Inspector Gadget for Super Nintendo -- still a PARTIAL FAQ/Walkthrough

copyright Richard Lee (mailto:[email protected])
minor revision 18 April 2003 to account for one extra contributor --
and to search for contributors who have fallen off the face of the earth!
first real revision 17 April 2003
(my apologies, had full-time work and school to attend to)
originally published 24 July 2001

special thanks to [email protected], [email protected],
[email protected], [email protected] and [email protected]
for the hint on defeating Dr. Claw at the clock tower.

[special notice:  if anyone knows the whereabouts (or the new e-mail
address) of either [email protected] or [email protected],
I would certainly appreciate it.  Also, if anyone knows of the
whereabouts of Brian MacDonald <[email protected]>, I would
also certainly appreciate it, especially since he has inside knowledge
of one particular cheat code for Inspector Gadget.]

Rationale:
Inspector Gadget, a long-time cop, has received word from Chief Quimby
that his niece Penny has been kidnapped by the notorious gang MAD, led by
Dr. Claw.  Now, the good Inspector is not exactly the most physically fit
cop, but thanks to modern science, he has several instruments that make
his life and job so much easier.  Also, the family dog, Brain, is much
smarter than he appears (he is most assuredly no mutt).  Get through all
the stages and rescue Penny!

first, the key to the pad:

you have a choice of armaments...
Y is your fist
B will make you jump
A will use your gadgets
L and R will change your gadgets
start will pause the game
down on the directon pad will make Gadget kneel, and in so doing will
reveal secret bricks/blocks.

For the most part, this game consists of beating up enemies, punching out
rocks and collecting cards...

Cards are in the form of the gadgets (you¹ll need to get these cards to
get the gadgets), hats (to replenish your energy -- up to 99), suits (to
replenish your health) and faces (extra lives).  There are also Brain and
Cheif cards, whose purpose is not yet known.  These cards are usually
hanging around by themselves.  Defeating enemies or beating up rocks will
also get you cards.  Going into a yellow diamond or square will get you
cards

the gadgets/weapons are:
plungers -- great for climbing up cliffs and walls!
springy hands -- very useful
arrows
bombs
mini-Gadget -- these are minature Gadgets that will fight for him
lanterns -- throw these at your enemies:  great for snowmen
helicopter -- this Gadget holds on to
spinning propellor -- this spins off of Gadget... great for hard-to-reach
enemies

to alternate between weapons, use the L and R keys on the top of the pad.

With the exception of the plungers and the springy hands, all of these
will use up at least one hat.  The number next to the weapon represents
the strength level, with 3 being the highest you can go.

Gadget dies when:

1:  He falls through a hole
2:  He is touched by an enemy twice (The first time around, he will lose
his clothes.  You will have a very limited amount of time in which you are
invincible.  --  Special thanks to [email protected] for the reminder.).
3:  He runs out of time:  you have 300 seconds!
4:  He is soaked in water for an extended period of time.

If you get through all the stages, you will have rescued Gadget¹s niece
Penny.

Stage 1 -- the haunted English castle

part 1 (lovely English weather... all rain, all the time):
get the goods, while making sure you jump over the first two pits.  then
you will get the 1-up and go down.  there are four secret blocks just
before the chasm; hit these to get cards and an extra life.  changing
gadgets, you will need to use your springy hands to get over the chasm.
you will then encounter a spring in the ground and go into a yellow
diamond.  get the goods and spring out.  jump on the spring that you were
on, punch out the rocks and go left.  go across the wooden
bridge, looking out for lightning strikes (they will strike only certain
parts.... self explanatory).  defeat the enemy and collect the arrows
card.  go back over the bridge, jumping over the missing parts damaged by
lightning.

part 2:
punch out the rocks, go into yellow diamond.  after you¹re done
collecting, defeat the tree stumps (don¹t step on them!).   next, watch out
for the boulders, then throw two bombs into the pit that is now full of
boulders.  collect the goods.   go up (avoid the boulders... they are
never-ending!) and go up the hill.  Punch the first flying tree stump that
appears.  fall down this pit.  go all the way right, and wait for a loud
noise.  beat up the other stumps and collect the goods.  jump on the dog
balloons, going right in the meantime taking the HIGHER level (read note on
LOWER level)...

part 3 (you¹re in the castle now!):
go right, wait for a few seconds, punch out the falling stag¹s head.  go
right some more, defeat the enemy (there are two secret rocks to the
left on the table, punch these too).  go right some more, break the
half-dozen rocks.  go left, and throw a bomb on the five rocks on the
floor.  Collect the goods, go right to the yellow diamond, collect more
goods.  Go left and watch the ceiling for bats dropping acid (punch these
out!).  use your springy hands to go across the pit... destroy the stone
wall and collect the goods.  now go down a level and watch out for the
floor:  some parts you will fall into a bottomless pit and die!  you will
eventually jump into a painting... but before that, just after the frame,
there are a few hidden blocks.

[NOTE:  if you came in from part two on the LOWER level after going on the
exploding Brain balloons, you will have bypassed both of the yellow
diamonds and about 80% of the enemies.]

part 4:
Dr. Claw lights up the combustible candelabra... you have to beat up the
candelabra five times to defeat this boss.  watch out for enlarged flames:
they will fly towards you.  also, watch for the henchmen falling out of
the paintings.

Stage 2 -- the Swiss clock tower

part 1 (on the glacier):
walk carefully:  you're on ice.  you can punch out the first batsman and
the first snowman that appear, but you'd be better off shooting arrows.
once you've dispatched them (and the boogeyman behind the ice wall),
go back left, stand on the thin ice and go left (did you jump?).  hit all
the bricks... there is a diamond:  here you will get a secret weapon (the
anvil cards).  switch to the helicopter gadget and go right.  punch out the six
blocks of ice, go spring up.  go shoot arrows at the snowman.  break up
more blocks of ice.  go right, finish off more snowmen.  go back left to
where you've sprung up, go right.  defeat the two batsmen, go down.  there
you will see a yellow diamond.  collect the goods.  go up and go right.
you'll be on thin ice; as soon as it goes, go immediately right and finish
off the snowman.  break the ice and go right.

part 2 (climbing the MAD-erhorn):
watch out for another batsman.  go up as much as possible.  there will be
two pits, one of which has a diamond and spikes, the other, just spikes.
watch out for flying henchmen (attack these with flying propellors and /
or arrows) and the snowmen (just about anything will work, especially the
lanterns).  the suction cup is extremely useful here -- not only is it
slippery, but you will have to deal with the winds.  about midway through
the climb, go up the left side for the other yellow diamond towards the
top.

part 3 (inside the clock tower):
(No real walkthrough here!)
Go up.  You have wheels on an axis and floating levels that will aid you in
getting to the top.  You also have the spinning gears; these do give way.
you have your usual henchmen; you also have robots that explode their
heads off when you destroy them... WATCH OUT!  One of the yellow diamonds
is midway on the right, the other being hidden by 6 sets of bricks at the
very top.  When you're done with all that...

part 4 (outside the clock tower -- not exactly the Pit and the Pendulum):
Dr. Claw brings out his portable chair, to which is attached a swinging
pendulum with a blade.  You can step on the roofs of the bulidings; there
are also panels in the sky.  There are also one-ups and hats in the bricks
above the clock.  Jumping from roof to roof and from panel to panel, avoid
the blade and start shooting Dr. Claw with the arrows (you don't want to
get close to him, if at all possible).  After three shots of arrows, Dr.
Claw loses the big blade and starts shooting ninja stars.  Three more shots
will do the trick.

(According to [email protected], level 3 spinning propellors will
also do the trick.)

(According to [email protected], a few punches to Dr. Claw's chair while in
skivves -- and invincible -- will also do the trick.)

Stage 3 -- taking a slow cruise down the Amazon?

part 1 (not exactly Planet of the Apes)

jump from wooden walkway to wooden walkway.  watch out for monkeys
throwing explosive balls (possibly nuts) and natives throwing spears.
Don't jump into the water unless there is something floating in it.
There are two yellow diamonds, one of which is hidden in the jungle, the
other over the river.  There are also a bunch of drums at the beginning
and at the end... just like bricks in stage 1.  Bombs are very useful here.

part 2 (not the Love Boat!)

at the first dock, there will be eight hidden blocks.  after that, jump
from dock to dock (6 gaps?) to the first boat.  jump about twice on the
boat, run across the dock and go to the next boat.

(you will be going left to right while avoiding electric piranhas with
spears and natives with flaming arrows.  there is really nothing you can
do in fighting them off, so run like the devil.)

when you get on the second boat, try to stay on it because it will go
very fast!

part 3 (at the falls)
Dr. Claw starts flying around the falls with four ninja stars going around
his chair.  you'll need to jump right down and start moving.  shoot off
all the ninja stars (about 8 hits), then shoot the chair (4 more hits).
there are six grass blocks -- one block containing either nothing or an
extra life, one suit and 4 hats that will make it easier to finish off Dr.
Claw.

Stage 4 -- the Inca (Atlantis?) ruins

part 1 (the bay of Fundy-Picchu?)
at the beginning, there are five hidden blocks.  after that, there is a
diamond surrounded by even more blocks (all hats here).  while watching
for the chasms, watch out for the bazooka-holdin' henchmen and the
masquerading (thieving?) archaeologist.  Use mini-gadget or arrows on both,
since it is hard, if not impossible to dodge either the bombs (from the
henchmen) or the bugs (biting flies and scorpions, from the archaeologist).

(take extreme care not to fall over the chasms.)

as soon as you pass higher level over the pillars, hidden in two blocks is
an extra life and a suit.  once you go down the copper cushion, the second
diamond is at the lower level next to the second archaeologist (there are
three archaeologists in total).  Note very well that the water level does
go up and down extensively and that water is hazardous to Gadget.

part 2 (the mines)
get on the cart and ride the rails.  when you see another cart, jump to
it.  repeat to finish, but watch out for flying henchmen.  (still haven't
figured out the end to that one.  ANY SUGGESTIONS?)