
Completely empty. There is nothing here either so go to ROOM #3.
ROOM #3:
There are five boars here and a salamander, but most importantly
are some rocks. Grab the rocks and kill what you must.
ROOM #4:
Exit back to overworld.
- - - R A N D O M D U N G E O N B - - -
LEGEND FOR DUNGEON B
[3] 1 = Starting Point for Dungeon B
| 3 = Exit
[2]
|
[1]
ROOM #1:
Here you start. There is nothing here so go to ROOM #2.
ROOM #2:
There are four boars here, and there are some rocks.
Grab the rocks and do you must to get to ROOM #3.
ROOM #3:
Exit back to overworld.
- - - R A N D O M D U N G E O N C - - -
LEGEND FOR DUNGEON C
[5] [3] 1 = Starting Point for Dungeon C
| | 5 = Exit
[4]-[2]
|
[1]
ROOM #1:
Here you start. There is nothing here so go to ROOM #2.
ROOM #2:
There are two boars here, and there are some rocks.
Grab the rocks and do you must to get to ROOM #3.
ROOM #3:
There are no enemies here. Just hearts to collect. Be
careful to not fall in the water.
ROOM #4:
There is a blue bear here. Quickly kill him with your
stones and the path will open up to ROOM #5.
ROOM #5:
Exit back to overworld.
Once you have made it past the snow you will find a cave up ahead.
Enter it to find:
=============
Cave Men Cave
=============
Walk around the cave and talk to the people. You will find that
many of the cave dweller's children are missing. Make sure you
visit Pikazo and write down the drawings you see on his wall.
Also, visit Tink over by a large pile of bones. He has an Axe
that he has made that he will give you.
Continue your way through the cave and find the prophet who
prophesized your coming. He will ask you if you are the one.
Regardless of what you answer he will tell you to head to the
cave and defeat Yum Yum. Continue thorugh the cave until you
find the exit.
Once you exit the cave and return to the overworld view continue
North until you find another cave entrance. You will run into a
few more cavemen who will drop clues but you should have already
gotten the drawing on the cave wall and the axe so you are good.
============
YUM YUM CAVE
============
LEGEND FOR Yum Yum Cave
1 = Starting Point for Yum Yum Cave
14 = Maze (circ, circ, tri, squar, circ, squar, tri)
17 = BOSS: Yum Yum
18 = Exit to Overworld
ROOM #1:
There is nothing here at the entrance. Just go to ROOM #2.
ROOM #2:
There are 4 boars in here. You must defeat them and once you do a
wall will open to the North allowing you to ROOM #3.
ROOM #3:
There are several boars in this room. Make your way to the right
and kill the salamanders. You will hear a wall open. If you walk
back to the left you will see an opening to the North. Take this
to ROOM #4.
ROOM #4:
There is nothing here but a medicine. Just take it and go back to
ROOM #3.
ROOM #3 (from ROOM #4):
There is else here so head to the right killing what you need to
and making your way to ROOM #5.
ROOM #5:
There are two salamanders here but ignore them continuing right to
ROOM #6.
ROOM #6:
There are four boars here but ignore them as well and go north to
ROOM #7.
ROOM #7:
There is a blue bear that you should kill quickly. You can ignore it
however and proceed to jump to the little island and then head jump
south until we make our way back to ROOM #6.
ROOM #6 & #5 (from ROOM #7):
Just move around the corners of these rooms until you make your way
to ROOM #8.
ROOM #8:
There are four boars here but ignore the two on the bottom. You need
to jump across these ledges until you make it all the way to the far
left. Killing two boars along the way.Proceed left and go north to
ROOM #9.
ROOM #9:
There are three blue bears that you need to defeat to open the door
to the North. Once you have defeated them you can go North to ROOM
#11. There is also a room to the left but ignore this as this will
take you to a dead end in ROOM #4.
ROOM #10:
There are just three boars here. You can kill them if you wish but
in either case proceed North to ROOM #11.
ROOM #11:
There are several walking snow men in this room. Head right, you
don't have to defeat the snow men but it is easier if you do.
Eventually you will see a room going North to ROOM #12.
ROOM #12:
This room has a yellow bear in it. Defeat it if you must and then
continue North to ROOM #13.
ROOM #13:
This room has three yellow bears. In this room you must defeat them
to open the door to the North taking you to ROOM #14.
ROOM #14:
This is the maze section and the reason I asked you to scribble down
the drawings on the wall back at the cave men cave. If you didn't
write it down it was: circle, circle, triangle, square, circle,
square, triangle. Just follow the exit to the room closest to the
symbol and you should get through this maze no problem.
ROOM #15:
There are four snow men in this room but you can skip them if you'd
like and proceed to the East and taking you to ROOM #16.
ROOM #16:
There are just six boars here. You can kill them if you wish but in
either case proceed North to ROOM #17.
ROOM #17 BOSS FIGHT: (YUM YUM)
As soon as you enter this room you will see Yum Yum hidden behind
some bones and skulls. He appears to not notice you when you first
enter so immediately go up as close as you can to the right of him.
If you start throwing axes at him immediately you should be able to
kill him before he gets one shot off. Do not attack the boar that is
next to him. Yum Yum will eat this boar and continue to ignore you,
but if you kill this boar he will immediately engage you in combat.
If you do have to battle with him just make sure to avoid the
bubbles he burps at you and keep throwing axes his way. He should go
down after about 30 axes and the door to the East and Room #18 will
open up.
Room #18:
There is an exit to the North.
====================
BACK OF YUM YUM CAVE
====================
After you are back in the overworld head north in this cave.
Eventually you will find the kids like Shorty who will compliment
you on defeating Yum Yum. Continue North and then East until you
find a Block and then proceed out of the cave. You will be back
outside, just take a few step outside and Mica will appear again via
telepathy to Mike. She tells Mike that she has spoken with Dr. J and
that Mica's father Hirocon must have known something was going to
happen. She tells Mike that he has been sent back in time to retrieve
the mystic tetrads that have been hidden on earth at various points
in time. These tetrads are the legacy of the Argonians and Mike now
must find them. Mica then leaves the conversation and Mike then
realizes the Block he just picked up in the cave is one of these
tetrads. As a bonus you increase your life total to seven hearts.
Unsure what to do now, Mike consults the Oxford World Wonder again.
Mike recites the words:
PAA PAA PAA OOM PAPA MOW MOW.
This flips the pages again and sends Mike to another time period.
We start this chapter with Mike appearing next to some pyramids and
a sphinx. There is paths leading North and South, but if you travel
South you will travel along the Nile endlessly and eventually need
to head back North again so just head North. Eventually you will
come upon a small oasis with some people and a boat docked nearby.
If you continue North you will see a guard blocking your path, so
heading to the boat is what you want to do next.
Once you enter the boat you will see people walking around and a
cabin you can enter. If you enter the cabin before talking to
everyone outside on the ship the guard will not let you pass. Once
you have talked with everyone outside the ship he will let you
enter. Inside you Mike meets with Cleopatra who asks his business
and he tells her he is searching for the tetrads. Cleopatra says
that she can help you but you must first get a pizza for her. Leave
the ship and head North.
Go North and you will see someone blocking your path. Now that you
have talked to Cleopatra he will tell you this is the way to get
pizza and let you through. Proceed a little south and you will find
the cave.
==========
RIDGE CAVE
==========
LEGEND FOR RIDGE CAVE
1 = Starting Point for Yum Yum Cave
12 = BOSS: Big Scorpion
13 = Leads to Overworld
ROOM #1:
Just a usual entrance. Head North to ROOM #2.
ROOM #2:
This room just has three spiders. Defeat them and the East wall
will open up allowing you to head to ROOM #3.
ROOM #3:
There is one cyclops in here. Defeat him and the East wall will
open up allowing you to head to ROOM #4.
ROOM #4:
When you first enter you will see a tile and a treasure chest.
You must jump on this tile for a question mark to appear. Once
you get that question mark, then the chest will open revealing
a slingshot. Jump around this room carefully avoiding getting
hit by the spiders and take the path leading North.
ROOM #5:
There are two porcupines in here that you must defeat to open
the door and head North to ROOM #6.
ROOM #6:
There are three cyclops in here that you must defeat to open
the door and head East to ROOM #7.
ROOM #7:
There are four scorpions in here that you must defeat to reveal
a door to the East ROOM #8.
ROOM #8:
There are four underground enemies in here that you can defeat
or simply avoid and head to the East and ROOM #9.
ROOM #9:
There are four underground enemies and two porcupines in here that
you must defeat to open a door to the North and ROOM #10.
ROOM #10:
This room has three spiders and two scorpions who you don't have to
defeat but it is much easier to get through this room if you do.
You must hop up and around to go North to ROOM #11.
ROOM #11:
There are two porcupines when you first enter the room, as well as
a couple more spiders. You don't ahve to kill any of them but it
will be easier. There are a couple jumps to get through here but it
is easy. Eventually you will see a path to the North and this will
take you to ROOM #12.
ROOM #12:
BOSS: BIG SCORPION
When you enter this room you will see two holes in the wall at the
top. These holes will have scorpions come out of them during the
battle. You can take care of the little scorpions if you want but
try to focus primarily on the big scorpion. If you have any
slingshot left I would use it here. The big scorpion will flash red
and then shoot out a spray of shots from his tail. If you time it
right it should be easy to jump over his shots, just keep an eye on
the little scorpions. It took me about 40 slingshot shots to take
him down. Once he is defeated the door will open to the WEST and
ROOM #13.
ROOM #13:
Just an exit. Head North to the Overworld.
================
MIDDLE OF DESERT
================
When we emerge from the cave we find Mike in the middle of a large
desert. To his East is a man with a camel. Go over to him and he
will ask you if you want to rent a camel. You can say NO but if you
try to walk in any direction you will quickly see that you will need
to say YES to him. You will then ride for a very long time until
eventually you spot what reminds me of a goomba on a koopa troopa
from Super Mario Bros. He informs you that he is the pizza delivery
guy and gives you the pizza.
=========
CLEOPATRA
=========
You hurry back to the boat and give Cleopatra the pizza. You get to
see the pizza being eaten and a plug for the local Caesar's Hut.
There is also have a nice close-up of Cleopatra. She will then take
you across the NIle in her boat and drop you off on the shore. She
will tell you to head to the Pyramids to the South. She also trades
your axe for a dagger.
==================
OTHER SIDE OF NILE
==================
You are dropped off on the western side of the Nile. You can head
North or South but if you head West you will be wandering the desert
for ever. My suggestion would be to head North until you find a
small peninsula with some green patches.
You will see a small deck with a monkey jumping around in the
background. Once you get up on top of this deck you will see that
this tall grass has high grass and low grass that forms a natural
maze. You will want to do a clockwise circle in the grass around
the deck. Where you start at the part of the grass below and to the
left from the initial deck and end up on the lower right hand side.
You then love up and down to the right and then up the right side.
You should come out of the grass near a BIG HEART. After just a few
step you will fall into a mini-dungeon
- - - S A V A N N A H D U N G E O N A - - -
LEGEND FOR SAVANNAH DUNGEON A
1 = Starting Point
[6] 6 = Exit
|
[5]-[4]
|
[-- 3 --]
|
[2]
|
[1]
ROOM #1:
Here you start. There is nothing here so go to ROOM #2.
ROOM #2:
There are three little frogs. You can kill them or ignore them and
head NORTH to ROOM #3.
ROOM #3:
There are 3 swans here, a frog and a crocodile. Once the crocodile
is defeated a door to the North will open up to ROOM #4.
ROOM #4:
In this room is a swan and two frogs. There are two hearts on the
island to your right. Grab them if you need them and then head West
to ROOM #5.
ROOM #5:
This room has 3 floating jellyfish. Take them out and the wall to
the North will open up allowing you to proceed to ROOM #6. There is
also a hippopotamus but you don't have to kill him to get to the
next room.
ROOM #6:
Exit back to overworld.
- - - M O N K E Y M A Z E P A R T # 2 - - -
LEGEND FOR MONKEY MAZE PART #2
O = Starting Point
HH = BIG HEART
X = Exit
DE = Dead End
Back above ground in the Savannah you can move forward to see the
monkey poke his head out and disappear. Go over to the deck in front
of you to see the new view. You will want to go around and pick up
that BIG HEART over on the shore to the East and then back track
up to the top East, back down to the left, and then up and around
the Western part of the map. You should come out of the grass
clearing and then randomly fall down into another dungeon.
- - - S A V A N N A H D U N G E O N B - - -
LEGEND FOR SAVANNAH DUNGEON B
1 = Starting Point
7 = Exit
[7]
|
[6]
|
[5]
|
[-- 4 --]
|
[3]
|
[2]
|
[1]
ROOM #1:
Here you start. There is nothing here so go to ROOM #2.
ROOM #2:
We encounter 2 crocodiles and 2 swans here. You only need to kill
the crocodiles to open the door and head NORTH to ROOM #3.
ROOM #3:
In this room is a jellyfish, crocodile and three frogs. There are
two hearts on the island to your right. Grab them if you need them
and kill the crocodile to open the door and then head North to
ROOM #4.
ROOM #4:
When we first enter we see a frog and a jellyfish and shortly after
entering you'll see the hippopotamus appear and shoot at you. You
only need to kill the frogs to open the door and head NORTH to
ROOM #5.
ROOM #5:
This room has 5 floating jellyfish and a lone frog in the middle.
You can kill them or just skillfully jump around them to ROOM #6.
ROOM #6:
In this room are two swans and three jellyfish. There is also a
hippopotamus but you don't have to kill any of them to get to the
ROOM #7 to the North.
Back above ground in the Savannah you can move forward to see the
familiar monkey poke his head out and disappear again. Take the
same approach here as the other mazes. Getting up on the decks and
then memorizing the paths. Move down and to the left and then up
the West side of the map. Then go back East along the Northern part
of the map. Eventually you will make it out on the Northern edge
and make your way to a small mountain range where that monkey
(Merlin?!?) will show you how to do a psychic shock wave. Then you
will be teleported back to the Pyramid and Sphinx.
=======
PYRAMID
=======
LEGEND FOR PYRAMID
1 = Starting Point for Pyramid
25 = BOSS: PHAROAH
26 = Leads to Overworld
ROOM #1:
If you are low on hearts you can jump on the middle tile in the
group of tiles to the left and two hearts will appear. In either
case, head North to ROOM #2.
ROOM #2:
This force field requires the Psychic Shockwave to destroy. Dispose
of the field and continue to the North to ROOM #3. If you don't
have the Psychic Shockwave you will need to go back out and head
North to a savannah but if you are following this walkthrough then
you probably already did that.
ROOM #3:
There are three ladybugs in here. Dispose of the them and the door
will open to the West to ROOM #4.
ROOM #4:
There are two asps in here. Dispose of the them if you want to or
just take the stairs in the upper left corner of the room to
ROOM #5.
ROOM #5:
This room is filled with spikes and traps. When you first try to
cross the middle path you will see a plume of flame appear. Just
time it and walk past it as soom as the plume extinguishes. Once you
pass this first flame STOP. If you proceed any farther you will fall
back to the floor below with the asps. Instead jump over this part
of the floor. You will then need to jump over spikes to a patch on
the floor. The problem is that there is a plume of flame here as
well. Just time the jump and you should make it to the other side no
problem. Now go up to the top group of tiles and jump on one of the
tiles to reveal the question mark at the bottom of the room. Jump
over the spikes and flames to get to the bottom of the room and once
you grab the question mark the door to the East will open. There are
two hearts on the north side of the room, get them if you'd like and
then go East to ROOM #6.
ROOM #6:
There are two pyramid guardians in here. These guys are immune to
your dagger so you will need to switch to your Psychic Shockwave in
order to dispose of the them and the door will open to the North to
ROOM #7.
ROOM #7:
When you first enter this room you will see a mummy and mini-mummy.
Take both of them out and then hop on one of the tiles to reveal the
question mark. Get this mark to open the chest and reveal a medicine
container. You will see a yellow floor in the middle to jump on.
Don't stay on these floating platform long, instead keep jumping.
Get the medicine and jump to the right side of this room. There are
two more mini mummies you can choose to defeat before taking the
door to the South to ROOM #8.
ROOM #8:
Inside this room is one Aman-Ra guardian. Just take your time and
defeat him to open the door and head East to ROOM #9.
ROOM #9:
All that is in this room are a circular pattern of tiles. In the
middle of these tiles are false floors which you need to fall
through to get to ROOM #10.
ROOM #10:
As you fall into this room press your control pad to the left. If
you don't you will land on another false floor and plunge down to
ROOM #11. When you do manage to reach ROOM #10 without falling
through you will see a pair of two hearts in the bottom left corner
of the room. Get them if you need them otherwise head to the East
(avoiding the metal ball that is moving in a circular pattern) into
ROOM #12.
ROOM #11:
There is nothing in this room except four skeletons. Dispose of the
them if you want to or just take the stairs in the upper right
corner of the room to ROOM #10.
ROOM #12:
Inside this room a directional conveyor belt with a pyramid
guardian and an asp. You can use the conveyor belt if you need to
but just focus on defeating both enemies to open the door and head
East to ROOM #13.
ROOM #13:
There are four skeletons and one metal ball. Avoid them and head to
the right side of the room and jump up on the columns and head back
left jumping until you come to the column with the tiles. Jump on
one of these tiles to make the question mark appear. Jump down and
grab this mark which will open the wall to the East to ROOM #14.
ROOM #14:
Immediately upon entering this room dispose of the mummy nearby
Mike. Then jump over the spikes and defeat the ladybugs in the
middle of the room. Take out the remaining mummy and the door to
the North will open to ROOM #15. There is also a life sign in here
if you want to try your luck.
ROOM #15:
Inside this room are two Aman-Ra guardians. Just take your time and
defeat them to open the door North to ROOM #16.
ROOM #16:
When you enter this room you will see spikes along the outside of
the room with a conveyor in the middle. You must go around on this
conveyor and defeat each of the spiders on the ledges to open the
door North to ROOM #17.
ROOM #17:
Inside this room are three ladybugs. After you defeat them to open
the door West to ROOM #18 you can jump on a tile in the middle to
reveal two hearts if you need them.
ROOM #18:
This room contains two mini mummies and two pyramid guardians.
Defeat them to open the door North to ROOM #19.
ROOM #19:
No enemies here, just a pattern of tiles that resembles a snake.
Jump on the tail tile to reveal the question mark. Grabbing this
mark opens the door East to ROOM #20.
ROOM #20:
This room contains two mummies. Defeat them to open the door East
to ROOM #21.
ROOM #21:
There is one Aman-Ra guardian in here. Defeat him to open the door
South to ROOM #22. There is a tile at the top of the room you can
jump on to make a medicine appear so don't forget that.
ROOM #22:
There are four mini mummies in here and a tile. Activate the tile
and get the question mark to reveal a flute from inside the chest.
Grab the flute and defeat the mini mummies to open a wall to the
West taking you back to ROOM #17. You have already been to #17 so
go to #18 and then #19.
ROOM #19 (Revisited):
Now that you have the flute use a flute to make three asps appear.
Defeat all three and a wall to the North will open up allowing you
to enter ROOM #23.
ROOM #23:
Nothing here so just take the door North to ROOM #24.
ROOM #24:
There is a mummy and mini mummy here with another floating tile out
in the middle to jump to. Defeat the mummies and jump across the
tiles to the left until you make it to the other side. There are
two hearts here is you want them and also another medicine over on
the left corner of the room. There are two more mummies and a mini
mummy on the left which you can defeat or just simply take the path
to the North and ROOM #25.
ROOM #25: BOSS: PHAROAH
You enter a room that has the bottom half covered in conveyors that
force you back to the bottom wall. The room is separated in half by
a guard rail. The top part of the room is where the boss float
around. This mask mostly shoots a spray of 5 bullets which are
usually pretty easy to avoid. Occasionally the mask will reveal a
skeleton face and shoot a more powerful shot so avoid those. As you
damage the mask more and more it will move faster and eventually
turn red. Once you have defeated him a door will open to your East
allowing you on to ROOM #26.
ROOM #26:
Exit room. Just take the exit to the North.
==================
INSIDE THE PYRAMID
==================
Back inside of the pyramid Mike sees a long narrow tunnel to his
North. Follow this until you enter a room with another Tetrad.
After Mike obtains his latest Tetrad he reads again the words:
PAA PAA PAA OOM PAPA MOW MOW.
This flips the pages again and sends Mike to another time period.
We find Mike has been teleported to a more modern time. This looks
to be Sherlock Holmes' stomping ground. In fact once you walk
around a bit you will eventually bump into him. He tells you that a
fella named Zoda-X will be at the museum tonight and to meet him
there at midnight. Continue walking around town stopping to pet the
dog.
There is an open doorway but all you will find is a man sleeping so
continue along until you find one of London's finest police
officers. Talk to him and he will put you in jail (I thought they
practiced English Law: Innocent until proven guilty?).
Once in jail you will see the guard is asleep and the prisoner next
to you says there is no escape. Turns out if you look along the
East wall you will find an escape. Take this to get back outside.
Now that you are outside head North and the West until you come
between two building. Pass through them and say hello to the sleep
walker as you pass him in the night. Continue along North until
you find the museum and Holmes waiting for you.
He greets you and asks you to come inside and look at the stone.
Before you get a chance to get the stone Zoda-X appears and takes
it. Sherlock Holmes instructs you to follow him. When you see Mike
again on the streets of London have him head left to the open
manhole. There is a BIG HEART below that Mike could really use.
Once you have the BIG HEART go back up the manhole and then look
for the other manhole South of there. Take this down to start the
sewer dungeon.
=============
LONDON SEWERS
=============
LEGEND FOR LONDON SEWERS
1 = Starting Point for London Sewers
12 = BOSS: Zoda's Blob
13 = Leads to Overworld
ROOM #1:
Just a usual entrance. Head North to ROOM #2.
ROOM #2:
No enemies here just a log raft floating back and forth. Hop on the
raft and go to the tile in the upper right part of the room. This
will activate the question mark which once you grab opens the door
to the North and ROOM #3.
ROOM #3:
This room has five yellow jellyfish. You can defeat them if you
want, but either way hop over the water to the right and then either
take the passage to the North to ROOM #4 or jump back to the left to
take the passageway to the North to ROOM #5.
ROOM #4:
There are three rats and three blue blobs in this room. Defeat all
of them and a room will open to the West taking you to ROOM #5.
ROOM #5:
This room has four red frogs hopping around. You don't have to
defeat them but it will help you reach the tile on the upper left
part of the room. Once you activate it and get the question
mark the wall to the North will open leading you to ROOM #6.
ROOM #6:
There are two large rats in this room. Defeating them causes the
North wall to open to ROOM #7.
ROOM #7:
There is nothing here but a medicine. Grab it and retrace your
steps to ROOM #6, then ROOM #5 and then South from ROOM #5 to
ROOM #3.
ROOM #3 (Revisited):
When you first enter you will notice some tiles to your right. Hop
on one of them to reveal the question mark which when you grab
will open the gate to the West and ROOM #8.
ROOM #8:
This room has three small rats. You will follow a path between this
room and ROOM #9 that goes back and forth until you eventually end
up in this room again and a door that goes West to ROOM #10.
ROOM #9:
As stated above you need to avoid the rats in this room and ROOM #8
as you go along the path that goes back and forth between these two
rooms. You can of course defeat them if you wish.
ROOM #10:
In this room are two jellyfish and two red frogs. There are also 4
paths with conveyor tiles on each path in different directions.
Defeat all the enemies in this room to open the wall to the North
and ROOM #11. Remember that these conveyor tiles can push you off
the path into the water.
ROOM #11:
This room has three owls in it. Defeat them and the door to the
North will open to ROOM #12.
ROOM #12: BOSS: Zoda's Blob
Inside of this room is Zoda. He creates some sort of weird ball.
Just hop around the ball until you defeat it. Don't sit on one
tile for two long. You must keep moving to defeat this blob. Then
jump on one of the tiles that it was on to get the question mark
which opens the door to the East and ROOM #13.
ROOM #13:
Exit back to the overworld.
=============
LONDON SEWERS
=============
Back in the sewer you see Zoda running off. You follow him to the
second sewer.
===============
LONDON SEWERS 2
===============
LEGEND FOR LONDON SEWERS 2
1 = Starting Point for London Sewers 2
21 = BOSS: Zoda X
22 = Leads to Overworld
ROOM #1:
There are two hearts if you need them to the left. There are also
two more pairs of two hearts to the right if you jump on the tiles
that way. Otherwise head North to ROOM #2.
ROOM #2:
There are three Zoda spawns in this room. Defeat them and jump on
the tile to open the chest to obtain spiked frisbees. After
acquiring this head to the West and ROOM #3.
ROOM #3:
Just two large rats in here. Defeat them to open the door to the
South and ROOM #4.
ROOM #4:
This room has two small rats and two owls. When you defeat the owls
the wall to the South will open revealing ROOM #5. There is also a
tile in this room that will open the door to the West and ROOM #6.
ROOM #5:
Jump on the tile on the left side to open the chest which has
medicine inside. Collect this and then head back to ROOM #4.
ROOM #6:
This room has no enemies but a lot of carefully timed jumps. Keep
heading to the left and eventually you will see an exit to the
South and ROOM #7.
ROOM #7:
There are two caterpillars in here that once defeated will open the
door South to ROOM #8.
ROOM #8:
There are four blue blobs in this room. Dispose of them and the
door to the East will open to ROOM #9.
ROOM #9:
There are three sets of tiles. Look for the tile in the middle
group to activate a mark. Grab the mark and the wall to the South
will open to ROOM #10.
ROOM #10:
Jump on the tile on the left side to open the chest which has
medicine inside. Collect this and then head back to ROOM #9.
ROOM #9: (Revisited)
You will need to fall through the floor in the middle of one of
these tiles. This will allow you to fall to ROOM #11.
ROOM #11:
In this room are three vertical rows. You can head North to ROOM
#12. If you landed on the left path you can also take the path West
to ROOM #13. If you landed on the right path you can also take the
path East to ROOM #14. If you landed on the middle path you can
also take the path South to ROOM #16.
ROOM #12:
Each path ends in a ladder to the North. If you take any of these
ladders they will take you back upstairs to ROOM #15.
ROOM #13:
If you can't tell by the pattern of the tiles (the pattern is a
skull) that this is a dead end. After you defeat all the Zoda spawns
you can grab two hearts and eventually you should also find the mark
to open the door to the East back to ROOM #11.
ROOM #14:
This room has three Zoda spawns and one blue blob on the other side
of the water. After defeating the spawns you need to jump across and
defeat the blob. Then take the path South to ROOM #17.
ROOM #15:
There are four blue blobs hopping around in this room. Dispose of
the if you wish and look for a tile to open the wall to the South
taking you back to ROOM #9.
ROOM #16:
There are five small rats. Defeat them and the wall will open to
East and ROOM #17.
ROOM #17:
Two caterpillars are in here and once defeated the door to the
South open to ROOM #18.
ROOM #18:
You need to jump from raft to raft here. There are also two hearts
and some more spiked frisbees in here. You can also get the life
sign if you feel lucky. Once you make it around the rafts you should
see an exit to the South and ROOM #19.
ROOM #19:
There are four Zoda spawns in here. Defeat them and then the wall
to the East will open to ROOM #20. You can also activate the switch
to open the door to the West and ROOM #21 but this is where the BOSS
is so do ROOM #20 first.
ROOM #20:
There is a medicine in here. Get it and then head back West to ROOM
#19 avoiding enemies or defeating them as necessary.
ROOM #21: BOSS: Zoda X
This Zoda boss is harder than most bosses. The room is full of
conveyor belts going in multiple directions so you will have trouble
walking in a straight line. Zoda X will appear in random locations
and either shoot a spread of shots or make a ring of fire. Avoid
both the shots and the fire as best as possible and just keep
trying to hit him when he becomes visible and eventually he'll go
down. Defeat him and take the door to the North ROOM #22.
ROOM #22:
This is the exit back to the overworld.
=============
LONDON SEWERS
=============
Back in the overworld you keep walking the sewers until you find
another tetrad. Then take the ladder you'll find Holmes who deduces
that there must be a Zoda-Y and Zoda-Z as well. You thank Holmes for
his help and then say the magic words:
PAA PAA PAA OOM PAPA MOW MOW.
This flips the pages again and sends Mike to another time period.
==============================
||* 5: Chapter 5: OLD WEST *||
==============================
When you first enter this chapter you appear in the middle of a
rocky desert with the only place to go as North. Proceed North
and you will eventually come across a town.
===========
DESERT TOWN
===========
Inside of this town are several miners all looking to strike it
rich. Walking around the town you will eventually find a store, a
saloon, and a shop. The saloon is a good place if you want to have
a few drinks of ginger ale. In the saloon you will want to talk to
the piano player. Pay attention to the tune he sings you will use
this tune later in this chapter. Make sure you go to the shop in
the Northern part of the town. He will give you a clue to where to
go next. Make your way back to Bob's store and he will now give you
some dynamite.
===================
DESERT WEST OF TOWN
===================
Outside the town you can travel North but soon reach a body of
water, so your only path is West. As you head West you will
eventually come across a mountain ridge. If you press up against
this ridge you will set your dynamite so pay attention to your
movement. You can always go back to Bob's store for more dynamite
so don't worry about wasting it. You should see some rocks that are
a lighter shade forming a line towards the ridge. Follow this line
and lay the dynamite there. This will open up caves that you can
find gold and chicken nuggets in. You will also see two large
boulders next to the ridge. Place a load of dynamite in between
these to reveal a cave door with a BIG HEART in it. Go back and get
more dynamite and if you collected the gold piece Bob will offer to
purchase your gold. All it does is give you points so it is
completely optional if you want to sell it to him or not. I would
recommend it however because otherwise you will lose that gold at
the start of the next chapter. Go back to the ridge and place
dynamite a few spaces below the cave that you got the gold nugget.
This will reveal the cave you need to go next.
===========
MINING CAVE
===========
LEGEND FOR MINING CAVE
1 = Starting Point for Mining Cave
12 = BOSS: Mining Cyclops
13 = Exit to Overworld
ROOM #1:
Just a usual entrance. Head North to ROOM #2.
ROOM #2:
There are three blue scorpions in here. Defeat them and head North
to Room #3 or West to ROOM #4.
ROOM #3:
This room has two blue asps. After you defeat them you will notice
there is more to this room on the other side of the wall. Nothing
you can do now so head back to ROOM #2 and then ROOM #4.
ROOM #4:
This room has four tiles and two cactus guys. Defeat the cactus
guys and then shoot the crack in the wall to the North. This opens
the wall to ROOM #5.
ROOM #5:
This room simply has a ladder going up to ROOM #6.
ROOM #6:
Inside of this room are three horizontal paths to the right. On
each of these paths is a rolling boulder. Just jump back and forth
between these paths to avoid the boulder make your way to the East
and eventually the door and ROOM #7.
ROOM #7:
There are three blue asps in this room with a tile pattern on the
Eastern side of the room. You can defeat the asps if you want. The
tiles will reveal a pair of two hearts so grab this if you are low
on health. There is a floating tile in the middle of the tiles. If
you jump to this you will fall through the false floor down to the
other side of Room #3.
ROOM #3 (revisited):
If you fell from ROOM #7 you will find two cactus guys which you
must defeat to open the door to the South and ROOM #8.
ROOM #8:
There are two blue asps and two blue scorpions in here. You don't
have to defeat them but it makes it much easier to activate the
tile on the South end of the room. This will reveal a question mark
which after you get will open the door to the South to ROOM #9. You
can also grab the two pairs of two hearts in here if you are low on
energy.
ROOM #9:
This room has the treasure chest enemies. Defeat them to open the
wall to the South and ROOM #10. There is also a normal trasure
chest in here with a slingshot if you want to pick that up.
ROOM #10:
There are three cactus guys in this room who if you defeat will
open the wall to the South and ROOM #11. There is also a passageway
to the West and ROOM #12 but go to ROOM #11 first.
ROOM #11:
In this room is just a chest and tiles. Open the chest to reveal a
medicine and then head back North to ROOM #10 and then West to ROOM
#12.
ROOM #12: BOSS: Mining Cyclops
There is just a long straight pathway to a cyclops at the other end.
After awhile he will grab a rock to throw at you just keep hitting
him until he is defeated. Be careful not to touch him as he will kill
you instantly if you do. After you defeat him a floating platform
will appear on the South side of the room. Jump on this and then the
next and then to the corner of the room on the bottom left part of
the room. This will take you to ROOM #13.
ROOM #13:
This is the exit back to the overworld.
======================
INSIDE THE MINING CAVE
======================
Back in the overworld we find that we are still in the cave. We head
North to find a donkey. This donkey teaches Mike the Super Psychic
Shock Wave. Hmm... this donkey seems kinda like the monkey in Egypt.
He then vanishes, allowing Mike to continue forward to the next cave.
================
MINING CAVE 2
================
LEGEND FOR MINING CAVE 2
1 = Starting Point for Mining Cave 2
22 = BOSS: Skeleton Miner
23 = Leads to Overworld
ROOM #1:
There is a tile here when you start that reveals two hearts. Head
North to ROOM #2.
ROOM #2:
You need to do some careful jumping in this room and get over to
the ledge on the North wall. There are three blue scorpions here
that after you defeat will open the door to the North and ROOM #3.
ROOM #3:
Immediately jump to your right when you enter this room. There is
one blue scorpion to defeat and then grab the medicine. Then
continue North to ROOM #4.
ROOM #4:
Just let the conveyor take you North to ROOM #5.
ROOM #5:
Immediately jump to your left when you enter this room. There are
three blue scorpions that you can defeat if you need to defeat and
take the left path to the North to ROOM #6.
ROOM #6:
If you arrived in the middle of the room. All you can do is walk
forward through the false floor to ROOM #7 below. If you are not
in the middle then defeat the cactus guys if you want and then
take the lower right path to the South back to Room #5.
ROOM #7:
If you fell into this room you must defeat the three Asps first
before the floating block will appear. Hop on these to the ladder
and back up to ROOM #6.
ROOM #5 (revisited):
If you defeated all the scorpions on the other side of the room
earlier then a wall will have opened to the East revealing ROOM #8.
Otherwise, continue South back to ROOM #4.
ROOM #8
There are two hearts here and a medicine in the chest. Take these
and return to ROOM #5 and then head South to ROOM #4.
ROOM #4 (revisited):
Just a short corner to take to the East and ROOM #9.
ROOM #9:
There are four treasure chest enemies in this room. Defeat them and
the wall to the East will open revealing ROOM #10.
ROOM #10:
When you first enter this room you will see a crack in the wall to
the North. Shoot at the wall here to reveal a path to ROOM #11.
ROOM #11:
Nothing in here but a medicine. Grab this and head back South to
ROOM #10.
ROOM #10 (revisited):
There are three paths to take to the right, but there are boulders
that roll on each. Avoid these boulders and keep moving right. You
will see tile near the bottom of the room. Use this to open the
chest and get the Star. After that avoid the boulders and head East
to ROOM #12.
ROOM #12:
Defeat the four cactus guys in this room to trigger the door. Head
North to ROOM #13.
ROOM #13:
There is a skeleton that rides around in a mining cart. First he
will turn purple and then red before he is defeated. Avoid his
shots and the little glowing guys he throws out to open the door to
the North and ROOM #14.
ROOM #14:
There are three blue scorpions to defeat in this room. Once you have
gotten rid of them the door to the West opens to ROOM #15.
ROOM #15:
Just head West in this room until you find a tile. This tile will
open the door to the North and ROOM #16.
ROOM #16:
This room has three blue asps. Defeat them and a wall to the East
will open to ROOM #17.
ROOM #17:
There are some tiles in this room to open the chest. Inside of the
chest is a Star. After you get the Star shoot the crack in the wall
to the North and proceed to ROOM #18.
ROOM #18:
This room has a medicine. Take it and then head back South to ROOM
#17, then West to ROOM #16, and then go North to ROOM #19
ROOM #19:
This room is just a slender room heading North to ROOM #20. Avoid
the spikes out of the wall and pick up the two hearts here if you
need them.
ROOM #20:
This room is just a slender room heading North to ROOM #21. Avoid
the spikes out of the wall and pick up the two hearts here if you
need them.
ROOM #21:
This room is just a more slender room heading North to ROOM #22.
Avoid the spikes out of the wall and pick up the two hearts here if
you need them.
ROOM #22 BOSS: Skeleton Miner
This miner carries a large hammer that he will frequently smash
into the ground. This will stun Mike, and cause a spread of shots
to be fired in every direction, as well as cause several rocks to
fall onto the floor and imped Mike's ability to move around the
room. If you jump when he smashes his hammer then you can usually
avoid being stunned. Shoot your Stars at him if you have any and
avoid him jumping into you as well. Eventually you will defeat him
and a door till open allowing you to head North to ROOM #23.
ROOM #23:
Exit to the overworld.
======================
INSIDE THE MINING CAVE
======================
Back in the overworld we are once again in the cave. Go North to
pick up another Tetrad. You say the magic words:
PAA PAA PAA OOM PAPA MOW MOW.
This flips the pages again and sends Mike to another time period.
You start this chapter in the middle of a city that looks like
London from Chapter 4. You need to walk around the city for awhile
until you eventually find an open door. Enter the door to find a
statue and some paint spilled on the ground with Zoda's footprints
on the floor (uh-oh). You hear the statue so we can assume someone
is in the statue. Take the stairs down to enter the first dungeon
in this chapter. Since there are no enemies and only traps in
this dungeon I won't detail it. Just pay attention to the traps
and you should have no trouble reaching the room on the other side.
Back in the overworld we find ourself in Da Vinci's room. Grab the
chisel and hammer. Mike races back to the statue and chips Leonardo
out of the statue. He tells Mike that Zoda plastered him and offers
Mike his flying machine. Mike takes the machine and flies it up in
the air when he gets another telepathic message from Mica. She tells
him to be careful and he tells her his adventure so far. As usual
she leaves before Mike can say goodbye.
============
SMALL ISLAND
============
When we next see Mike he is on an island. There is a BIG HEART here
if you walk around the island. Once you get the BIG HEART head back
to the flying machine.
=============
MUSEUM ISLAND
=============
You will fly a little further and land on another island. You will
see a Museum here which you should enter.
This museum is a large maze. You will occasionally fall through the
floor and they are short one room dungeons that have an exit in the
adjacent room. Some of them are larger but you don't have to worry
about a boss at the end.
When you first enter the museum head North and take the right path
to the North which will curve around to the East and eventually
take you to a stairway heading up. This is marked as S4(up) on the
map I made. Once you make it to the second floor, head West instead
of North and you will curve around until you come to a split with
one path South and the other West. Continue on the West path and
you will eventually find a stairway back down marked as S7(dn) on
the map I made.
You are now in a room with statues and some stairs leading up a
little to the West. Head for those stairs marked as S8(up) on my
map but anticipate falling a couple times before reaching them.
Eventually you will reach the stairway and head back up to the
second floor. Follow the path until it splits in three and take
the middle path. Once you get close to the tetrad you will
fall twice and face a triceratops at the end of both dungeons.
Once you get the tetrad Zoda will appear and you will be whisked
off to your next time zone.
ROOM #1:
There are two hearts if you need them. Head West to ROOM #2.
ROOM #2:
There are two more hearts here if you need them. Otherwise head
back to ROOM #1. You can also take the path to the North ROOM #5.
ROOM #3:
If you enter ROOM #3 from ROOM #1, you won't be able to make the
jump. Head back to ROOM #1. If you are entering from ROOM #4 or
ROOM #5 then jump up on the boxes in the middle of the room and
grab the medicine.
ROOM #4:
There are three blue bats in here. Defeat them and then follow the
open door to the West and ROOM #3.
ROOM #5:
There are three frankensteins in this room. Defeat them and the
door to the North ROOM #6 will open.
ROOM #6-ROOM#9:
These four rooms are connected. They each appear empty at first but
if you wait a few moments you will see ghost appear. Go for the
ghost that is a different color than the rest. Defeating the ghosts
in ROOM #8 will open the wall to the North leading you to ROOM #10.
Likewise, defeating them in ROOM #9 opens the wall to the East and
ROOM #11.
ROOM #10:
Watch out for the flames guarding the medicine. Grab the medicine
and return to ROOM #8.
ROOM #11:
Haven't seen these three pyramid guards since Egypt. Use your
psychic blast. Once all three are defeated the door to the East
will open to ROOM #12.
ROOM #12:
This room has a Tombstone Ghost in it. You can only hurt him from
behind. Defeat him and the door to the East will open leading you
to ROOM #13.
ROOM #13:
There is a chest on the East wall. Make sure you get the Spike
balls in it before you go down the hole in the middle of the ROOM
to ROOM #14.
ROOM #14:
You won't have a chance to land safely in this room if you are
falling from ROOM #13. You will simply fall through to ROOM #15.
ROOM #15:
If you moved in any direction as you fell from ROOM #14, you will
land safely on a tile in this room. There are open paths to the
West or East, or ROOM #17 and ROOM #18 respectively. If you
didn't move any direction you will continue falling to ROOM #16.
You will eventually realize that you need to fall through the
floor in this room as ROOM #16 is the room to continue along.
ROOM #16:
If you arrived at this room by falling and move in any direction
you will land safely. There are three Frankenstein monsters in
here. Defeat them and the door to the East will open to ROOM #19.
If you didn't move in any direction, you will continue to fall
back to ROOM #13, where the original pitfall is located.
ROOM #17:
There is an island with a medicine in this room but I have not
been able to figure out how to get it.
ROOM #18:
There is a priest in here. If you defeat him you can get some of
the hearts in the room but otherwise turn around and head back to
ROOM #16.
ROOM #19:
There are two tombstone ghosts in here. Defeat them and the door to
the East will open to ROOM #20.
ROOM #20:
There are four skeletons in here. Avoid them and head up the stairs
to ROOM #21.
ROOM #21:
There is a magician in this room. Defeat him and the door to the
East will open to ROOM #22.
ROOM #22:
This room has five blue bats. Defeat them and head North to
ROOM #23.
ROOM #23:
There are two Frankensteins in this room. You don't have to defeat
them, rather find the tile to open the door to the West and
ROOM #24.
ROOM #24:
There is a priest in here. Defeat him to open the door to the West
and ROOM #25.
ROOM #25:
Three more pyramid guards in here. Defeat them to open a hidden
wall to the West and ROOM #26. To open the door to the North
activate one of the tiles to open the door to ROOM #27.
ROOM #26:
This room has two Frankenstein monsters. Defeating them reveals a
floating platform that you can use to get a medicine and some spike
balls on the other side of a pit on the Western end of the room.
After you get these head back to ROOM #25 and North to ROOM #27.
ROOM #27:
There are two skeletons and two bats. Defeat the bats and the door
to the West will open to ROOM #28.
ROOM #28:
This room has a magician in it. Defeat him to open the door to the
North and ROOM #29.
ROOM #29:
This room has five bats that once defeated will open the door to
the North and ROOM #30. There are also several tiles in this room
that will reveal two hearts and medicine.
ROOM #30: BOSS: Zoda Y
When Zoda Y first appears he will appear, shoot a spray of shots at
Mike and then disappear. Shoot at him when he first appears and
then avoid his shots. Eventually you will defeat him and he will
kneel down on one knee and transform into a bird creature. This
form will release two bats at a time, you can defeat these bats if
you'd like, but they will just keep coming as long as Zoda Y is
still alive. The bord form will also flap its wings and push Mike
back into spikes on the back wall. In addition to push Mike towards
the spikes it will also release feathers at Mike that can damage
him. Just keep hitting this bird form and you will eventually
defeat him to open the door to the East and ROOM #31.
ROOM #31:
Head North out of this room to get back to the Overworld.
=============
SPOOKY CASTLE
=============
We find Mike back in the overworld with another Tetrad in front of
him. Grab the tetrad and then open the book:
PAA PAA PAA OOM PAPA MOW MOW.
This flips the pages again and sends Mike to another time period.
We find Mike in the middle of a forest. After walking around you
will notice a castle in the distance. Talk to people like Sir
Lancelot on your way to the castle. Inside the castle you will find
Arthur who will tell you that there is a dragon attacking Camelot.
He asks for your help.
* WARNING *
Do not say NO, as this seems to prevent you from going any farther
in the game and you will need to reset. After you accept Arthur will
increase your life and when you go back outside the castle the guard
blocking your path will now move. Follow this path north until you
reach the cave.
===========
DRAGON CAVE
===========
LEGEND FOR DRAGON CAVE
1 = Starting Point for Dragon Cave
17 = BOSS: Knight
18 = Exit
ROOM #1:
There is nothing here so head North to ROOM #2.
ROOM #2:
This room has three blue blobs. Once you defeat them the floor will
allow you to fall through to ROOM #3. The trick here is to kill the
last blob while standing in the middle of the room towards the
North wall. If you are in the right position then Mike will fall on
the ledge in this room rather than below it. You can activate the
tile in the room but you will need to jump down to get the medicine
it reveals and then you will need to go around and back down to
this room. Otherwise head North to ROOM #6.
ROOM #3:
This room has no enemies. You can't reach the tile on the ledge so
head West to ROOM #4.
ROOM #4:
This room has three skeleton heads, but just avoid them and go up
the stairs in the Northwest corner to ROOM #5.
ROOM #5:
This room has no enemies and a tile in the middle of it. Activating
it opens the wall to the East and ROOM #2.
ROOM #6:
This room has four robed skeletons. There is also a medicine in
this room as well. You can take the path North to ROOM #7.
ROOM #7:
There is a magician in this room who once defeated you will fall
through the floor to ROOM #8. There is also a medicine in this room
if you want to try to get it. You want to fall in the middle
against the North wall again.
ROOM #8:
If you landed on the ledge then simply head North to ROOM #13.
Otherwise go East to ROOM #10 or West to ROOM #9.
ROOM #9:
There are several blue blobs in this room, but just avoid them and
head for the stairs which will take you up to ROOM #11.
ROOM #10:
There are several blue blobs in this room, but just avoid them and
head for the stairs which will take you up to ROOM #12.
ROOM #11:
Just activate the tile to open the wall to the East back to
ROOM #7.
ROOM #12:
Just activate the tile to open the wall to the West back to
ROOM #7.
ROOM #13:
There are two knights in the room. Defeat them to open the wall to
the West and ROOM #14.
ROOM #14:
You need to move through this room as quickly as possible because
on the far West side of the room there are spikes forming that
block the way to ROOM #15 as soon as you enter the room. Take the
conveyor belt to move around this room quickly and proceed West to
ROOM #15.
ROOM #15:
You need to move through this room as quickly as possible because
on the far West side of the room there are spikes forming that
block the way to ROOM #16 as soon as you enter the room. Take the
conveyor belt up on the first loop and down on the second loop to
avoid the blades that come out of the ground. If you made it across
the room fast enough you should be able to jump over the spikes,
otherwise take the damage and proceed West to ROOM #16.
ROOM #16:
This room is similar to ROOM #15. Take the first loop down and on
the second loop just stay in the middle and keep moving on the
conveyor belt towards the west. Jump over the spikes and grab the
four hearts before taking the path to the North and ROOM #17.
ROOM #17: BOSS: KNIGHT
This boss is in the middle of the room. You are on a conveyor belt
in a perpetual counter-clockwise motion. Just keep throwing shots
at him to defeat him as he runs back and forth in the middle of
the room. Occasionally he will shoot at you and just try to avoid
the shots. Eventually he will be defeated and the door will open
to the East and ROOM #18.
ROOM #18:
Take the exit back to the Overworld.
======================
INSIDE THE DRAGON CAVE
======================
We find Mike back somewhere in the Dragon cave with a pathway to
the North. As you proceed forward you will run into an Owl who
reveals himself to be the monkey and donkey you encountered
earlier in the game. Actually he reveals himself to be the Merlin
of Camelot. He explains to you about Hiricon and then how the
tetrads were spread throughout time. He then explains how they
must be put together. Merlin then teaches you the Ultra Psychic
Shockwave. After he vanishes proceed North to the second Dragon
Cave.
================
DRAGON CAVE 2
================
LEGEND FOR DRAGON CAVE 2
1 = Starting Point for Dragon Cave 2
26 = BOSS: Dragon
27 = Exit back to Overworld
ROOM #1:
There is nothing here so head North to ROOM #2.
ROOM #2:
There are three purple bats in this room as well as four hearts.
Defeating the bats open the wall to the West and ROOM #3. There is
an open path to the North and ROOM #4.
ROOM #3:
There is a medicine and spike balls in this room as well as two
owls. There is a tile that will open the wall to the North and
ROOM #5.
ROOM #4:
This room has two rockmen in it. Defeat them to open the wall to
the North and ROOM #6.
ROOM #5:
Activate the tile to reveal the medicine in this room and then head
back South and then East to ROOM #2 and then head North to ROOM #4.
ROOM #6:
This room has a big green blob. Defeat it to open the door to the
East and ROOM #7.
ROOM #7:
This room has a Red Triceratops. Now that you have the Ultra
Psychic Shockwave you can shoot at him from a safe distance. Defeat
him to open the door to the East and ROOM #8.
ROOM #8:
There are three knights in this room. Be as careful as possible to
defeat them while taking as little damage as possible. This will
open the door to the East and ROOM #9.
ROOM#9:
There are several blue blobs in this room. Defeat all of them to
open the wall to the North and ROOM #10. There is also a tile in
this room that will reveal four hearts.
ROOM #10:
This room has two big green blobs. Defeat them to open the wall to
the West and ROOM #11. There is also a tile in this room that will
reveal four hearts.
ROOM #11:
This room has three rock guys who when defeated will open both
East and West doors. Continue West to ROOM #12.
ROOM #12:
There are no enemies in this room. When you first enter you will
want to jump on the floating platform and then to the moving
platform. Jump over the first spiked wire and then jump up to the
stationary platform above you. Then jump to the next one with the
tile. You will then need to jump back the way you came to get the
question mark to open the door. There is also four hearts in this
room if you need them, otherwise enter the open door to the North
and ROOM #13.
ROOM #13:
There is a regular knight and an armored knight in this room.
Defeat both to open the door to the North and ROOM #14.
ROOM #14:
There are no enemies in this room only balls moving back and
forth. You just need to shoot them once to stop them and once
again to start them again. Activate the tile and then grab the
question mark to open the door to the North and ROOM #15. There
are also two sets of four hearts in this room if you are low on
life.
ROOM #15:
This room is covered in tiles. There is no magician in this room
but the bombs that he normally drops will continually be layed in
this room. This means find the tile and then the question mark fast
to open the door to the North and ROOM #16.
ROOM #16:
There are no enemies in this room. Just two sets of tiles which
will reveal two sets of four hearts if you need them. There are
open doors to the West and ROOM #17 and the East to ROOM #18.
ROOM #17:
There is a triceratops in this room that you must defeat to open
the East door back to ROOM #16. There is also a medicine in the
upper west corner of the room.
ROOM #18:
This room has two triceratops. Defeat both of them to open the door
to the West and ROOM #20. There is also a tile in this room that
will open the room to the North and ROOM #19.
ROOM #19:
This room has two skull heads up on a raised section of the room.
Defeat them to open the door to the West and ROOM #22.
ROOM #20:
There are no enemies in this room. In the center of the room are
tiles but be careful as there are flames that surround the
medicine and question mark you can make appear by jumping on the
correct tile. The question mark will open the wall to the East and
ROOM #21.
ROOM #21:
There are six bats in this room and some spike balls in the corner.
You can defeat the bats if you wish otherwise grab the spike balls
and head back West to ROOM #18 and then North to ROOM #19.
ROOM #22:
There are two armored knights in this room. Defeat them to open the
wall to the West and ROOM #23.
ROOM #23:
There are four rock guys in this room as well as four patches of
tiles. Defeat all the rock guys to open the wall to the West and
ROOM #24. You can also activate one of the tiles to get four hearts.
ROOM #24:
There is one armored knight and two regular knights in this room.
Defeat all of them to open the wall to the North and ROOM #25.
ROOM #25:
There are two big green blobs in this room and a medicine. Defeat
the blobs to open the door to the North and ROOM #26. Grab the
medicine as well.
ROOM #26: BOSS: Dragon
This is boss Dragon room. It took me forever to figure out that
you have to hit his head by jumping up and firing in midair. Don't
wait for him to breathe fire as this will take too long as the
spikes start to fill up the room. When I first battled him I
thought I could only shoot him when he lowered his head to breathe
fire, but this will take to long and the room will be covered in
spikes before you can defeat him. Defeat him to open the door to
the East and ROOM #27.
ROOm #27:
Take the exit to the North back to the overworld.
======================
INSIDE THE DRAGON CAVE
======================
We find Mike back in the cave with a Tetrad just North of him. Grab
the last tetrad and now Mike should be at full health. Mike tries to
put them together but no dice. Exit the cave to the Northeast. Mica
then tells you to join her at C-island. Mike then opens the book,
says the magic words and is zipped off to the next chapter.
================================
||* 9: Chapter 9: C - ISLAND *||
================================
Back on C-island we find Mike. Hurry to CoralCola. There are a lot
more boars here than there used to be. Eventually you will find a
little kid who will tell you that all of the villagers are now boars.
Take the stairs behind him.
=============
CORACOLA CAVE
=============
LEGEND FOR CORACOLA CAVE
1 = Starting Point for CORACOLA CAVE
11 = BOSS Serpent
ROOm #1:
Take the passage to the North to ROOM #2.
ROOM #2:
There are three pink blobs in this room. Defeat them to open the
passageway to the North and ROOM #3. There are also two sets of
four hearts in this room.
ROOM #3:
There are six pink blobs in this room. You only need to defeat a
certain random blob to open the door to the North and ROOM #4.
ROOM #4:
There are several blue small rats in this room. Make your way East
until you need to hop on tiles back West. Activate the tile to open
the door to the North and ROOM #5.
ROOM #5:
There are two purple bats and three blue rats in this room. Defeat
them to open the door to the North and ROOM #6.
ROOM #6:
There are spike balls in the middle of this room. Activate the
tiles in this room to get four hearts and to open the door to the
North and ROOM #7.
ROOM #7:
There are two purple asps and two pink blobs in this room. There
are also two tiles in this room that open the door to the North and
ROOM #9 and the other opens the wall to the East and ROOm #8.
ROOM #8:
There is a medicine in this room and a tile that opens the wall to
the North and ROOM #9
ROOM #9:
This room has an island in the middle of the room with two hearts,
a medicine, and a random life sign. Avoid taking as much damage as
possible jumping to this island and jumping back. Then head back to
ROOM #8, ROOM #7, and then North to ROOM #10.
ROOM #10:
This room has three bats and two asps. Defeat them quickly to open
the door to the North and ROOM #11.
ROOM #11: BOSS: C-Serpent
This is the old C-Serpent from the first game. Now it is only the
bones. Just avoid the shots and hit the head when the mouth is
open. When you defeat it a platform will appear allowing you to
proceed forward North to ROOM #12.
ROOM #12:
Nothing much to do here except take the path East to ROOM #13.
ROOM #13:
This room has a bunch of tiles forming an arrow that leads to one
of three conveyor belt paths. Take any one of these to ROOM #14.
ROOM #14 - ROOM #15 - ROOM #16 - ROOM #17 - ROOM #18:
All of these rooms are connected by the conveyor belt. Move along
them collecting hearts and medicines. Try to avoid hitting any
spikes. Eventually all the conveyor belts will drop you in
ROOM #19.
ROOM #19:
As soon as you enter this room you fall through the floor to
ROOM #20.
ROOM #20
This is a greyscale room that appears to have no way out.
Eventually a tile in the middle of the room will appear and allow
the door to the North to open to ROOM #21.
ROOM #21: BOSS: Yum Yum
Yum Yum is in this room. However unlike last time he will not be
eating a boar. Use the same technique that you used last time to
defeat him and open the door to the East and ROOM #22.
ROOM #22: BOSS: Scorpion
This room has the scorpion boss from Egypt. Just avoid the little
scorpions and you should have no trouble defeating him which opens
the door to the North and ROOM #23.
ROOM #23: BOSS: Pharoah
The pharoah mask boss is in this room. Defeat him while avoiding
his blasts to fall through the floor to ROOM #24.
ROOM #24: BOSS: Zoda-X
The random conveyor belt in this room should remind you of Zoda-X.
Try to avoid getting hit and defeat him to open the door to the
North and ROOM #25.
ROOM #25: BOSS: Skeleton Miner
The Skeleton Miner is in this room. Defeat him the same way you
beat him last time to open the door to the North and ROOM #26.
ROOM #26: BOSS: Zoda-Y
This room has Zoda-Y. Zoda-Y will transform into a bird halfway
thorough the battle. Defeat him to fall through the floor to
ROOM #27.
ROOM #27: BOSS: Dragon
The dragon is in this room. Just remember to hit his head by
jumping in the air. Defeat him to open the door to the East
and ROOM #28.
ROOM #28:
There are two tiles that will eventually appear in this room. One
will make a pill appear. The other will open the door to the North
and ROOM #29.
ROOM #29:
This room has Zoda-Z. Initially he will appear as four little Zoda
balls. Shoot at the off color ball until it is defeated and Zoda-Z
appears. After several shots he will transform into his true form.
After several more shots he will move into his final form. Defeat
both forms to open the door to the West and ROOM #30.
ROOM #30:
Just an exit to the North.
================
CORACOLA CAVE
================
Back inside of the cave head North and eventually find Mica. She
tells you there are many stories to tell you but first you must
check on the villagers. Head West and you will appear back in the
village. Head to the chief's hut. Mica will join you there and tell
you that you saved everyone. She then helps you assemble the
tetrads. Then talk to the Chief. He will agree to assist you and
puts them together to resemble a maple leaf. Once assembled Hiricon
appears and thanks you for saving him. Hiricon then explains how
Mica and he came to their predicament. They then say that they can
go back to Aragonia. She then tells you backwards that she will be
thinking about you. Hiricon then bestows upon Mike "Hero of
Aragonia". They all turn into balls of light and fly off the island
into the sky.
Here is a list of items that are found throughout the game. Some appear
more frequently than others. There are basically two types of items.
Those that affect Mike immediately and those that he can use later:
A) IMMEDIATE
Two Hearts: Mike's health restored by two.
Four Hearts: Mike's health restored by four.
Star: When you get 5 of these in a dungeon you restore health by one.
Random-Life Sign: Take a chance to gain or lose lives.
Chicken Nuggets: Found in Old West caves. Restores health to Mike.
Pill: This will give Mike a full twenty hearts. Acts sames as in first
game.
Big Heart: Mike's number of hearts increased by one permanently.
B) USE LATER
Medicine: Mike's health restored by five.
Flute: Found and used in Egyptian Pyramid. Makes asps visible.
Dynamite: Used to blow open caves in the side of mountains in Old West.
Gold Nugget: Can be sold in town to Bob for points in Old West.
Chisel: Mike uses this to get Leonardo Da Vinci free.
Tetrad: These are found at the end of each chapter. Collect them all.
2) WEAPONS
Mike is a gifted baseball pitcher so he is comfortable hurling things.
Some of the weapons he throws are infinite and you will never run out
of and some are non-permanent and only able to be used in the current
dungeon in certain quantities:
PERMANENT:
Axes: You get these from a cave man named Tink in the Ice Age Chapter.
Daggers: An upgrade to your axes, given by Cleopatra in Egypt Chapter.
Katana: An upgrade to your daggers, given by Leonardo Da Vinci in Venice.
Psychic Shockwave: A monkey in an Egyptian Savannah teaches this to you.
Super Psychic Shockwave: A donkey in the Wild West teaches this to you.
Ultra Psychic Shockwave: Merlin in Camelot teaches this to you. You will
need at least 10 hearts to have this ability.
NON-PERMANENT:
Rocks: The first weapon in the game. Very weak but useful. Found in Ice
Age.
Slingshot: A little more powerful than rocks and travels a little
further.
The slingshot is first found in Egypt.
Spiked Frisbees: Shoots little frisbees a short distance. Found in
Scotland Yard.
Stars: Shoot these to inflict good damage. These are first found in Old
West.
Spike Balls: These do a spread shot in three directions. These are first
found in Transylvania.
BOARS: One of the first enemies in the game. You first find these guys
in the caves of the Ice Age. When you first meet them you have stones
and they require to hits, but once you find the axe they can be taken
out in one hit.
LIZARDS: These guys are also found in the ICE AGE. They require two
hits of the axe.
BLUE BEAR: FOund in the ice age. These guys require X number of hits
from the axe.
YELLOW BEAR: More powerful than the BLUE BEAR, these require even more
hits from the axe.
SNOW MEN: I am not sure if they are snow men or not but they are white
and require several hits to defeat them.
SPIDERS: We first encounter these in the Egyptian caves. The can shoot
little balls so watch out. Two hits from the axe will take them out.
CYCLOPS: These guys carry daggers and attack similar to the BEARS. A
couple shots of the axe they will be no more.
PORCUPINES: These creatures are invicible once they have rolled into a
ball. You must attack them when they are not rolled into a ball. We
first find them in Egypt.
SCORPIONS: Average enemeny you meet in Egypt. Just requires two shots.
UNDERGROUND ENEMY: I am not sure if this is the best name for these
guys. We never see their faces and find them in Egypt.
BLUE FROGS: These guys can hop around and cause mischief but generally
are easy to encounter.
CROCODILE: These are similar to the LIZARDS from the Ice Age. Long but
slow and relatively easy to defeat.
WHITE JELLYFISH: Somehow these jellyfish have acquired the ability to
levitate over the surface. However, they are easy to defeat and
shouldn't pose much problem.
HIPPOPATAMUS: These are generally hiding in the water when you first
enter the room. They will pop their head up and fire two shots at you.
SWANS: Somehow these swans have the ability to shoot at you once every
few moments. They are not very difficult but require a few shots to
defeat.
LADYBUGS: I am not sure if they are ladybugs or not but their backs
have colors similar to the ladybug. Their skull masks make them look
frightening but a couple of shots from your dagger and they will be
toast.
ASPS: Similar to other snakes in the game. Just don't get in the way
of their charges and you should be able to defeat them without much
effort.
PYRAMID GUARDS: They are slow but are immune to daggers. You need to
use your psychic shockwave to defeat them.
AMAN-RA GUARDIAN: I don't know if this is the best description for
these guys but they remind me of the drwaings of Aman-Ra so I named
them thus. They are moderately difficult to defeat. They just slowly
walk around and every once in awhile flash and shoot two fireballs.
YELLOW JELLYFISH: Just like the White Jellyfish only they take twice
as many shots to defeat.
RED FROGS: These frogs are just like their Blue Frog ancestors only
they take twice as many hits to defeat.
SMALL RATS: Similar to Boars or Scorpions. Just be careful of them in
numbers.
LARGE RATS: These guys take several hits to defeat but move around
similar to the Small Rats.
BLUE BLOB: These are tricky to defeat because they jump in the air and
you will generally only be able to hit them only when they fall back to
the ground.
OWLS: These fly around similar to the jellyfish except you can hit the
jellyfish at ground level. Owls are always airborn so either attack
them from a cloumn or jump and attack them.
ZODA SPAWN: These are just little balls with tentacles. You'll remember
them from Zoda's ship in the first game.
CATERPILLAR: These guys look like floating caterpillars to me with
glasses. Like the kind from Alice in Wonderland. They will spray three
shots occasionally, but otherwise are easy to defeat.
BLUE SCORPIONS: This version of the scorpion can shoot two shots in one
direction.
BLUE ASP: Big asp that takes several hits to defeat.
CACTUS GUYS: These guys should be defeated diagonally because when you
defeat them they explode in a cross direction.
TREASURE CHEST: Not all treasure chests are friendly. You will see
some that jump around and turn into coins when they are attacked.
These are moderately difficult.
RED CATERPILLAR: Just like the other caterpillars only they take more
hits adn do more damage.
BLUE BATS: These are found in castle dracula and take two hits to
defeat.
FRANKENSTEIN: These are slow moving creatures but after a few hits
their torso drops off and they are a much faster pair of legs.
GHOSTS: These generally appear in groups. Look for the one that is a
different color than the rest as this will be the only one you can
successfully hit.
TOMBSTONE GHOST: These guys can only be hit from behind in their
tombstone. Occasionally they fire a shot at you.
MAGICIAN: These guys walk around leaving explosives that explode after
a few moments. Avoid these and shoot at him when you get an opportunity.
PRIESTS: These guys leave bubbles like magicians except that they don't
explode. Instead when you accidentally (or intentionally) hit these
they shoot back at you. Priests will usually hide behind these as well.
ROCK GUYS: These are similar ot the cactus guys from the Old West
chapter. A couple hits and they will explode so watch out when they do.
PURPLE BATS: Just a more improved version of the original.
BIG GREEN BLOB: Slow to move, once you hit it enough it will break up
into small green blobs.
SMALL GREEN BLOBS: Just your average garden variety blob. A little
harder to kill than their predecessors.
KNIGHTS: These knights in shining armor walk around at a moderate speed.
They occasionally will shoot spikes in groups of three.
TRICERATOPS: These guys take a deep breath and then shoot a big ball at
you. You can jump over it but cannot shoot through it.
ARMORED KNIGHT: These guys move and shoot the same way as regular
knights. The difference is that these guys carry a shield preventing you
from hitting them in the front. Hit them from behind to defeat them.
This is my first FAQ, so I hope you liked it. Please let me know
if there is anything I can improve. I can be reached at vindit (at)
hotmail (dot) com. If you have any comments for suggestions.