Asterix
(Sega Master System) (English)
Creation Date: 8 November 2015
Version: 1.1
File number: F-003
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Table of Contents
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1- Introduction
2- Display
3- Basics
3.1- Controls
3.2- Weapons and Items
3.4- Item Pick-ups
4- Walkthrough
4.1- Round 1-1 (Asterix)
4.2- Round 1-1 (Obelix)
4.3- Round 2-1
4.4- Round 2-2
4.5- Round 2-3
4.6- Round 3-1
4.7- Round 3-2
4.8- Bonus Round
4.9- Round 3-3
4.10- Round 4-1
4.11- Round 4-2
4.12- Round 4-3
4.13- Round 5-1
4.14- Round 5-2
4.15- Round 5-3
4.16- Round 6-1
4.17- Round 6-2
4.18- Round 6-3
4.19- Round 7-1
4.20- Round 7-2
4.21- Round 7-3
4.22- Round 8-1
5- Enemies
5.1- Legionnaires
5.2- Sea Urchins
5.3- Gauls
5.4- Roman Statesman
5.5- Eagle
5.6- Swordfish
5.7- Alligator
5.8- Vikings
5.9- Other critters
5.10- Other Hazards
6- Codes and Cheats
7- Frequently Asked Questions
8- Version History
9- Legal Section
10- Credits/Thanks/Other Stuff
11- Donations
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1- Introduction
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Asterix is my third FAQ.
This game, made for the Sega Master System in 1991, was manufactured and sold
under license from Les Editions Albert Rene in 1990. This game seems to have
only been distributed in Europe.
Prior to writing this FAQ, I had no knowledge of this game. Furthermore, no
instruction booklet was available to me for the writing of this FAQ. So I
guess that we’ll discover how this works together. As such, objects and
characters will be identified as they appear on the screen.
On to the game…
“The year is 50 BC. Gaul is entirely occupied by the Romans. Well, almost
entirely...One small Gaulish village continues to defy the occupying forces,
the villagers protected by a magic potion which makes them invincible.”
After this intro, the screen changes to show the classic image of a magnifying
glass showing the Gaul village being surrounded by four Roman camps. Growing
up, I was a big fan of the illustrated Asterix books and the image mentioned
above was present within the first pages of every book.
“The potion is brewed by Getafix, the venerable village druid. Knowing the
village will easily fall without the magic potion, Caesar has Getafix abducted
by his loyal legionnaires.”
A new image shows two legionnaires throwing Getafix into a cart.
“Hoping to save the village and its dwindling potion supply, Vitalstatistix –
the village chief – sends Asterix and Obelix on a perilous mission to rescue
Getafix.”
A third image has Getafix tied up and standing in front of Caesar. A centurion
is holding the end of the rope. The screen then cuts to an image of Caesar’s
face over a number of legionnaires who appear to be marching off to war.
Asterix and Obelix suddenly burst through the background and mix with the
soldiers. The title appears, as do a few options. You get to choose between
French or English and between one or two players.
For the sake of convenience, I’ll select English and one player.
Pressing start (A button) begins the game.
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2- Display
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The top portion of the screen contains the following information :
- Asterix or Obelix icon with an “X” indicates how many lives you have
left. Zero lives equals a GAME OVER.
- Bone (I know it looks more like a stick) with an “X” indicates how many
bones you have.
- LIFE square with red squares within indicates the character’s energy.
Obviously, no red squares means the loss of a life. It appears that
there can be a maximum of six red squares.
- SCORE box indicates your score.
- White boxes indicate special items that are available. The thicker box
is for the active item. However, it does not seem to make a difference
in the game, since the second item (usually the key) is automatically
selected when necessary.
- The clock and the following number indicates the time you have to
complete the round. You get bonus points for remaining time units. I
don’t know if you are like me, but I have a real dislike for action
games that have time limits! As a side note, if you die during a round
in which you have reached a “save point”, the clock resets to the
starting value for the round. Also, there is no reason for you to run
out of time in this game if you follow this FAQ.
The lower portion of the screen is where all the action occurs.
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3- Basics
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3.1- Controls
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Since I ran the game on an emulator, I’ve no information for the Sega Master
System control buttons. Instead, I used a PC gamepad. The gamepad
configuration was as follows :
DIRECTION PAD :
During game play, pressing left or right moves the character in that
direction. Using it with the A button permits you to jump in that direction.
Pressing UP or DOWN and X throws a bomb.
Pressing DOWN by itself makes the character duck.
Walking and pressing DOWN permits the character to slide beneath certain
obstacles.
While in the chariot, pressing LEFT or RIGHT either increases or decreases its
speed.
SELECT :
Can be used for some moves, but not necessary since another button can be used
in its place and is more convenient.
START :
Pauses the game and stops the music.
X BUTTON :
In the game, this button is used to punch.
A BUTTON :
In the game, this button is used to jump. Jumping with Obelix can also break
some blocks that are situated above him.
Pressing X at the same time performs a downward punch (Asterix) or a butt slam
(Obelix).
When in water, pressing A permits you to swim.
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3.2- Weapons and items
You obviously need an array of weapons and items to defeat the Romans and
rescue Getafix. Your basic weapons are your fists.
Bomb : This item is a glass bottle with a red liquid. Press UP or DOWN and X
to throw it. It will explode after a couple of seconds. The great thing is
that it will not deal any damage to you. A maximum of two bombs can be on the
screen at once.
Picking it up once appears to grant you an unlimited number of bombs, but only
for the present round. You need to find the bomb on every round.
Sludge potion : This item is a glass bottle with a brown liquid. Press UP or
DOWN and X to throw it. It will break on contact and temporarily immobilize an
opponent. This permits your character to use the enemy as a step to reach
higher platforms. Throwing it in water or fire also creates a temporary
platform.
Fire potion : This item is a beaker with a flame inside. Press UP or DOWN and
X to throw it. It will break on contact and send a wave of flames in the
direction it was thrown. It is very useful for melting a stack of ice blocks,
since one beaker tends to go through the whole batch.
Coins : Defeated enemies can drop coins. Collect them to get 200 points
apiece.
Bag of gold : This is a white bag which contains gold and can appear when
enemies are defeated. It is worth 500 points.
Meat : Can be dropped by a defeated enemy. Restores one red energy square.
Bones : Can be dropped by a defeated enemy. Getting 100 of these gets you a
one-up.
Blue bottle : Can be dropped by a defeated enemy. Restores one red square of
energy.
Winged helmet : Adds a life to your total
Life heart : Increases your maximum number of red squares in your LIFE bar by
one.
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3.3- Item Pick-ups
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As the characters travel through the rounds, they fight enemies and encounter
blue jars. Defeated enemies and broken jars can yield a variety of items.
Bomb : This pick-up appears as a glass bottle containing a red liquid.
Sludge potion : This pick-up appears as a glass bottle containing a brown
liquid.
Fire potion : This pick-up appears as a yellow square showing a glass bottle
with a flame within.
Coins : These are gold-coloured discs which bounce and turn in the enemy’s
place when defeated.
Bag of gold : This is a white bag that contains gold coins which appear to be
spilling out from the top.
Meat : This pick-up is a chunk of meat on a bone.
Bones : These appear either alone or as a pair of crossed bones. Picking up a
single bone gets you one, whereas picking up the crossed bones nets you three
of them.
One-up : This pick-up looks like a winged helmet.
Life heart : This pick-up looks like a big red heart in a square.
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4- Walkthrough
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Onto the walkthrough.
My plan is to get you through these rounds as quickly and efficiently as
possible. I do not know if this game has any side quests or whatnot, but I am
not worrying about getting them done.
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4.1- Round 1-1 (Asterix)
=============================================================================
From the opening map, the game seems to begin in the village of those
indomitable Gauls.
At the start of the round, you seem to be obliged to select Asterix. Press A
and the little warrior raises his hand. Roll call! Let’s begin the round.
Round I
“Hurry, Obelix! We’ve got to rescue Getafix from the Romans!”
You have 400 seconds to complete the round.
Asterix starts amidst some trees. Go to the right and stop at the flower just
beyond the tree. It will rise from the ground and a Legionnaire will be
beneath. One punch knocks him off-screen. Jump to the upper platform. Break
the blue jar and grab the bombs.
Continue to the right and jump the gap. Climb up the hill and encounter
another flower with a Legionnaire beneath it. Keep climbing and reach a wall
at the top of the hill. Jump over the wall and walk downhill until you reach a
tree that has a shorter tree trunk next to it. This smaller trunk has a
Legionnaire inside it. As it moves back and forth, time your movements to
punch it and knock out the enemy.
Climb up the hill to encounter another Legionnaire hiding in a tree trunk.
Continue and jump atop a brick wall with blocks on it. This type of block can
be destroyed by the bombs that Asterix is carrying. Blow up the blocks and go
down into the wall (must be an aqueduct of some sort).
Go left and knock out a Legionnaire that pops out from under a small stone.
Jump the next three gaps and grab the meat. Before jumping anew, throw a bomb
at the next Legionnaire that pops out from under a stone. Jump the next two
gaps and destroy the pile of blocks that cover the aqueduct. Jump on the water
spout to return above ground.
Go through the same two tree trunks again and jump over the aqueduct entrance
with the blocks.
Walk down the slope and jump the gap. Proceed to the right and knock another
Legionnaire out of a tree trunk. Next, blow up the first and third blocks on
the platform in order to get a coin and some bones.
Proceed down another slope and encounter a fourth animated tree trunk. There
is a blue jar a little further to the right. Break it and grab the key. Beyond
that is a door with a keyhole. Need I instruct you to use the key? Press UP to
unlock the door and go through.
Boss fight : Wild Boar
Not very tough at all.
As the boar rushes from the right towards Asterix, punch it in the snout and
either jump or walk to the left as it flashes. You can also throw bombs, but
these are less likely to be effective. Regardless, three hits does the trick
and the boss immediately turns into a roasted delicacy.
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4.2- Round 1-1 (Obelix)
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This time, Obelix is the only one available for selection. Notice that
whatever bones Asterix has accumulated are still present in the inventory.
Also, the round is not an exact replica of the one Asterix has gone through.
There are still 400 seconds on the clock.
Start by breaking the pile of blocks in front of Obelix. You should be able to
get some bones out of it. Move right and jump on an aqueduct with blocks on
it. Break the blocks and enter the pipe.
As soon as Obelix lands on the platform, jump to the right so as to avoid
falling with it. Walk to the right and knock out the Legionnaire that pops out
of the ground. Keep going right, breaking blocks until you see a lower ledge
which has a winged helmet upon it. Break the blocks so as to land on that
ledge and grab the helmet. Return to the platform above and continue right.
Jump across the falling platforms and land next to a pipe. Break the blocks
and jump on the water spout to leave the underground.
Break the blocks to your left and then start to move to the right. Go over the
hill and knock the Legionnaire out of the tree trunk that is on the moving
platform. Next, break the blue jar and grab the key.
Go up the next hill and jump the gap to grab the meat. Jump the next gap,
smash some blocks and knock out the Legionnaire beneath the flower.
Boss fight : The Triplets
Notice the four holes beneath the floor. Three small guys will pop out of
three of those holes at a time. Your job is to avoid them when they pop out
and to hit the one that will display the flag with a red “O” on it before they
go back into the holes. To accomplish this, follow these instructions.
First wave : Stand over the third hole, facing left.
Second wave : Stand between the first and second hole, facing left.
Third wave : Stand between the first and second hole, facing left.
At this point, a guy will pop out of the second hole and wave a white flag.
Gracefully accept their surrender and move on to the next round.
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4.3- Round 2-1
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The map appears to indicate that we are now in Germany.
Round II
“Druid! O, Druid!”
You have 400 seconds to complete the round.
From this point forward, I will only be using Asterix.
Jump the gap and climb the steps. Break the blue jar to acquire the bombs.
Next comes the inevitable rotating beams. There are two beams to jump on
before reaching the next platform. If you should fall and have neglected to
use an emulator, Asterix will wind up at the bottom of the pit. The good news
is that he doesn’t take damage from the fall. The bad news is the wasted time
and the two parachuting Legionnaires that have come to complicate your exit
from the pit. Avoid or knock out the Legionnaires and go left. Climb the
stairs and jump on the springboard to return to the upper platform.
(Apparently, going to the right is not a complete waste of time, as indicated
above, when you encounter those two Legionnaires. Mylene Girard states that:
“hello concerning your walkthrough of asterix for the master system on stage
2.1 when you have 2
legionnaire and you said its a waste of time to go there you have to jump on
one of them to go to a
secret passage on the right.”)
Once across the rotating beams, travel to the right and reach the water’s
edge. You will encounter Legionnaires that are treading water and spouting
some of it to damage Asterix. Jump across the platforms and rotating beams.
After having crossed the water, turn to your left and drop down into it.
Slowly sink and spot the circle of urchins to the right. Enter the circle
through the gap and exit it on the right. Travel through the brick wall and do
this again for the next two circles of urchins. Push up and return to shallow
water. Jump onto the ledge to the right and then do a downward punch on the
spouting Legionnaire to the right. Get over the brick wall and stand at the
water’s edge. Throw a bomb in and it’ll cause a temporary spout as it
explodes. Use that as a platform to throw another bomb closer to the next
wall. Use this new platform to jump to the top of the wall and proceed right.
Enter the unlocked door and face the boss.
Boss Fight : Bear Chieftain
This guy is wearing a bearskin and attacks by jumping around. Plus, when he
lands, three bees come buzzing around to harass Asterix. They stop halfway
down the screen and then come down at 45 degree angles. Stay near the middle
and toss bombs at the chief and avoid the bees. You can also punch him when he
is close to Asterix. The chief takes 3 hits before falling off-screen down in
defeat and leaving behind a big heart in a square. Grab it and add a red
square in your LIFE square.
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4.4- Level 2-2
You have 400 seconds to complete the round.
From the start, Asterix is being forced to the right. Let’s take the hint and
jump the gap to the pink platform. You will encounter an Inflater. Punch him
from underneath, grab whatever he drops and move on to jump the next two gaps.
As you leave the pink platform, you encounter spikes rising from the ground.
Dodge these dangerous pokers as you jump to grab the bag of gold and then hop
to the pink platform.
Ascend the inclined platform and break the blue jar to acquire the bombs.
Next, drop onto the small grey platform. This puts it into motion to the
right. Jump onto the orange wall as the grey platform passes beneath it. You
now need to hustle to the right so as to throw a bomb on the blocks at the end
of the orange wall. If you toss the bomb before seeing the vertical barrier it
will disappear. Remember that there is a delay for the bomb’s exploding. Stand
next to the bomb and drop onto the grey platform when the blocks are
destroyed. Ride it to the next pink platform.
Advance carefully due to an Inflater. Knock him out and continue to the pile
of blocks. Quickly throw bombs to break at least a 2 x 2 opening that is
closest to the orange wall. Once past this obstacle, the screen stops moving
automatically.
Get to the highest point of the pink platform and jump to the orange platform.
Break the blue jar and grab the key. Go back to the right and pass through the
locked door.
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4.5- Round 2-3
=============================================================================
Lots of blue sky here. Hmmm...
As usual, you have 400 seconds to complete the round.
Start by busting the blue jar and picking up the brown potion. Jump the gap
and beware the small flower pots that are falling as you continue to the
right. Following this, you encounter a Gaul that looks like he’s moving around
in a...well, you tell me what it looks like. Anyway, throw a brown (sludge)
potion at him when he is near the high wall. Then use his head as a step up to
the platform. Enter the door.
Asterix is now inside a structure. Be careful as you continue on the grey
ledge to the right. Asterix cannot fall through the ledge. However, video game
logic being what it is, rising flames can reach and damage him as he
approaches him. Past the fire, drop down to the lower ledge and turn to the
left.
If you need to recover some life (otherwise, do not risk your time or health),
you must now build temporary platforms by throwing sludge bombs in the fire.
Go gradually to the left, throwing sludge bombs while Asterix is crouched.
Reach the blue jar, bust it open and grab the meat.
Jump and grab the vine to climb out of this area.
If you did go for the meat pick-up, you’ve already got some practice at
throwing the sludge bombs to make platforms. Use this technique to get to the
blue jar and break it. And you get more sludge bombs (booooo). Jump to the
platform at the upper right and climb the vine.
More lava to cross. Build your platforms to the left and jump onto the ledge.
Beware the Bat as you climb over to the left and cross another lava lake. Jump
to the vine and leave the area.
Move to the right and hop the gaps as you avoid the fire. Break the blue jar
and pick up the bombs. Jump on the moving platform, hop over the blocks and
exit through the door.
Proceed to the right. Avoid the moving blocks as you jump two gaps and then
drop to the right. Stay on the left as you fall through a couple of screens
and wind up to the left of a wall. Enter the door.
This is a bonus area where coins, bags of gold, bones, blue jars and maybe
even a winged helmet are being ejected from a blue jar floating across the top
of the screen. Staying on the left half of the screen as it moves permits you
to maximize the number of items you’ll be able to gather. You will encounter a
couple of hopping Roman Statesmen who give off lightning bolts. Avoid them and
their attacks as you continue to the right. The screen doesn’t stop moving
even if you reach the door – so enter it before you are crushed.
Go right and break the blue jar to get bombs (in case you don’t already have
any). Use the bombs to break the blocks and release the platform. Ride it up a
couple of screens and jump off to the right – onto a wall. Move right and jump
off to the right. Push to the right as you fall, in order to land on the shelf
with a blue jar. Use bombs to break the blocks and then bust open the jar to
get the key. Drop down and move to the right to unlock the door and leave the
area to end the round.
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4.6- Round 3-1
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The map shows that we have now moved over into Poland or thereabouts.
Round III
“I think the trail’s getting colder, Asterix!”
This is the inevitable snow and ice level. You have 400 seconds to complete
the round.
Move to the right and avoid both the snowball and the lump of coal. As you
come down the hill, jump “through” the next platform and land on its rightmost
edge. Move up the platform and jump up to knock out the Snowman. Walk down the
hill to the right. Drop to the middle platform when you’ve reached the wall.
Go left, drop down on the jar and fall to the right, on the platform. Break
the jar to get bombs and proceed right. Knock out the Snowman and walk to the
blocks. Jump up twice to reach the top platform and knock out the Snowman.
Once again, zig-zag down the platforms until you reach the bottom (don’t
forget to grab the meat if you need it) and expedite the Snowman in your way.
As you pass the wall on the right, you can break the blocks above to get some
bones. Next, ascend the hill and avoid two snowballs and a lump of coal as you
reach the top. Knock out a Snowman and go right to descend the hill. Stop
walking as soon as you reach level ground. There is a hole that you cannot
see. Jump to the right to grab a winged helmet and then turn left to fall in
the hole.
Once at the bottom of the hole, walk to the left and contemplate the wall of
blocks. Relax as a wave of water comes from the left to break the blocks and
carry you over a ravine and onto the next platform. Break the jar, grab the
key and unlock the door to complete the round.
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4.7- Round 3-2
=============================================================================
You have 400 seconds to complete the round.
Asterix starts at the edge of water upon which there is a platform of blocks.
Jump on the blocks and walk to the right. Do not attempt to jump over the
Snowman – an Eagle will fly by at the same time. Just punch the Snowman into
submission and keep going. Climb the stairs and jump over an Eagle. As Asterix
(who conveniently does not have any bombs), you cannot easily reach the blue
jar above the water (which, ironically, does contain bombs). You do not need
the bombs to complete the area, so you may skip the next paragraph.
Jump to the lower platform, knock out the Legionnaire and rush to the left,
into the water as the Swordfish chases you. Quickly swim to the jar and jump
on it. Break the jar and get the bombs. Then knock out the Swordfish and jump
back into the water until you’re beneath the lowest platform. Jump out of the
water and onto the platform. It is highly unlikely that you will not lose at
least one red square of energy while doing this, since another Swordfish will
have replaced the first one.
Proceed to the right on the platform of blocks. Do not stop walking. The
Swordfish will hop out of the water and break some blocks. Make it to the
snow-covered platform. Keep going right, onto a succession of block platforms
and snow-covered platforms. There will be more Eagles and Swordfish along the
way. Enter the door at the end to leave this area.
Run to the right and jump to the high platform. Ignore the ice blocks for now
and continue right. Break the blue jar and grab the fire potion. Return to the
ice blocks and toss a fire potion on them. Once they have melted away, jump
into the water and swim to the right.
Exit the water and continue right. Break the first jar to amass a load of
goodies and then the second jar to get the key. Proceed to the door and finish
the round.
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4.8– Bonus Round
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Three images of Dogmatix appear. They are labeled “Easy”, “Normal” and “Hard”.
Each image is highlighted in quick succession. Pressing the A button slows
down the highlighting until it eventually stops on one image.
In this round, you get to control Dogmatix. You can only use the direction
pad, to go left and right, and the A button to jump. The idea is to use
Dogmatix to break as many bubbles as possible, by jumping on them, and reap
the bonus points at the end. Bubbles come in three colors which take different
numbers of hits to burst and are worth different values.
Red bubbles : 1 hit (100 points each)
Yellow bubbles : 2 hits (500 points each)
Green bubbles : 3 hits (1000 points each)
Furthermore, the screen moves to the right as you are trying to break these
bubbles. The difference between the Easy, Normal and Hard modes is the
obstacles encountered. In the Easy mode, you just need to worry about getting
those bubbles. In the Normal mode, there will be some pits to jump over as the
screen scrolls. In the Hard mode, the pits will be more frequent and wider.
Dogmatix doesn’t even have to fall into the pit to get damage. He only needs
to be too close to the edge. The good news is that damage incurred does not
affect the life bar. It simply immobilizes Dogmatix for a second or so,
thereby hampering your bubble-bursting quest.
For someone like me, who just doesn`t care about points (unless it gives me
one-ups), the motivation just wasn`t there. On the Hard setting, the scrolling
screen just dragged poor Dogmatix across every spike pit. Once the screen
stopped moving, I ceased checking my emails and moved on to the next round.
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4.9– Round 3-3
=============================================================================
You have 400 seconds to complete the round.
Go right and jump on the gold and white platform. It will start moving to the
right. When it turns upwards, move to the left edge so as to not get crushed
by spikes.
As soon as the screen moves up, walk off to the left and climb to the alcove
on the left so as to jump back on what is now a moving block.
As the screen moves up, walk off to the right and continue right to jump onto
a single fixed block. Wait for the now doubled moving block and hop on it. Be
prepared to walk to the right as the top moving block hits an immobile block.
Walk across this fixed block and drop onto the single moving block. Ride it to
the right and jump on the successive blocks it picks up. Next, be prepared to
jump onto a platform as the top two moving blocks get left behind. Pick up the
coins on the platform and drop off to its right and onto the single moving
block. Jump off to the right of the moving block as it turns downwards. Enter
the door to leave this area.
Walk and duck as you near the right wall. This permits Asterix to slide
through the opening. Proceed to the right, beneath the ceiling spikes and over
the floor spikes. Take note that, as with Dogmatix, your character does not
need to walk on the spikes to take damage. Simply being close to the edge of a
spike pit is harmful. Past the spikes, ignore the door and jump up to the high
platform. Break the jar and get the bombs. Return to the door and enter it.
Walk to the right and stop short of the white and gold platform. A Snowman
will move towards you but fall through the platform. Now jump over it and
reach the wall of blocks. Throw a bomb to break the bottom-left block. Next,
walk towards it and duck to slide in the small space. Asterix will
automatically slide to the right and pass the wall (I wanna hear some
physicists on this phenomenon!). Walk and slide under the next wall. Grab the
winged helmet and drop down the shaft.
Walk to the left and drop down the shaft.
Walk to the right and confront the Bear Chieftain boss once more.
Boss fight : Return of the Bear Chieftain
This one has a couple of new techniques. When he hops and hits the ground when
you are on it, your character will be shaken and suffer from temporary
paralysis. There are also snowballs that fall from above. If these land on
Asterix, they stick to him and slow him down. Also, the D-pad controls are
reversed.
The easiest way to deal with this guy is to move Asterix to the right corner.
The chieftain will follow. Slowly close the gap with the chieftain and punch
him. Keep punching even if the chieftain jumps and paralyzes Asterix, even if
a snowball falls on him. Just keep punching away.
The chieftain is soon knocked out and you get another heart to extend the LIFE
bar.
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4.10– Round 4-1
=============================================================================
The opening map puts our position as somewhere in Yugoslavia (back when this
game was released) or present day Bosnia or some other Balkan republic.
Round IV
“All roads lead to Rome, Obelix, and I’m sure that’s where we’ll find
Getafix!”
You have 400 seconds to complete this little trip through the woods.
Move to the right and cross the quicksand. Beware the Gaul that is hiding in
the cauldron. He will pop up and throw snakes towards you. Knock out the Snake
Thrower and beware the Bat as you climb on the cauldron and proceed to the
right.
Here is a little trick that I used for the next lake of quicksand. Walk on it
and let yourself sink below ground level – but perform little jumps so as not
to sink to your death. The fun thing is that you can keep walking to the right
and approach the next Snake Thrower without having to worry about the snakes.
Wait until the Gaul throws a snake and then immediately hop out of the
quicksand to knock him out. Beware the Bat that is patrolling above.
Next, use the cauldron to hop up onto the platform in the upper left. Grab the
bag of gold and the bombs. Return to the right. Wait for the Gaul to disappear
into the cauldron (or do a downward punch) before jumping down to the right.
Approach the next cauldron and knock out the Gaul. Keep right and enter the
big blue jar. You are transported to a bonus area where a floating jar tosses
out numerous pick-ups. Be careful not to sink too low in the quicksand. When
the jar disappears, go right and enter the door. You are returned next to the
big blue jar. Jump to the right and into the quicksand.
Sink to the bottom (no, this one doesn’t kill you) and fall through to a lower
level. Going left nets you a blue energy bottle. Proceed right and jump over
the gap. Be prepared for this next part, as the game tries to shower you with
sewer refuse. Jump three successive gaps as the brown liquid pours down. After
the third jump, drop down to the lower platform and jump up through a narrow
opening to reach the upper-right platform.
Grab the bag of gold and walk to the green section of platform. The platform
starts to drop as a wall rises on the right. Do not wait for the green
platform to reach the bottom of the screen. Immediately walk to the right as
it drops and pass beneath the wall.
Unfortunately, as you move to the right, you walk under a winged helmet which
does not seem reachable. Anyway, I had 12 guys in store at this point.
Continue right, up the stairs and jump onto the spring. It propels you up and
out of a cauldron at the top.
Enter the big blue jar and find yourself transported to another area. Proceed
right, down some stairs and next to a quicksand pit occupied by an Alligator
with a wooden plank in its mouth. Jump on the plank and across the pit as the
plank breaks and the Alligator’s mouth snaps shut. Climb up the steps and drop
down into the quicksand. Move to the left as you sink so as to reach the jar.
Break the jar and grab the key. Move to the right as you climb out of the
quicksand. Drop down onto the alligator-held plank and move right to reach the
next fixed platform.
This next section contains an alligator-held plank and a platform that is
floating in front of a wall of blocks. The idea here is to move right to the
edge of the fixed platform and to throw bombs on the moving one. As this
platform rises and descends with a bomb, it will take out some blocks. When
enough blocks have been destroyed, there will be room to pass. Be warned that
you can only step once on the moving platform before it falls away. So make
sure you are able to pass the wall when you do. Once past the wall, enter the
door.
Asterix reappears on the big blue jar used to get to the last area. Go left
and knock out the Snake Thrower. Proceed left, crossing two lakes of quicksand
(Yes, I know that I am leaving behind another winged helmet!) to reach the
locked door. Enter the door to end the round.
(Whoa! It looks like I got a one-up at 60 000 points! Lucky number 13!)
=============================================================================
4.11– Round 4-2
=============================================================================
It looks like we are back in a Gaul village (in the Balkans). There are 400
seconds to complete the round.
Move to the right and avoid the hammers thrown by the Carpet Rider. Continue
along a succession of platforms formed by blocks to reach a wooden wall that
stops further progress. You need to wait for the Carpet Rider to arrive and
throw a hammer that will destroy the blocks of the platform. Once that has
happened, slip through the opening. Leave the carpet rider behind as you go
right and break a blue jar to get bombs.
Oh, no! The rat can float through walls! The logic in this game just keeps
getting better...
Continue right and ascend what appears to be a tilted cannon. You can
partially hide in its opening, but the hammers still get you. So go on and
jump onto the lily pads that are being held up by...what? Are these Roman
pixies?
Hold on! Back up...to the cannon. You have bombs and there is a cannon. Throw
one in its mouth and jump in after it. As it explodes, you are propelled over
the little pixie freaks and onto a platform far to the right.
Proceed to the right. Look, a huge cannon! You know what to do. The explosion
propels you into the clouds where you land on a blue cloud. There are two jars
to the right. Ignore the one on the left for now and break the right one to
get a load of pick-ups. When the right jar disappears, break the left jar to
get the key. Doing it in reverse makes the right jar disappear as you break
the left one. Drop through the gap on the right.
Go down the wooden steps on the right and jump the gap to reach the door.
Unlock and enter it to end the round.
=============================================================================
4.12– Round 4-3
=============================================================================
This round is loaded with gold-colored cauldrons. Some of them can be entered.
As usual, you have 400 seconds to complete the round.
Move right and get onto the cauldrons. Beware the Punch Jars (small upside-
down blue jars that punch upwards) as you get to the cauldrons which do not
lead you to your demise. The cauldrons that can be visited are listed below :
- #4 : Carnivorous Flower
- #6 : Winged helmet
- #8 : Carnivorous Flower
- #11 : Nothing
- #15 : Carnivorous Flower
Simply jump up to return atop most of the cauldrons.
After that series of cauldrons, walk and slide under the wall. Hop onto the
cauldron and enter it.
Move to the left and use the grey wall to get onto the grey platform. Notice
that the platform goes down as the wall rises. Jump to the right platform and
grab the bag of gold. Return to the platform and wait until the wall is at its
highest before scooting underneath as it comes back down.
Continue left. Jump and punch the blue jar in the alcove to get the bombs.
Blow up the block to the left and proceed in that direction. Jump onto the
cauldron and enter it.
Asterix lands on a platform that makes a wall rise as it goes down. Notice the
winged helmet behind the rising wall. Forget about it! Once you get past the
wall and pick up the helmet, there is no way out without dying. Instead, step
off to the right of the platform, jump onto the wall once it is completely
down and then onto the high brick wall. Go left and down some stairs, where a
legitimate and harmless winged helmet is waiting.
Next, go up the stairs to the right. Drop off the wall and continue right to
face a second series of cauldrons. There are no cauldrons that can be entered
here and you will encounter Puncher Legionnaires. Past these is a single
cauldron with a Puncher.
Continue up the brick steps and encounter a moving platform, a Carnivorous
Plant and a passage obstructed by blocks. You need to toss bombs from the
brick wall onto the moving platform so as to destroy the blocks. Standing on
the moving platform makes it fall through the floor and Asterix winds up in
the Carnivorous Plant.
Up ahead is an empty stretch which has falling boulders and a red spring
block. Jump on the spring block to reach a small platform above. The boulders
keep falling as you make your way up to the left in order to reach another
spring block. Use it to pop out of a cauldron.
Going to the right is a futile exercise in frustration as you encounter
another moving platform and a wall of blocks that need to be destroyed in
order to continue in that direction. There isn’t a reliable way to time your
bombs so as to break the blocks.
Instead go left. Quickly walk down the steps and jump to the upper-left
platform in order to avoid the spikes coming out of the steps. Use the spring
block to reach a higher ledge. Go up one more ledge to get the meat. Then jump
the gap to the right, go up the stairs and use the spring block. Push to the
left as you are propelled in the air. This permits you to reach the upper left
platform.
Keep going left until you reach a door. Enter it.
You pop out of a cauldron and have to face the Bear Chieftain anew.
Boss Fight : Bear Chieftain
This boss adds a new trick which includes boulders that fall to the left and
right of him as he jumps and hits the floor. Every once in a while, he stops
completely and goes into spasms, shaking left to right. He may also stop and
send a shower of boulders down at an angle.
The strategy here is to keep close to the chieftain as he hops around and to
just keep punching at where he either is or is going to be. Land three or four
punches to knock out the chieftain and gain another red square in your LIFE
box.
Asterix is now in front of the door you’ve just gone through to battle the
boss. It seems that you have no choice but to backtrack to that futile
exercise with the moving platform and the bomb tossing.
And so, stand on the very edge and toss a bomb as the moving platform is
coming down. The bomb should blow up and take out the top block as the
platform goes back up.
This next step is quite a bit trickier. Jump on the platform and jump away to
the left as it falls down the pit. A new platform comes down from the top of
the screen. Jump onto it as it is quite high and then walk across so as to
time Asterix’s arrival at the wall in such a way as to be able to slide into
the opening.
After that painful experience, just go right, break the jar and grab the key
to leave through the door a little further.
=============================================================================
4.13– Round 5-1
=============================================================================
It looks like we’ve reached Greece.
Round V
“Asterix, I think we took a wrong turn.”
You have 400 seconds to navigate your way through what appears to be the
Acropolis.
Be wary of a Black Bird and a Snake as you approach the building. The Snake
falls from a hole in the ceiling. There are two more holes in the ceiling as
you move to the right. Ignore the wheeled platform moving below you. Return
onto the ground and proceed right.
Jump up onto the thin blue platforms and beware the Black Birds as you
continue upwards to scroll the screen upwards.
Break the jar and grab the bombs. Notice the huge doors with the lock. I’m
guessing we’ll be back here later on. Move to the left and jump off to the
left in order to avoid the Black Bird moving on the previous screen.
Return to the right and break the blocks in the floor. Drop into the pit.
Move to the left as you avoid shots from the Fire Spitters and more Snakes
falling from holes in the ceiling. Doing this gets tougher as you climb up
some steps. Reach the last step and jump to scroll the screen upwards.
Continue climbing those steps to the left and jump to scroll another screen
upwards.
Huh? You wind up beneath the Acropolis. Use the wheeled platform as a spring
board to reach the top of the building. Grab the winged helmet on the roof and
observe the Black Bird as it flies around with a key in its mouth. Ignore it
when it is flying at the top of the screen. It will, however, swoop down near
your position every so often. This is the time to jump up and punch the bird
in order for it to drop the key. Grab the key and drop off to the right of the
building.
Proceed to the right and ascend those thin blue platforms once more. At the
top platform, jump to scroll the screen upwards.
Told ya we’d be back! The blue jar is back. You can break it anew to assuage
your destructive tendency. With that item crossed off your bucket list, stand
in front of the lock and open the door.
=============================================================================
4.14– Round 5-2
=============================================================================
Asterix is standing outside of a big building. There are 400 seconds on the
clock to complete the round.
First things first. See that blue jar on a high shelf? Let’s start by getting
what is in it. Move to the right until there are a couple of lower platforms.
Beware the falling stones as you jump onto the lowest platform and then move
over to the upper left one. Do not bother trying to get the bag of gold to the
far left. Simply jump straight up and reach the roof of the building.
Jump the gap to the roof on the left and walk its length before hopping to the
next roof. The weather vanes might generate a few stones that will bounce
around. Get to a blue jar and punch it to have it spew a bunch of pick-ups.
Next, continue left and drop through the gap.
Jump two gaps to the right to reach the blue jar. Break it to get bombs. You
can keep hopping gaps to the right to reach the bag of gold, or you can simply
drop to the ground and proceed right. Do not forget about those falling
stones.
After the third building, drop down into the gap.
Avoid the wheeled platform for now. Move to the left and avoid the sludge
coming out of the pipes. After three pipes, there will be a big pile of
blocks. Jump on it and go all the way left. Break enough blocks in this area
to be able to reach the blue jar. Break the jar and get the sludge bombs.
Move back right, past the blocks, the sludge pipes and the wheeled platform.
At the edge of the pool of brown water, use the sludge bombs to cross to the
next brick platform.
If you have full health, you might want to avoid the blue bottle and continue
over the gap to the right. You need to be alert in this next area. There are
stones that quickly roll down a path to the floor and toward you. You need to
jump over them in the upper spaces provided. Slowly work your way to the right
to reach the blue jar. Break it to get the key and return to the left.
Do not waste time making sludge platforms back across the brown water.
Instead, jump to the upper left platform, go up the step and walk until you
see a gap. Drop a sludge bomb into the gap and use the sludge platform to
reach the area with the wheeled platform. Now, move to beneath the gap in the
ceiling spikes and hop onto the wheeled platform in order to be propelled out
of the underground.
Back up top, proceed to the right of the gap and face a series of spike pits
that you must pass by hopping onto bubbles to either get height, distance or
both. Keep in mind that you can hop multiple times on the same bubble without
it breaking (do not stand still or it will fall to the spikes and break). This
is important where you need to deal with bubbles that are not synchronized.
After the stone slabs, your platforms are composed of blocks. After a couple
of these, you climb some block steps and jump a gap to reach a stone floor.
Walk to the right to reach a locked door.
=============================================================================
4.15– Round 5-3
=============================================================================
This round is still in Greece and begins inside a building. You have 400
seconds to complete the round.
As usual, move to the right. Avoid the Pounder and break the blue jar to get
the bombs. A little further to the right is a moving platform and a wall of
blocks. You know what to do here. Next are a couple of sections of walls that
move up and down followed by another moving platform and a block wall. You may
need to move back and forth out of the way of the falling wall as you break
the blocks.
Ignore the pile of blocks and get by the Pounder. You also need to time your
movement past the blue block that falls due to the Pounder. Navigate past
another Pounder and blue block. There is a third blue block atop an upper
platform. You need to walk left, through the second blue block, in order to
trigger the Pounder so that both blue blocks fall. Then quickly work your way
across the gap, up to the ledge and past the red floor area. Jump on the
spring block to scroll the screen upwards. Push to the left to reach the
platform.
Beware the moving spikes as you move to the left. When you get to a block
formation, jump on its right edge and squat to drop a bomb on its middle
block. The bomb will destroy a couple of blocks and make the spikes’
trajectory longer, thereby permitting you to jump over them. Do this again for
the next couple of block and brick structures. The second such structure has a
winged helmet at its bottom. Just keep heading left until you drop off the
platform and land next to a door. Do not enter it just yet. Going all the way
to the right and breaking the blocks nets you a blue bottle. Return to the
left and enter the door.
This next area has giant webs with Spiders. Jump on the transparent moving
platforms that rotate around the web’s center. Beware the moving Spiders and
jump off to the right to proceed. There are four webs to pass before being
confronted with a passage obstructed with a pair of blocks.
Toss your first bomb from the left of the transparent platform, so as to break
the nearest block. Then cross the transparent platform (which falls) and put
down your second bomb next to the remaining block. Climb the steps and drop
down while pushing left to reach the blue jar. Break the jar and get the key.
Move to the right edge and wait for the transparent moving platform to come
around. Jump onto it and pass this last web and Spider, before jumping off to
the right and climbing the steps to reach the locked door and complete the
round.
=============================================================================
4.16– Round 6-1
=============================================================================
This round puts you in the middle of the Eastern Mediterranean Sea, which
makes the following dialogue a little strange.
Round VI
“Rome could be on the other side, Obelix.”
Why would you leave Greece and cross the Eastern Mediterranean, when you could
just cross the Adriatic Sea to the west (a much shorter trip)? Or how about a
straight overland route from Gaul (present day France), where the game
started?
Anyway, get ready for some nautical action as this round is in the water. You
have 400 seconds to complete the round.
Press A to swim. Start going to the right and be advised that the environment
goes from light to dark at regular intervals. Try to be in a relatively clear
area as it goes dark since you share the sea with Spike Balls. Some of these
are visible at all times, while others fade away into the darkness. Also, the
ones that are always visible are triggered to move up and down or sideways
when you approach them.
After you’ve passed a number of scattered Spike Balls, you will need to
navigate your way through some specific formations, such as diagonal
corridors. Following that, there are more scattered Spike Balls and then what
looks like pink and orange tentacles. You need to pass through the orange
tentacles. As you do so, you realize that you are face to face with a giant
octopus and this creature is sucking you into its mouth.
Everything is pink inside the octopus. This seems adequate. However, what
appears unusual is the presence of platforms in this creature’s gullet. What
manner of genetics is this?
Let’s suspend our disbelief for now. Beware the falling poison or acid or
whatever that green liquid is and move to the right. Jump two gaps and over a
wall to reach a blue jar. Break it and grab the bombs. Continue to the right
and jump over a series of walls.
This octopus’ anatomy just keeps getting weirder. I mean, earlier if you fell
into a gap, you fell to your death. Where the heck can you be falling to? This
is an octopus, not the Grand Canyon!
After the walls, you will eventually reach a pink door. Enter it. Look at
that! We are back out in the sea! Seriously? I’m sure that biology students
who have had the pleasure of dissecting octopi have never noticed that these
creatures have a door in the back of their heads...
Swim to the right and encounter a volcano that spews Fire Boulders. Swim to
the right until you are above the center of the volcano and then swim upwards.
Get out of the water on the island to the right. Break the blue jar to grab
the key. Jump to the next island on the right and then dive back into the
water. Avoid the volcano’s fire boulders and dive down to the right. Enter the
locked door that is partially hidden to finish the round.
=============================================================================
4.17– Round 6-2
=============================================================================
It seems we are still in the middle of the sea. You have 400 seconds to
complete the round.
Asterix is swimming alongside a ship. Swim to the anchor chain and drop down
to the anchor. It is suddenly raised and Asterix is along for the ride. When
the anchor stops rising, jump up to reach the deck of the ship. This looks
like a Viking vessel.
Jump up and grab onto the rope that is tied around the Seagull’s neck. The
Seagull will start flying to the right. You now have to adjust your position
on the rope according to the obstacles that scroll towards you. You can always
jump off the rope and run ahead to try navigating the obstacles on foot.
However, there are some platforms which cannot be reached in this fashion. And
no, once again contrary to popular logic, the holes in the deck do not lead to
the lower portions of the ship – they lead to immediate death. Or do they? I
plan on checking them all...
The first obstacle is a narrow corridor where Vikings are using oars to try to
inflict damage on your character. After the corridor is a high platform for
which you should be on the rope. A low platform with a blue jar follows. Drop
to it and break the jar to get the bombs. Getting the bombs and catching up to
the rope and jumping on fast enough to climb it to clear the block requires
speed and timing. Climb up to the Seagull’s level (not higher or you’ll fall
off) to clear the next block.
Stick to that height to clear the next obstacles. Jumping from the tops of the
obstacles can also be done, but it is tricky. Walk across the long platform
and get ahead of the Seagull. Drop off to its right and jump up to grab the
rope as the Seagull comes by. Hang on to fly over the deadly pit (or is it?)
to reach the red spring block.
(By the way, if you fall down this pit, you do not die! Why am I not
surprised? You wind up next to a blue jar that contains sludge bombs. From
there, you need to work your way left through currents of water and geysers
which attempt to sweep you down other deadly pits. After many hops and jumps
and soggy shoes, you will reach a blue jar with a key within. Keeping left
gets you to a door. Which ends the round.)
If you choose to jump up from the spring block, you will land on a small
platform where another Seagull and rope are waiting for you. Ride the rope to
a Seagull just floating about. Jump on its back and it carries you upwards a
couple of screens and then to the right. Once it passes a Viking on a
platform, it drops you off in a deep pit which leads to a blue jar containing
a bunch of pick-ups. Once the jar disappears, go to the left and jump up to
get onto a small platform, from which you can fall off to the left and follow
the instructions in the previous paragraph in parentheses.
=============================================================================
4.18– Round 6-3
=============================================================================
This round has fire below the blocks you are standing on. This fire will rise
as you travel to the right. You have 400 seconds to complete the round.
As soon as the round starts, do not waste a moment. Jump the gap and proceed
right before jumping to a higher platform. Jump the next gap and then jump
over the next two gaps and a lower platform to reach the higher one. Continue
to reach the red spring block. Use it to scroll the screen upwards and push
left to land on a secure platform. I must specify secure because the fire is
already up here. (Yeah, talk about using an accelerant!)
Next, go left and jump successively across three white and gold platforms
which fall into the fire as you pass them. You can hesitate a split-second on
the last platform in order to reach the lower wooden platform and thereby get
a winged helmet, but you need to be real quick about it. Climb the steps and
jump two gaps to reach a red spring brick. Use it to scroll the screen
upwards.
You begin on a fixed platform and there is a white and gold platform which is
moving in an arc which dips below the level of fire. You need to jump on the
platform as it comes above the fire and then jump to the right just before it
dips below the fire so that you land on it when it comes back above. Do this
for three successive white and gold platforms before reaching a door on a
fixed wooden platform. (Why aren’t these wooden platforms on fire?) Enter the
door to leave this area.
Asterix is now in an area that has a LOT of wooden spikes scattered about.
Jump on the white and gold platform and be prepared to do the same as with the
fire. Only this time, the platform dips below the spikes and you ride the same
platform and you have some measure of control on its trajectory by pressing
right or left to affect its oscillation. After avoiding a number of high and
low spike formations, the danger will be spikes in the middle of the screen.
Soon after that, there will be a long platform with a blue jar. Press as much
as possible to the left as you jump off the moving platform. Break the jar,
grab the key and hustle to jump back onto the moving platform. Ride it over a
pit and drop down next to the locked door. Enter it to complete the round.
=============================================================================
4.19– Round 7-1
=============================================================================
From the map, this round appears to be in Egypt. We are getting sooo much
closer to Rome!
Round VII
“Asterix, my friend, I believe we’re lost!”
You’d think that with all the travelling this pair has done over the last
three or so decades (when the game was released), that they would have basic
notions concerning the geography of their part of the world. I mean, they’ve
even been to North America! Regardless, you have the usual 400 seconds to
complete the round.
Asterix begins in the desert and something tells me that the cacti will not be
a friendly bunch. Move to the right and jump over...Cactus Man?? If he had
hair, it would be on fire, because that is what he looks like – someone
running around with his hair on fire! (If you punch Cactus Man, a Legionnaire
is discovered and drops his cactus suit. Do not touch the latter! It can still
inflict damage.) Past Cactus Man is some sort of Twister. You cannot avoid it
– it picks you up and, if you do not resist, drops you on a Torch Gaul in a
pit to the right. Instead, push to the left and try to jump out of its grip.
You will still go in the pit, but you will land next to a blue jar. Break it
to get the bombs. Notice that the floor is quite slippery (maybe it is oil).
Bomb the Torch Gaul to get him out of your way and watch for the flame wave.
Get to the wall of blocks and break the bottom one. Then walk towards it and
slide into the opening.
Go up the steps and make your way to the very edge of the oily platform. Throw
bombs over the gap to knock out the Torch Gaul. The gap negates the threat
from the flame wave. Ignore the blocks in the alcove below. Jump the gap and
beware the spikes at the end of the step. Jump a second gap and carefully move
right, then left and then right, dropping down platforms in order to reach the
bottom.
Once at the bottom, proceed to the right and slide under the spike. Hop over
three small gaps and slide under another spike before hopping to a small
platform in the upper-right. Turn to the left and jump to the platform on that
side. Walk left and slide under a pair of spikes and jump up to the top
platform. Eliminate the Torch Gaul and continue right. Go down one or two
steps and toss bombs to knock out another Torch Gaul. Jump down to the
platform and use the spring block to scroll the screen upwards.
Push to the left to land on the platform. This is probably the cleverest part
of the game. Move left and bomb the block at the bottom of the wall. The water
will flow out of the retaining structure and a cactus without needles will
grow to the right. Jump on this cactus to reach the top of the structure.
Go left, jump over two Cactus Men and climb the steps. Jump onto a platform
and make it go down as a wall goes up to the left. Jump to the left and get
past the wall to grab some bags of gold. Keep going left and jump onto a
platform that drops down and jump to the left. Go down the stairs and climb
the stairs to the left to reach a blue jar. Break the jar to get the key.
Turn to the right and go down the stairs. Climb the stairs to the right and
get on the small platform. Ride it down to the alcove which could not be
reached before. Hop off to the alcove (The necessary timing can be tricky).
Break the bottom blocks and slide into the opening. Jump up to the top
platform and repeat the actions outlined in the fourth paragraph above this
one until you once more reach the water retaining structure.
Once you are back on top of the needleless cactus, jump to the right platform.
Go down the stairs and unlock the door. Enter it to complete the round.
=============================================================================
4.20– Round 7-2
=============================================================================
Still in Egypt...in what is probably a pyramid. There are 400 seconds on the
clock.
Move to the right and either jump over or pass under the Spring Snake by
crouching and sliding. Break the blue jar and get the fire potion. Ignore the
passage to the right. Jump to the upper right platform and slide under the
wall. Climb up the steps and jump up (while pressing to the right) to scroll
the screen upwards.
Once again, ignore the passage to the right. Punch the red spring block to the
right a couple of time, so that it is positioned on the left edge of the step.
Hop on it (while pressing to the right) to scroll the screen upwards. Beware
the Mummy that exits the sarcophagus. To be safe, you can knock out the Mummy
before hopping on the spring block. If you miss your attempt to reach the
upper platform and come back down, the scene will be reset and another Mummy
will make an appearance.
Get by the Sphinx that vomits lava and jump the gap to reach a platform to the
right. Hop on the rotating platform to then reach the next spot beneath a
Vomiting Sphinx. (If, at this point, you fall to the lower level, you wind up
in an area with Mummies, spikes and a screen that alternates between light and
dark. Use the fire potions to illuminate your way.) Repeat this one more time
to reach a block formation.
Asterix does not have anything to break blocks, so keep going right and jump
across three platforms (one of which falls) to reach another Vomiting Sphinx.
Pass this stream of lava, jump two more platforms and reach yet another
platform beneath a Vomiting Sphinx. Pass more bile-laced lava and ignore the
wooden platform. Instead, drop down to scroll the screen downwards.
Asterix will land on a rotating platform. Immediately jump to the upper right
platform and continue right to jump into an alcove with a blue jar. Break the
jar to get the key. You cannot return to the platform on the left. Simply drop
down to the lower level, where, as stated earlier, the screen alternates
between light and dark.
An approaching Spring Snake will try to get better acquainted with you. Stay
close to the wall as you fall and jump to punch downwards when it is near you.
Now you need to start tossing fire potions in order to see where you are
going. Move left and jump the spikes. Approach the blue jar, but do not break
it. This is a Carnivorous Jar. If you punch it, you will “wake” it and it will
hop around until it clamps down upon Asterix’s head, thereby eventually
killing him.
Climb onto the jar and jump over the spikes to knock out another Spring Snake.
Jump more spikes and continue left to reach a red spring block. Kick it
against the wall and hop on it (while pressing to the left) to scroll the
screen upwards.
Continue left and climb the steps to reach what appears to be a dead end. Jump
up and enter a pipe that brings you to the upper level, right next to a
Vomiting Sphinx. This is a familiar area. Proceed to the right, as before, by
jumping on platforms and avoiding vomited lava, until you reach the wooden
block that moves a wooden wall.
Jump to the platform beneath the Vomiting Sphinx and wait for the spewed lava
to pass. Then jump on the wooden block and immediately return to the platform
so as to slide under the door. Do not touch the jar you see. It is a
Carnivorous Jar. Stand on the pipe and press down to enter it.
Asterix falls down to a lower level and lands on a winged helmet. Go left and
enter the pipe.
You fall to the lowest level and land on a pipe, near a door. You cannot enter
the pipe and moving right reveals a second, locked door. Entering the unlocked
door brings you back to the beginning of the round. Entering the locked door
ends the round.
=============================================================================
4.21– Round 7-3
=============================================================================
More sandy landscapes to traverse and 400 seconds on the clock.
Move right and climb the sand steps. Stand on the quicksand and sink so as to
reach the alcove and blue jar. Break the jar to get the bombs. Return into the
quicksand and repeatedly jump to make your way out. Go down the steps to the
right, over some quicksand and encounter a Cactus Man. Knock out this guy and
enter the pyramid.
Once inside, you will notice that there two vertical lines of blue bricks.
Blocks will be coming down those lines and you need to get Asterix across
three of those blocks to reach the next platform. In this instance, hops are
better than high jumps, since the latter waste time as the blocks sink lower
and make it impossible to reach the high platform to the right.
Go to the right, down the steps and encounter a Spike Ball on a fixed path.
Avoid it and jump onto a block formation. Jump again to the right, onto a
small block that will move to meet a second block upon which you must go to be
able to reach the next platform. Avoid the Spike Ball and jump onto the higher
part of the platform. You now need to drop down between the two moving Spike
Balls and synchronize your movements to the right with them until you reach an
opening permitting Asterix to jump up onto a safe platform. Proceed to the
right, jump over the Spike Ball as you go down the steps and enter the door.
Here we have another platform that will move around obstacles as soon as you
get on. Start by staying on the left edge as it moves past the jutting stone
in the wall, which forces half the platform to be left behind. Past that, jump
onto the grey block and wait for the moving block to pass the narrow opening
before dropping onto it. Ride it up into the next screen.
Immediately jump up onto the immobile block which will join the moving one.
Move to the stone block as the second moving block stays behind. Return to the
single moving block and jump onto another immobile block that joins the moving
one. Be prepared to walk across a stone block as the added moving block gets
left behind. Drop down onto the single moving block and ride it up into the
next screen.
Successively jump onto each immobile block as the single moving block picks
them up. Hop to the top of the wall when the moving column reaches it. Drop
off the wall and walk towards the lower square being circled by a Spike Ball.
Slide under the square when the Spike Ball is not an issue. Navigate past the
two Spike Balls obstructing the passage and beware the next Spike Ball as you
jump to the upper right platform. Drop to the right and enter the door.
This next area requires patience and timing. Asterix needs to jump or walk
onto each block as it falls from the ceiling. The blocks drop to a certain
height before disappearing after a few seconds. Following the first series of
blocks, the ceiling gets lower and the blocks also drop and stop lower. The
third series of blocks is higher, like the first.
Once you’ve reached the platform, do not worry about the blue jar you saw
earlier (it is a Carnivorous Jar). Proceed to the right and be confronted by
three doors. Let us explore these doorways.
The left door sends you back to the start of the series of blocks falling from
the ceiling.
The right door returns Asterix to the start of the moving block area, where
your moving platform gained and lost blocks as you progressed through the
area.
So that leaves the middle door. Cross your fingers!
The first thing you see is a blue jar atop some steps. Approach it, but do not
break it. Yes, it is another Carnivorous Jar. Get past it and continue right
to see more steps and another blue jar. Break this one to get the key and
procced right to enter the locked door to complete the round.
=============================================================================
4.22– Round 8-1
=============================================================================
What the...The map shows that we’ve now suddenly been teleported to Rome! Well
I’ll be!
Round VIII
“Rome! I knew it, Obelix! I knew I’d get us here! Now, let’s rescue Getafix!”
As the round begins, Asterix is driving a chariot towards the right, within
what appears to be an arena (dare I say Circus Maximus?). There is the usual
400 seconds on the clock.
The idea here is to avoid the spears being thrust downwards from the stands
and the spikes coming out of the ground. Pushing LEFT or RIGHT on the D-pad
either accelerates or slows the chariot. Pressing A can also make the chariot
jump (I honestly do not know how that is possible). After getting past three
spears and three spikes, you will spot Julius Caesar in his corporate box.
Getafix is standing right next to him, not even trying to get away. Lazy bum.
Passing another four spears and four spikes seems to have made a complete
circuit of the stadium, since you once more pass in front of Caesar and
Getafix. Nothing seems to have changed with them. Well, maybe Caesar is
scowling a little more than earlier. The druid appears impassive. Maybe Caesar
has plied him with a couple of amphorae of wine. Lazy drunk bum.
Pass four more spears and four more spikes and the chariot suddenly stops as
Asterix jumps out and continues on foot. This is done automatically. Asterix
is soon joined by Obelix and they walk on for a while. The screen eventually
goes dark.
Is this the end? What the heck happens with Getafix?
Oh, the screen lights up and we see Caesar’s corporate box. Obelix runs
towards it and jumps up to strike the box. Getafix falls out of the box and
Caesar turns and looks annoyingly at where the druid had been standing. The
whole place is now shaking and the screen goes dark once more.
When the lights come back on, we have an overview of the stadium, which is
still shaking. Another dark screen.
We now see Asterix running back and forth. His arms are outstretched in a
presumed attempt to catch Getafix. The latter lands peaceably right next to
Asterix and gloats (the druid dude definitely has alcohol on the brain).
Asterix shows some frustration as the stadium is still shaking. Obelix lands
on Asterix and crushes him. Fade to black (Shoot, now I feel like listening to
Metallica!).
The overview of the stadium is shown and we see a wall crumble. Black screen.
We are transported to the Gaul village, where a feast is in progress. As
usual, Cacafonix is gagged and strung up in a tree. Obelix is helping himself
to roasted boar. Other participants are laughing and singing. Freeze frame.
Next, we are treated to a series of stills in sepia as the credits scroll.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5- Enemies
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The enemies will be listed in the order you encounter them.
Keep in mind that enemies will regenerate in areas that are off-screen to the
left or right. So be prepared for this if you decide to walk back and forth
through the round.
=============================================================================
5.1- Legionnaires
=============================================================================
These guys are your basic enemy. They are dressed in Roman garb and can
surprise you in different ways (popping up from the ground, hiding in tree
trunks).
Contact with them takes away one red square.
One punch knocks them off-screen. These enemies are worth 100 points. What
follows is how to deal with particular Legionnaires :
- Water Spouter : Because you are in the water when you encounter this
enemy, an environment where you cannot punch, your character needs to
attack it from above. Use the downward punch or the butt slam to knock
him out.
- Inflater : This guy inflates and hovers above the ground. You cannot
jump over or pass under him. Punch him from underneath to clear the way.
- Snowman : This guy walks around covered in snow. Only his legs are
visible as he walks back and forth. A simple punch takes care of this
menace.
- Carpet Rider : This foe rides around on a flying carpet and throws
hammers down upon Asterix. He can be useful, though, when you need some
blocks to be broken. Simply lure him over the intended area and hope you
don’t take one on the noggin.
- Puncher : This Legionnaire hides in cauldrons and pops out to punch your
character with a small blue jar fixed to an extending mechanism. Simply
wait him out as he retreats back into the jar after a while.
- Cactus Man : A Legionnaire dressed as a cactus. He is partially hidden
in the sand until you approach. At this point he jumps out and starts
running back and forth as if his hair were on fire. If you knock the
Legionnaire out of the cactus, the latter remains on the ground and can
still inflict damage if you touch it.
- Mummies : Legionnaires dressed as mummies pop out of sarcophagi. When
they are knocked out, their cloth ribbons become undone and fall away to
reveal the Legionnaire. A simple punch does the trick.
- Spearers : These Legionnaires are in the stands of the stadium. They
attempt to stab your character with their spear as the chariot passes
below them.
=============================================================================
5.2- Sea Urchins
=============================================================================
These enemies patrol underwater areas. They appear in rotating circles that
encumber tight spaces. You need to get the character in the circle in order to
move past it.
=============================================================================
5.3- Gauls
=============================================================================
Some enemies are ordinary citizens, such as Gauls. There is also a variety of
these foes. The more particular ones are covered below :
- Snake Thrower : These guys are lurking in cauldrons and pop up to throw
out snakes as you approach. Either perform a downward punch on his head
or jump up to the lip of the cauldron and punch him.
- Torch Gaul : This guy walks back and forth, holding a torch in the air.
This does not prevent you jumping over him. If you knock him out, he
drops the torch and causes a flame to race across the floor in the last
direction he was facing. The best way to take this guy out is by using
bombs.
=============================================================================
5.4- Roman Statesmen
=============================================================================
These are short, balding guys who wear a white tunic and a blue cape. They hop
in a fixed location and give off lightning bolts as you approach them.
Physical attacks or bombs do not seem the harm him. Just avoid the lightning
and pass under him as he hops.
=============================================================================
5.5- Eagle
=============================================================================
These birds tend to fly over other enemies. In this way, when you attempt to
jump over a ground enemy, the Eagle will run into your character.
=============================================================================
5.6- Swordfish
=============================================================================
These enemies are obviously lurking in some water areas. They are able to do
short hops above the water, so beware of them when there are low platforms.
The Swordfish can break blocks.
Also, consider yourself dead meat if you fall in with one of these.
=============================================================================
5.7- Alligator
=============================================================================
This enemy can be spotted in some quicksand pits. It those areas it has a
wooden plank in its mouth. You can step on the plank once before the alligator
breaks it and snaps its mouth shut.
=============================================================================
5.8- Vikings
=============================================================================
These are usually located on the ship. The ones I encountered were handling
oars that they waved around with the intent of striking Asterix.
=============================================================================
5.9- Other critters
=============================================================================
Here are some other critters that make an appearance in the game :
- Black Bird : This is simply a black bird that flies across the top of
the screen.
- Snake : These can be thrown by Gauls hidden in jars or fall from holes
in the ceiling.
- Carnivorous Plant : These are usually located at the bottom of pits that
can be reached by going down into cauldrons. Contact with this plant
causes immediate death.
- Spiders : These arachnids are present in giant webs. It is best to just
avoid them.
- Seagulls : These birds can either be carrying ropes around their neck or
just be floating around. The ones with the ropes are useful since you
can hang onto the rope and let yourself be carried around. The plain
Seagull can be climbed upon, after which it begins moving in a fixed
manner.
- Spring Snake : This creature is a coiled blue snake which hops around.
You need to either jump over this one or pass beneath it when it is at
the height of its hop. Either way, timing is crucial. To eliminate it,
jump above it and punch downwards.
- Carnivorous Jar : This enemy appears to be a regular blue jar. However,
punching it triggers it into hopping around until it bites down on
Asterix’s head. This eventually kills our hero.
=============================================================================
5.10- Other Hazards
=============================================================================
Other hazards include active physical barriers and defense mechanisms. They
are:
- Floor spikes: These are not apparent at first. They rise from the ground
at specific intervals.
- Snowballs : These roll and bounce along the ground and trap Asterix.
Once within the snow ball, the controls for moving are reversed. You
need to jump around a couple of times to get rid of the snowball.
- Coal : These black and round lumps of coal bounce along the ground.
- Punch Jars : These look like small upside-down blue jars that are on
extension mechanisms.
- Fire Spitter : These are sculpted faces which are located high up on
walls and spit down fire upon your character.
- Pounder : This looks like a piece of column on a chain. It drops down to
pound on the floor at regular intervals.
- Spike Balls : These are present in water levels. Some of these disappear
when the level goes dark. The ones that remain visible are triggered to
move when you get near. Dry areas also contain Spike Balls that move
along fixed paths.
- Volcanos and Fire Boulders : Volcanos have been spotted on the bottom of
water rounds. These volcanos spew Fire Boulders in groups of three.
These boulders scatter upon their ejection.
- Twister : Sort of a mini tornado. It picks you up and carries you for a
while, before dropping you on an enemy if you are a passive passenger.
You can avoid falling on the enemy if you push in the opposite direction
and try to jump out of it.
- Vomiting Sphinx : This is a statue that could maybe be likened to a
Sphinx. Lava pours out of its mouth at regular intervals.
=============================================================================
6.0- Codes and Cheats
=============================================================================
Infinite lives : When you encounter a pot that spews numerous pick-ups, one of
these is likely to be a winged helmet (one-up). Since enemies and items
regenerate when they are off-screen, simply walk off-screen and back to the
pot to repeat the process.
This tip was contributed by oblivion from aoc on GameFAQs.
=============================================================================
7.0- Frequently asked questions
=============================================================================
This section will be developed as readers send in some feedback and need more
information on specific aspects of the game.
=============================================================================
8.0- Version history
=============================================================================
Version 0.5 - Started FAQ/Walkthrough on November 8, 2015.
Version 1.0 - Completed the FAQ/Walkthrough on November 29, 2015.
Submitted to GameFAQs and Neoseeker on November 30, 2015.
Version 1.1 – Added some reader feedback on September 25, 2016.
=============================================================================
9.0- Legal Section
=============================================================================
This may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
This document should only appear on GameFAQs and Neoseeker, if you find this
FAQ on another website, please inform me about this by e-mail at
[email protected] .
This document is Copyright 2015 Jose Laflamme.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
=============================================================================
10.0- Credits/Thanks/Other Stuff
=============================================================================
-Thanks to Joni for writing the Alien Syndrome FAQ from which the format for
this FAQ was derived.
-Thanks to the game and its producers, Sega Entertainment and Editions Albert
Rene for making the game.
-If you think anything is missing in this document then please e-mail about it
with the heading "Asterix FAQ contribution". I'll give you credit of
course, if you don't want your name mentioned then I'll just put "anonymous
contributor" in place of your name.
-If you're gonna e-mail me any comments (good or bad) or questions about this
document then have the heading be "Asterix FAQ comment".
=============================================================================
11.0- Conclusion/Donations
=============================================================================
I do hope that you’ve enjoyed reading and using this FAQ to get you through
the game. I did my best to make it as informative and precise as possible, all
the while keeping it entertaining. However, I cannot deny that preparing a
document of this magnitude is quite a task. Therefore, here is something that
I’ve seen in some other FAQs.
Below is an email address for people who wish to make a donation to further my
efforts in drafting future FAQs. For everyone who used this FAQ, thank-you for
trusting my work and don’t be shy about giving me any feedback.
Paypal address :
[email protected]
THE FUN NEVER, EVER STOPS.
==========================