___________________________________________________________________________
G U N P L E
G U N M A N ' S P R O O F
Walkthrough / FAQ
=================================
|| By MunkiBleedsGreen ||
||
[email protected] ||
|| V 1.0 - Updated 12/21/02 ||
=================================
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_________________
/Table Of Contents\________________________________________________________
I. Exposition
- Updates
- Intro
- Story
- Controls
II. Walkthrough
III. Frequently Asked Questions
IV. Reference
- Zeal Coins
- Techniques
- Items
- Special Weapons
V. Misc.
- Thanks
- Version History
- Copyright/Disclaimer
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________________
_________/ I - Exposition \________________________________________________
- Updates -
___________
12/21/02 - First version. Completed entire FAQ while running through
the game. Every section completed, and sent into GFAQs.
E-mail any comments/suggestions/info to
[email protected].
- Intro -
_________
For those of you unfamiliar with this game... Gunman's Proof is an
action/adventure title released for the Super Famicom in early 1997.
Never translated nor released to America, due to both the dying
interest in the states in the SNES and the focus on the next generation
of gaming, the title was released and soon forgotten with almost
no interest from domestic players in seeing an English copy.
However, five years later, and the title gains interest from the
ROM translation team of Aeon Genesis (
http://agtp.romhack.net). The
prime reason for the interest being the game's highly original theme.
Gunman's Proof is literally Zelda set to the old west, starring a cast
of Aliens as the enemy du jour.
And so, fire up your emulators, kids. Time to take a trip back to the
past, where Aliens wore ten gallons and the earth's only hope of
survival was a teenage farmboy, possessed by a miniature space man.
- Story -
_________
In the year 1880, a pair of meteors came streaking down torwards the
Earth. They landed in the American West, on Strange Island. One would
think this would cause a huge ruckus. But the people of that era were
so busy scratching out their meager livings that no one thought much
of it, and the incident soon passed from memory. And yet...
This was where our tale truly began. So then, a short while later,
after the meteor's landing, disturbing events befell the once peaceful
island. Bizzare monsters appeared and began to assault people. And
wherever a monster attacked, it left and eerie looking crest in its
wake.
"Demiseed"
This word, inscribed on the crests, became the name for these
enigmatic foes. And now we come to Bronco Village. A tiny little town
in the south of the island, and home to our young hero...
- Controls -
____________
I'd try to work an ASCII-ed controller here, however a) I suck at
ASCII, and b) 99.9% of you will be playing the game on an emulator
anyway. And so...
A ... Fire Gun / Talk Y ... Throw Punch L or R ... Strafe
B ... Duck / Crawl X ... Fire Bomb Select ... Map
Start ... Inventory
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________________/ II - Walkthrough \_______________________________________
_______________________________________________________________________
-| - P R O L O G U E - |-
-----------------------------------------------------------------------
Quick reference key. Items marked W are part of the actual walkthrough,
boxes marked with S are story sequences, and ! are important messages.
!-For sake of coherency, the hero of the game will be named, aptly
enough, "Hero" for the walkthrough. Besides, you only _get_ four spaces
to name the sucker with anyway.
______________________________________________
|S| |
|- The game opens with Hero getting nagged at |
|by his mother for DARING TO VENTURE OUTSIDE!!!|
|Our manly hero manages to whine his way out of|
|it though. Loving father vows to give the boy |
|a stern talking to. |
| |
| Erstwhile, a third meteor crash lands in |
|front of Hero. The meteor turns out to be a |
|spaceship containing two tiny aliens, Zero and|
|Garo. Hero cowers in fear, but the aliens shut|
|him up. They're Space Sheriffs, seeking both |
|the Space Criminal Demi, and their fellow |
|Sheriff, Mono. However, the aliens can not |
|survive for long in the Earth environment, so |
|they need to "borrow" Hero's body. |
| |
| After much more cowering, Hero does duty and|
|allows Zero to possess him. Garo stays behind |
|to fix the UFO and gather info on Demi and his|
|cohorts. |
| |
| Just then, the local Sheriffs come by and |
|discover the new crater. They send you back to|
|town, and we're finally in control of our new |
|Space Sheriff Teenage Cowboy, Hero. |
| |
------------------------------------------------
W- Welcome to Bronco Village, both your base of operations and the
_only town on Strange Island_. What follows is a basic little
ASCII map to just mark the locations for sanity's sake.
____________________________
| ___ *N ___ ___ | Of Interest
| | H | | 1 | | O || ___________
| --- --- --- |
| | H ... Home
| ___ | O ... Sheriff's Office
| | 2 | | C ... Church
| --- ___ | S ... Saloon
| | C | *E| M ... Merchant
| --- | W ... Weapon's Dealer
|*W ___ |
| | S | | Everything Else
| --- M | _______________
| ___ |
| | W | ___ | *N ... North Exit (Waterfall)
| --- | 3 | | *W ... West Exit (to Forest)
| --- | *E ... East Exit (to Dungeon 1)
| *S | *S ... South Exit (to Beach)
---------------------------- 1 ... Sheriff's Home
2 ... Dealer's Home
3 ... Stables
Now then, head back to home to move the story along.
______________________________________________
|S| |
|- Sure enough, Pa gives you one stern talking|
|to. The outside is DANGEROUS, dammit. Before |
|he can get into discussing the dangers of both|
|pre-marital sex and not chewing your food |
|thoroughly, Zero takes control of Hero and |
|tells his surrogate father about how he plans |
|on battling the Demiseed, and that his sense |
|of Justice had been awakened! Like any good |
|father would, he strikes Hero down with a |
|fierce slap. Hero insists that he alone can |
|taken down the Demiseed, and so his father |
|commands him never to return home until he |
|manages to kill one of the Demiseed. And with |
|that, Hero is literally punched out of the |
|house. |
| |
------------------------------------------------
W- You'll have to leave town through the East to get to the first
Dungeon. But before you leave, head to the Saloon and talk to the
Cowboy there. He'll teach you your first skill, the Charge Shot.
Hold down A until you begin to flash, and simply release to use it.
It's pretty effective against enemies, since it can carry on past
the first hit, but the long charge makes it fairly useless in
heated action. Now, head to the Sheriff's house (to the left of his
office) and talk to his daughter, Sarah, upstairs. She'll knock
Hero out with a single blow. Not a good sign considering you'll soon
have to deal with armed Aliens. After this, talk to the cowboy
guarding the Eastern exit to leave town.
This is the first time you'll actually be able to use your
weapons. Try to get accustomed to firing while strafing. Hold down
either L or R and you'll maintain the direction you're facing while
still moving around, making it much easier to deal with enemies who
are returning fire. You can avoid most enemy fire by ducking, as
well. Talk to Garo if you wish, and he'll tell you that he's
discovered Demiseed energy in the southeast forest. Take note that
despite the fact that Hero lives on an island, he can't swim. Falling
into water will cost him one heart. Clear out the enemies here and
head south.
More enemies to warm up on here. In the middle of the screen are
two plateaus with ladders. The one on the left has a chest with
Yaeigeku Bombs (known as Chrysanthemum Fireworks in updated patches,
but I'll be referring to them as Yaeigeku). Clear out the enemies
and head northeast. Enter the temple here and you'll now be in the
first dungeon.
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-| - D U N G E O N 1 - |-
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!- When you complete a Dungeon, you're given a grade and coordinating
score based on how fast you completed it. As of yet, this has no
proven affect on the game. Also in every dungeon, there are four chests
with pieces of treasure inside. The treasure is added to your score
when you finish a Dungeon. Until your score and Dungeon rating are
found to have any importance, these walkthroughs will be concise and
used only to speed through the dungeons. The only items I'll be
pointing out are the important ones, such as additional hearts or
power ups
W- Take the opportunity in this dungeon to learn the basics of fire
fights in cramped spaces. Make use of both strafing and ducking to
avoid enemy fire. Anyway...
Head through the middle door in the main room. You can either fight
the lava monsters here or just go right. Waste the enemies here and
go north. Follow the hallway, and when you come to a series of
faces on the walls, crawl past them to duck their fire. Go into the
first door you come across. Head right from here and stroll through
the next two rooms, and then go downstairs. Go to the lower half
of this room, following the only path you're given, and clear anything
in your way. Run by the lava beasts in the next room, and you'll now
be just outside of the first boss's room. Enemies will leap from the
waters here. Take them out and try to avoid any damage. Now you'll
face off against the first boss, Miracle 5.
-------------------------
Boss Strategy - Miracle 5
He'll simply wiggle about the room at first. Run around his path and
get in as many shots as you can. Soon he'll leap into the air,
landing in separate pieces. Take this chance to get in a few more shots
on his parts, and then take cover by standing right in front of the
room's door. He'll resume wiggling after this. His next attack is much
like the first, however the parts will bounce around at angles. Stand
in either corner and get in as many shots as you can. By now a few
parts will most likely die off, which makes dodging his attacks while
damaging the other slabs far easier. Anyway, he'll return to wiggling
and simply repeat those two attacks continuously. Once all four of
his lower parts are destroyed, he'll sprout legs and wiggle about on
his own. It'll only take a few shots to finish him off here.
-------------------------
W- Collect a Zeal Coin (extra heart) and the Demiseed Crest from the
chest. In the second box which appears, you'll find Space Sheriff Mono.
... Inside of a donkey named Robaton. Mono will join you now, but
insists you call him Robaton from now on, since he's taken such a liking
to being a jackass.
!- From now on, enemies on the overworld will randomly drop carrots
when they're killed. Pick up the carrot to summon Robaton. You'll
be invincible to all damage, and capable of killing any enemy by
running into them. Robaton can not enter dungeons or houses, though,
and you can't open up treasure chests while riding him. The effect
lasts for about 30 seconds.
W- Return to the village now. Visit the Sheriff's Office first to
hand in the Demiseed Crest to get the next Dungeon location, and for
the $250 bounty. Next, head to the Weapon Dealer to learn how to use
your first special weapons, the Machine Gun and the Shotgun.
!- From now on, enemies on the overworld will randomly drop a gun icon
when they're killed. The icon will scroll through the various special
weapons you currently know how to use. Pick it up when it scrolls onto
the weapon you want to use. Special Weapons take the place of your
original weapon for a limited time, and will disappear once their
ammunition is gone.
The Machine Gun is slightly weaker than your standard weapon, however
it's high rate of fire makes it very useful for taking out packs of
enemies. Also, while firing the weapon, you have to remain stationary.
The Shotgun is, as you'd expect, more powerful than your handgun,
but reloads slow. It fires five bullets at a time in a spread out
pattern. It's useful for taking out multiple enemies at once, but
is much more effective at close range combat, which basically causes
all five shots to hit a single enemy at once.
W- Head home now to impress Pa' with your alien slaying skills.
______________________________________________
|S| |
|- Mommy and Daddy will be a tad surprised to |
|learn that their wimply little child has |
|managed to kill a Demiseed boss, to say the |
|least. Hero's father agrees to let him return |
|home again, now that he's proven his manhood. |
| |
------------------------------------------------
W- Talk to the cowboy guarding the western exit to leave. Head north
from here, and then west, past the waterfall. Spider enemies will
show up here, and they can take a load of damage. Continue north
through this area. You can go west next to pick up some more Yaeigeku
bombs and $200 if you want. Head north afterwards, and on the next
screen is the entrance to the second dungeon.
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-| - D U N G E O N 2 - |-
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W- If you wish, you can take the first door on the right. It's a one
way path, with the very first Treasure Monster along the way. Treasure
Monsters are, simply put, false treasure boxes which try to attack
when you open them. They can take a lot of punishment, however they
usually drop extra lives upon death. A piece of treasure is at the end
of this path. Anyway, from the main room, take the northeastern door.
In the next room, full of red space ants, take the northern path,
and continue through the next room. You'll come to a room full of
bouncing blue blobs. As near as I can tell, they're invincible, so
just take the .5 hearts worth of damage, walk through one, and head
north. Clear out the ants in here and head upstairs.
In the next room, you'll have to navigate a narrow path to avoid
floor spikes. A few bats will fly across the room when you pass
by them, but as long as you're walking straight ahead, they won't get
to hit you. Take the southwest door and you'll already be in the room
before the boss. Finish off the space ants here and move on. If any
of the ants happen to drop a weapon icon, get a Shotgun.
------------------------------------------
Boss Strategy - Psycho Ninja Brazil Circle
Brazil will begin the battle by splitting into three forms. Only one
is real, and will count as a hit. Hit either of the other two and
you'll have to deal with a few space ants before continuing. If you
have a Shotgun, it's very possible to hit all three Ninja at once,
which counts as a hit. Afterwards, he'll fire two streams of flames
from his shotgun. The flames track you, so be sure to stay away from
Brazil when he fires them, and slowly move across the room to keep
from getting hit. Make sure you strafe+fire while doing so to get
damage on him. Now might be a good time to make use of the Yaeigeku
Bombs as well. He'll repeat this pattern for a while.
Watch though, when he fires the twin flames. If he draws his swords
before vanishing, he's going to attempt to slash you. Run around the
room in a circle, and he should appear just behind you as long as
you don't stop moving. Take a few potshots at him before he vanishes.
Brazil doesn't have too much life, fortunately. Eventually, he'll
teleport into the middle of the room, grab Hero, and attempt some
sort of super secret Psycho Ninja attack. However, he'll instead
ram his head into the ceiling and knock himself out.
------------------------------------------
W- Collect your coin and crest, and return to the village. Check in
with the Weapon Dealer first and he'll teach you how to use a
Bazooka. This weapon is just about as strong as a bomb, but it's
terribly slow and carries a long delay after it's fired. It's useful
under certain circumstances, but more often than not, you'll want to
choose another weapon. Head to the Sheriff's now to get the next
dungeon location and your $400 bounty.
Take the western exit out of town. Head to the southwest of the
first screen, and then head left, then up. Go into the cave here
and talk to Gantetsu. He'll teach you the next skill, Big Punch.
Hold down Y and then release to use it. Completely inpractical as a
method of combat, but you need it to clear away large rocks. So
head back two screens and clear away the boulders in your path.
Head southwest of out this desert section, and then down the ladder
on this screen. You can head down the second and to the left to
pick up Starmine Bombs. Clear the boulders here and work your way
past the next screen. Following that, head to the northeast half here,
down the ladder, and go right. Follow the rock formation here for an
extra life. Head back to where you entered this screen from, and go
up the two ladders on the left to enter the third dungeon. Careful
of the vultures, though, as they can still damage you while you climb.
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-| - D U N G E O N 3 - |-
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Special Items: Revolver (Lv2 Gun), Zeal Coin
W- You'll be spending a bit more time in this dungeon than in previous
ones simply because there's some extra stuff to collect. Follow the first
few rooms until you come to the room with two holes in the floor. Jump
in either, as it doesn't actually matter, unless you want to grab
treasure. Work your way through these linear rooms until you come to
a larger room with corridors and numerous aliens with guns. Take the
very most southwestern door (facing downwards) and pass through the
next few enemy-infested rooms. At the end, you'll be given the
Revolver, the first upgrade to your regular gun. This effectively
doubles your strength.
Take the southeastern door now and follow the path to get back
to the first floor. You'll eventually come to a room with locked doors
and a single spine shooting alien. Kill it and head downstairs. Follow
the next two doors, and then head south. Follow the only path to go
and head outside. Once outside. Clear out the vultures first, and
then climb the ladder. In the top right section, you'll be able to
jump down a cliff. In the south will be another opportunity to jump.
Inside the cave below is another Zeal Coin, giving you a maximum of
7 hearts now. Jump down the cliff outside and you'll find yourself
on the beach. Head east and up the first ladder. Work your way back
to the dungeon. Once inside, take the same route as before, only
instead of jumping down, take the door, which brings you back to
the room with the spine shooter and the stairs. Get back outside, and
this time, take the other cave entrance.
Head through the door, and in the next room, take the very first
door you see. Grab the one up here, and watch out for the boulder.
Take the door to the left here and simply follow your only path from
here on out. You'll have to deal with the usual gang of aliens, and
try to learn how to finish them off while taking as little damage as
possible, since a rather annoying boss is on his way. Along the way
to the boss, if you come across a weapon icon, pick up a Bazooka and
try to conserve the ammo. Finally, after half a dozen rooms or so,
you'll be at the next boss.
--------------------------
Boss Strategy - Galahad E3
Demi speaks for the first time, and throws his pet Hydra at you. How
kind of an introduction. The three heads, Lightning, Fire, and Ice
will each take turns popping out of the shell, in that order. Their
attacks spread in every direction in front of them. Your best chance
at getting a shot in is standing as far away from the head as possible
and finding an opening in the attack. Try to nuke the Lightning head
first though, with bombs or the Bazooka, as he is the most troublesome
due to the limited area you have to work with avoiding his attack.
Once the first head is destroyed, the rest is pretty elementary. You
can actually stand beneath and just barely to the side of the other
two heads and still attack it without being in danger of damage. Once
all three heads are gone, the body causes a ruckus. Stand in the center
of the screen as it bashes its way around the room's perimeter, and
get whatever shots in on it that you can, though I don't believe you
even have to. The shell eventually explodes, and Galahad's done for.
--------------------------
W- Grab your Coin and the crest and make your way back to the village.
When you get to the desert portion though, with the cactus enemies,
head southeast instead. At the end of this path will be Dog Wandy's
house. Talk to him and he'll teach you a new skill, Crazy Shot.
Hit A rapidly to use it. Dozens of shots get sent in every direction,
but as long as you're performing the attack, you can't move. Not a
bad skill, but like most of them, doesn't serve much of a purpose.
Now you can head back home.
Talk to the Weapon Dealer first and he'll teach you how to use the
Flamethrower. It's a pretty powerful weapon, which will kill a lot of
enemies almost instantly. However, it uses up its ammo very quickly
and the actual fire moves across the screen fairly slow. Still, it's
probably the best special weapon yet, so you'll probably end up using
it the most. Head to the Sheriff's place now to get the next dungeon
location and your $600 bounty for Galahad. Before you leave the town,
talk to the Merchant, who (finally) has something for you to buy. Pick
up the Crucifix for $300 and leave the town through the west.
Go north from here and then take a right. On the right end of this
screen will be a ghost with a banjo. The Crucifix will exorcise him
and you'll be able to continue. Most of the enemies in this area, like
the Ghosts and Skeletons, are undead, and will shortly return to life
after being shot, so don't waste too much time trying to kill them. Head
north from here, and be sure to take the northern path on the next
screen. This entire area is a fairly straightforward section. On the
first screen, you'll find a one up. On the next screen, run by the
enemies, as they'll take forever to kill otherwise, and head west.
Along this western path you'll pick up some cash, and at the very end
of it, you'll get another Zeal Coin, giving you 9 hearts max now. Work
your way back now to the screen where you took the northern path, and
instead head east. Respond to the Pumpkin Ghost with a "Sure" and go on.
_______________________________________________________________________
-| - D U N G E O N 4 - |-
-----------------------------------------------------------------------
Special Items: Iron Fist
This place is quite a pain to navigate. Fortunately, this is a
walkthrough, so there's no guess work for you. Head into the third house
on the right, in the front row of houses. Head into the left room and
go downstairs. Avoid the bats and go right. Run into the room on the
right here to get the second level fist, the Iron Fist. To be honest
it's pretty useless, since punching is so horribly ineffective. In
any case, back out of this room and instead head north. Follow the
hallway north and take the last door left. Take the northern door here
and make your way through the next few rooms. Just stay on course for
another few rooms, head up stairs, then downstairs, and eventually
upstairs again. You'll come out just outside the main house.
Apparently, to make up for all the trouble you would have had getting
through this place without me, this entire house is completely linear.
The spiked room full of bats might prove to be a bit of trouble, but
aside from that, it's smooth sailing until the boss.
---------------------------------------
Boss Strategy - Ghost Suzuki & Apache 1
Suzuki starts this battle off simply. He'll run around in a circle in
the room while four other ghosts attempt to attack you. Strafe up and
down the sides, damaging both the flunky ghosts and Suzuki, and you'll
wrap up this portion with ease. Now he'll summon Apache 1, the Native
American Death Machine.
Apache 1 jumps about the room, spewing bombs and shards of ice in ever
direction, quite rapidly. Fortunately, he has a blind spot. Back up
against the room's wall, and when he lands from a jump, line yourself up
so you're beneath him exactly, and a few steps to the right. Shoot as
fast as possible from here and you'll avoid the ice shards and be able
to shoot the bombs out of the air, all while still damaging Apache.
Eventually he'll leap into the air and follow you around. Just keep
running, only stopping to shoot him when he lands. After doing this
two or three times, he'll resume shooting wildly following a jump, so be
careful or he could catch you off guard. Soon enough, Apache will blow
and you'll be victorious again.
----------------------------------------
W- Collect the coin and crest and return to town. On your way back,
you should notice that all of the weaker enemies have now been replaced
by new, stronger enemies. Still no match for Space Sheriff Cowboy Hero,
but stronger nonetheless. Talk to the Weapon Dealer back in town to
learn how to use the Drill Arm. Having a drill is apparently "every man's
fantasy" according to the game, which makes me severely worried about
the lives of Japanese men... Drill Arm, by the way, is the first
special weapon which instead replaces your standed punch, instead of
gun. It kills most regular enemies in a single shot, however, it only
comes in tens, which is wasted rather fast. Check in with the Sheriff to
get the next location and your well earned $1000 bounty. Check back
in with the Merchant to purchase a swimming set for $500. You can
now swim by mashing the A button. Don't get too excited though, there's
not too many places to swim _to_.
In fact, it's time to get one of the _two_ things the swimset is for.
Exit town through the south and you'll be on the beach. You've never
been here if you followed the walkthrough because there is simply no
reason to have been here. There's a restaurant here that serves healing
food, but paying money to heal is not only idiotic, but pointless.
Anyway, jump into the water and swim east. Pull up the map with Select.
See the little icon in the bottom right that says "Map"? Swim to there.
On that island, you'll meet Gantetsu's brother, Tenkai. He'll teach
you Deluxe Combo. Apparently these brothers were duelling to get you
to learn the most useless skills imaginable. Tenkai wins. DX-Combo
is used by rapidly hitting Y. What results is a fast combo of punches,
ending with a Big Fist. Should anything actually fall into the range of
this attack, they'll be moderately damaged. Whatever gets in range of
you, however, will probably also damage you anyway. You're probably
overwhelmed with joy now, having learned the secret art of the useless.
Head back to the village now, and take the eastern exit. Go to the
top right portion of this screen, and swim north. There'll be a small
piece of shore for you to walk onto. To the west, you'll find a $1000
chest. Head east instead, and then up the ladder to get into the next
dungeon.
_______________________________________________________________________
-| - D U N G E O N 5 - |-
-----------------------------------------------------------------------
Special Items: Magnum, Zeal Coin
W- Straightforward dungeon for the first half. When you come to the room
with two doors to go into, take the right to get another, and your
easiest, Zeal Coin. Now head west. This entire portion is as linear
as could be possible. Head outside, and then go into the next cave.
If you don't have at least $2100 on you right now, you should probably
head left and right, killing enemies for cash and to find the $1500 in
total in the treasure chests. If you do have enough, just talk to the
trenchcoated stranger and pay his $300 fee. In the next room, pay him
$600. Head south in this room, and head into the next room. When you
come to the multiple paths, head north, and you'll find the Magnum,
the strongest regular gun available. Now head back to where you came
from downstairs and take a right. Pay the stranger $1200 to pass. Take
a right and you'll be in the pre-boss room.
----------------------------
Boss Strategy - God Suzuking
Don't let the look intimidate you, this thing has just as many weaknesses
as every other boss you've come across thus far. First, decide which
hammer you want to kill first. Now face that direction and do nothing
but strafe/fire. The hammers attack three times, and then Suzuking will
move over. Make sure you stay between the two hammers at all times.
Feel free to use any bombs you have, but you may want to save them.
Once one hammer's destroyed, it'll be a cake walk to get the other.
Suzuking will retreat, but soon return. This time, with a gun on each
side of his body. The bullets fired spread in two different directions,
so stand between the bullets and fire at the guns. Once both guns are
destroyed, Suzuking will begin to fire rounds of two or three bullets
from the hole in his belly. Your job's a lot easier this time around if
you know where to stand. Line up against the back wall and stand right
between the lamp and support beam on the right. Angle yourself at
Suzuking, lock your location with L or R, and begin firing. If you're
positioned right, he will never hit you. Soon enough, that's another
boss down
----------------------------
W- Collect your coin and crest now, and return home. Check in with the
Weapon Dealer to learn the last special, the Iron Ball. It also replaces
your standard punch attack. It's also the most unqiue of the specials,
as it spins a mace around you. The longer you hold Y, the faster it
spins. It's capable of taking out even the strongest of enemies in a
couple hits, but it leaves you open to enemies who manage to get
within it's minimum range. Still, far better than Drill Arm, and a
decent weapon all around. Also, now without anything to teach you, the
Dealer isn't sure what to do next. He'll figure it out after Dungeon 6,
I'm sure. Check in with the Sheriff to get the next dungeon location
and a $1400 bounty for God Suzuking.
Now, since getting to dungeon six involves getting up a waterfall,
you're going to need to get the last skill. First, head to Gantetsu's
place, which is still southwest of Bronco Village. He'll teach you
half of the skill. Now head to Tenkai's, the island underneath the
word "Map" on the map, and he'll teach you the other half. Now you've
learned the final skill, Almighty Upper. Hit down then up quickly, and
the B to use it. It's much like a Shoryuken/Dragon Punch from the Street
Fighter series. Head back to the village now and go to the waterfall
in the upper middle area. Use the skill at the waterfall's base and
you'll jump right up it. At the end of this path is another Zeal Coin,
bringing your total up to 13. Exit the village through the west, and
then head north. Get to this waterfall's base, use Almighty Upper, and
talk to Jinba here. He'll give you the Red Bandana, which increased
both your attack and defense by almost double. Jump back down now and
head west, then north, then west. At the far west section of this
screen is another waterfall. You know what to do. Head up the first
ladder, jump down the cliffs, and grab another Zeal Coin, which makes
14 hearts total. Go back up and now take the second ladder. Make your
way north and enter the sixth dungeon.
_______________________________________________________________________
-| - D U N G E O N 6 - |-
-----------------------------------------------------------------------
Special Items: Power Hand
W- First thing's first. Take the northwest door, continue west, take
the northern door, and then follow this path to the end. Waste the
Demiseed here and open the chest for the Power Hand, the strongest of
all the gloves, but still completely useless. Return to the main room
and take the northeastern door. This'll lead upstairs. Take the stairs
in the following room, and then head south. Another staircase here.
Once upstairs, head right. The chest on the left is a Treasure
Monster, but you're insanely powerful now, so wasting it will be a
breeze. It should drop an extra life, but it might just be bombs. Head
out through the north, waste the enemies here, and go upstairs. In this
room, try clearing out the bats by shooting down the walls, and then
activate the Treasure Monster, whom is the first chest you see. Waste
him and move on. Things are linear from here up, and then comes the boss.
Or actually, this time around, bosses.
----------------------------------------------------------------
Boss Strategy - The Beautiful Fighting Sisters of Love & Justice
Or just call them Sally and Mary. After the Sailor Moon speech, Sally
starts off. This is actually a very straightforward boss battle that
very little can be said about, strategy wise. Sally fires flaming
punches downward as she moves about the screen. If you get too close
to her, she'll knock you back with a cartwheel kick. Just strafe about
and unload into her. If she manages to damage you, she'll stop to strike
a pose, so take that opportunity to wound her even more. Mary steps in
next and does _the exact same thing as Sally_, only she seems to have
even less HP. Well, can't blame them for trying to be synchronized.
----------------------------------------------------------------
W- Collect your coin, collect your crest, get the hell out of here. Get
back to town and check in with the Sheriff.
______________________________________________
|S| |
|- Wow, haven't had one of these in a while. |
|Pa and the Sheriff discuss how amazing Hero is|
|as he walks in. Sheriff congratulates him and |
|informs Hero that the last hideout has lost |
|it's electrical barrier, allowing Hero access.|
|Hero collects his $2000 bounty and heads |
|outside, where Sarah is waiting for him. |
| |
| She's just absolutely sure that the Hero who|
|has been destroying the Demiseed _ISN'T_ the |
|klutzy yet lovable oaf she's always known. |
|However, before the conversation can get too |
|in-depth, Baron Alps, the man with the Yellow |
|Poncho interrupts, and kidnaps Sarah. He tells|
|Hero that if he wants to rescue the girl, he |
|better come to Stone Tower. How fortunate, as |
|that happens to be the seventh hideout... |
| |
------------------------------------------------
W- Before you leave, check in with the Weapon Dealer. He's now selling
Yaeigeku and Starmine Bombs, for cheap too. I recommend picking up
three Yaeigekus to make your life easier. Leave town through the west
and head north. Take the eastern path here, and continue east through
the chameleon infested woods. Go north, through the path you followed
a while back to get a Zeal Coin, but instead of heading west this time,
go up the ladder and go east. You'll now be at the entrance to the
seventh dungeon.
_______________________________________________________________________
-| - D U N G E O N 7 - |-
-----------------------------------------------------------------------
Special Items: Power or Defense Suit
W- Hey, is it me, or do those enemies with magnets on top of their heads
look an awful lot like that typewriter cartoon character from the old
school Sesame Street? Well, anyway... take the northwest stairs down.
Follow the southern path, past all the spark thingies, and eventually
you'll come to a door blocked by a gigantic rock monster. Get in close
at an angle to avoid his fists, and then just use some fancy footwork
to dodge his shots. He isn't too powerful. Once he's gone, head inside
and open up the red chest. The Spirit of the Chest will now offer you
one of two treasures. The purple suit increases your defense by quite
a bit, and the green suit increases your offense by an equal amount.
The choice is really yours. In effect, it doesn't much matter which
you select. You'll either last longer to do more damage, or do more
damage in a shorter amount of time. Since I'm rather clumsy with enemies
though, especially whem I'm in a rush, I go with the Defense Suit.
Besides, every regular enemy falls to you in a couple of shots.
Regardless of your choice, head back upstairs, and this time, take
the staircase in the northeast. From here, you've got a fairly direct
ride to the top. You can rush through most of these rooms, in fact.
You're nearing the boss when you come to a room containing only a chest
with Delicious Meat inside. Get prepared for Baron Alps, Bandit of the
Yellow Poncho.
______________________________________________
|S| |
|- Baron Alps greets Hero warmly. He then |
|reveals that he knows Hero's true identity. |
|And right in front of Sarah, he called our |
|beloved Cowboy Hero, Space Sheriff Zero. Sarah|
|is obviously a bit shocked. Alps sends Sarah |
|away, and she's urged to go by Hero. And so, |
|the battle begins. |
| |
------------------------------------------------
--------------------------
Boss Strategy - Baron Alps
Feel free to use any of your Yaeigeku bombs during this fight.
Baron's first weapon of choice is a rather pitiful gun. Just dodge his
shots and return fire whenever possible. Rather swiftly, he'll be off,
only to return with a larger gun. This time, you'll have to fire ahead
of his movement, and then duck his shots, as you aren't presented much
of an opportunity to hit him directly. Eventually, he'll give up that
gun and move on. He'll return with a faster gun, and the same strategy.
Just keep firing ahead of him and ducking, allowing him to run into
your bullets. Next, he'll return with a rail gun missile launcher.
Try to stay in the middle of the platform, either in the very center
or torwards the back, and fire ahead rapidly. Your shots should detonate
any dangerous missile before it hits you, and a few shots will manage to
get by and damage him. Don't bother using bombs here, as they'll almost
definitely go off before they get to him. Just keep shooting, and soon
enough you'll beat him. He'll return one more time, with an even
bigger gun, but it'll backfire before he can use it.
--------------------------
W- You know the drill. Get your coin, get your crest, and you'll
automatically return to town.
______________________________________________
|S| |
|- The Sheriff thanks you for saving his |
|daughter and congratulates you on defeating |
|Demiseed. However, Hero knows it's not over |
|just yet. Since he's just a no nothing redneck|
|he'll leave the Demiseed matters to you. |
| |
| And then, before you head out to find Demi, |
|Sarah thanks Hero, no matter who he actually |
|is. She asks to know if the real Hero is okay,|
|and Zero responds that he'll be just fine. |
|And with that, Sarah kisses Hero, and you're |
|on your way to battling Demi. Lookit that, |
|Earth girls _ARE_ easy... </horriblepun> |
| |
------------------------------------------------
W- Now then, speak to Peggy in the Sheriff's Office for a $3000 bounty.
Not that you need it, but you earned it dammit. Pick up some more bombs
if you want, but their effectiveness in the last area is a bit
questionable. Talk to the Merchant if you want, but if you leave the
town without talking to him, he'll just approach you anyway. He'll
give you the Ascension Bomb. And no, it isn't a regular bomb, it's a
key item, like the Crucifix or Swimming Gear. Now, head out of town
through the east and talk to Garo. He'll inform you that he's found
Demi's hideout. Also, he's powered up Robaton. So now you have a
Super Donkey capable of flight. Now head back into town and exit through
the west. Kill a few enemies here, and one of them is bound to drop
a carrot. Robaton will ask if you want to head to Demi's. You know
what to do. He'll warp you in front of a cave. Wait for his time to
run out, and enter the final dungeon.
_______________________________________________________________________
-| - D U N G E O N 8 - |-
-----------------------------------------------------------------------
W- Alright well, this isn't much of a dungeon. More of a very linear tower
with nothing but repeat bosses on each floor. First up is Miracle 5.
------------
Bosses Redux
Miracle 5 - Absolute joke. Between the Magnum, the headband, and, if you
chose it, the Power Suit, he should go down before he even finishes his
first attack
Brazil Circle - Another joke. He maintains his old pattern, but he
still has a lack of HP, and you're still incredibly strong. He should
drop in about 8 hits or so, or about 4 with the Power Suit.
Mecha Galahad E3 - The only significantly changed boss. While the heads
are as weak as before, Galahad now fires missiles out of the empty
head holes when the head has been slain. Still quite easy.
Mary & Sally - This time they'll fight together. This only creates
a ruckus, not a challenge. They'll both be gone in under a minute.
------------
At the top, you'll find a few robotic indians to fight. Finish them
all and then grab the two treasure chests for three extra lives and
full health. Head inside and go through the hallway until you arrive...
______________________________________________
|S| |
|- Demi attempts to make an evil villain speech|
|to set the mood. However, Hero will have none |
|of that, and he promptly throws the Ascension |
|Bomb, destroying both the mood, the room, and |
|Demi's complexion. Now rather angered, Demi |
|releases his secret weapon, a funky looking |
|mech. Cower in fear, Hero. |
| |
------------------------------------------------
---------------------------
Boss Strategy - Demi's Mech
Demi begins the fight by sending a few aliens your way while wildly
flailing his mech's arms. He'll then fire off the spiked hands as a
pair of rockets. Step around them by waiting for one to pass and then
getting behind it. Take refuge in the corner now as he attempts to drill
you with his fists. From either corner, you can fire without danger.
The hands will go down soon enough after repeating this pattern a few
times.
Demi breaks out the Razor Blade hands now. He'll start this set off by
firing dozens of blades at you. Find a location to fight from and shoot
them down as they come. Next, the razors will come at just as the rocket
hands did. Do the same to avoid them. He'll repeat these two attacks,
which admittedly is a pretty crappy of an attack for a final boss to
have. Eventually, the blade hands explode to, and with them, most of
the mech.
And finally, only the head remains. However, as is the problem with
every damned Gunman's Proof boss, he has a blind spot. Seek refuge in
either corner and fire angled up at him. He won't hit you, he can't
hit you, he'll soon die.
---------------------------
And so, Demi's been captured, but the hideout's now collapsing. Rather
than spoil the ending, I'll just close up the walkthrough section of
the FAQ. Isn't it a shame how easy this was?
___________________________________________________________________________
___________
________________________/ III - FAQ \______________________________________
1. Where can I find the translation patch for this game?
-
http://agtp.romhack.net
2. I'm at "x"'s house but he won't teach me the technique. What's wrong?
-You either need to gain more hearts (for Crazy Shot), or you're going
there at the wrong time (Almighty Upper or Big Fist).
3. Is it possible to _miss_ any techniques?
-No, you can always return to the teacher at any time to learn one.
4. What's the point of having a score / getting Dungeon rankings?
-Honestly, I'm not sure yet. I'll probably try running through the game
as fast as possible one of these days to get A rankings in all 8 of the
dungeons one of these days just to check.
5. Is there really a point to writing a FAQ for such an easy game?
-Shut up.
___________________________________________________________________________
________________
__________________________________/ IV - Reference \_______________________
Zeal Coins (those not gained from bosses)
__________
1st Coin
-Outside of the 3rd Dungeon, jump down the cliff when going between caves.
2nd Coin
-At the end of a path west of the 7th dungeon, northwest from the 4th.
3rd Coin
-At the beginning of the 5th dungeon, take the first right.
4th Coin
-At the top of the Bronco Village waterfall. Need Almighty Upper.
5th Coin
-At the top of the waterfall west of the 2nd Dungeon. Need Almight Upper.
Techniques
__________
Charge Shot
-Taught by the Cowboy in the Bronco Village Saloon. No requirement.
-Hold and release A. Powered up shot that carries past first hit.
Comment: Generally worthless due to required length of charge.
Big Punch
-Taught at Gantetsu's cave, southwest of Village. Complete 2nd Dungeon.
-Hold and release Y. Short range powered up punch. Destroys rocks.
Comment: Impractical in battle due to lack of range.
Crazy Shot
-Taught at house far east of 3rd Dungeon. 7-8 hearts required.
-Rapidly press A. Quickly fires bullets in several directions.
Comment: An okay battle tactic, but it leaves Hero open to much damage.
Deluxe Combo
-Taught at Tenkai's Island, east from the beach. Swim Gear required.
-Rapidly press Y. Fires off several ranged punches, ends with Big Fist.
Comment: Another impractical attack, due to how open the Hero is during it.
Almighty Upper
-Visit Gantetsu and Tenkai again. Must have completed 5th Dungeon.
-Quickly press down, up, then B. Uppercut with fireball, invincible during.
Comment: Moderately useful due to range and invincibility.
Items
_____
Revolver
-Found in 3rd Dungeon.
-Doubles attack power of all Guns.
Magnum
-Found in 5th Dungeon.
-Quadruples attack power of all Guns.
Iron Fist
-Found in 4th Dungeon.
-Doubles attack power of Punch attacks and Iron Ball.
Power Hand
-Found in 6th Dungeon.
-Quadruples attack power of Punch attacks and Iron Ball.
Yaeigeku Bomb (Chrysanthemum Firework)
-Dropped by enemies/chests, sold at Weapon Shop after Dungeon 6 ($100 each)
-Single bomb which does high damage to whatever it hits.
Starmine Bomb
-Dropped by enemies/chests, sold at Weapon Shop after Dungeon 6 ($100 each)
-Causes multiple explosions on the screen. Weaker than Yaeigeku.
Crucifix
-Sold by Merchant after 3rd Dungeon. $300.
-Removes Blocking Ghost from Path.
Swimming Gear
-Sold by Merchant after 4th Dungeon. $500.
-Allows Hero to swim.
Red Headband
-Given by Jinba, atop the waterfall northwest of Bronco.
-Approximately doubles Attack and Defense.
Power Suit
-Found at the bottom of 7th Dungeon. Choose either Power or Defense Suit.
-Approximately doubles Attack.
Defense Suit
-Found at the bottom of 7th Dungeon. Choose either Defense or Power Suit.
-Approximately doubles Defense.
Ascension Bomb
-Given by Merchant automatically after completion of 7th Dungeon.
-Story item used on Demi automatically.
Special Weapons
_______________
!-All Special Weapon power is proportional to your current gun power.
Machine Gun
-Taught after completion of 1st Dungeon.
Power: F - Speed: A - Ammo: 99 - Overall: B
Comment: Moderately useful throughout game.
Shotgun
-Taught after completion of 1st Dungeon.
Power: C - Speed: D - Ammo: 30 - Overall: C
Comment: Good short range, poor long range.
Bazooka
-Taught after completion of 2nd Dungeon.
Power: A - Speed: F - Ammo: 16 - Overall: D
Comment: Useful VS a few bosses but impractical in standard combat.
Flamethrower
-Taught after completion of 3rd Dungeon.
Power: A - Speed: B - Ammo: 99 - Overall: A
Strongest and most useful of the specials. Very good VS Swarms.
Drill Hand
-Taught after completion of 4th Dungeon.
Power: A - Speed: B - Ammo: 10 - Overall: C
Hampered due to limited # of uses.
Iron Ball
-Taught after completion of 5th Dungeon.
Power: A - Speed: B - Ammo: 10 - Overall: B
Excellent VS Swarming enemies.
___________________________________________________________________________
__________
______________________________________________/ V - Misc \_________________
- Thanks -
__________
-Aeon Genesis Team Productions (
http://agtp.romhack.net)
for translating this quirky little gem, and so many others
-Myself (
http://inferiority.org)
for being bored and sick enough to run through gunman's proof again
-CJayC (... well duh)
obligatory no? oh, and for hosting the faq and being awesome in general
-Doritos (
http://doritos.com)
for making a bag of cool ranch large enough to last through faq writing
- History -
___________
v1.0
12/21/02 - First version. Completed entire FAQ while running through
the game. Every section completed, and sent into GFAQs.
E-mail any comments/suggestions/info to
[email protected].
- Copyright / Disclaimer -
__________________________
This document is © Shaun Pilling.
(aka MunkiBleedsGreen,
[email protected])
Reproduction of part or whole of this document for profit is silly.
This FAQ should only be found at www.gamefaqs.com. Should it be found
anywhere else, or if you would like to ask permission to use this FAQ
elsewhere, please contact me at
[email protected].
My eyes hurt. This disclaimer was brought to you by VOODOO MAGIC.
___________________________________________________________________________