Marvelous FAQ/walkthrough
by Arcadia
Questions? Comments? Corrections? Flames?
Email them to me at
[email protected]
Looking for mor Super Famicom game FAQs? See my other FAQs at:
http://www.geocities.com/arcadia_shulato/sfc/index.html
Table of Contents:
0. General comments
I. Game overview
1. Story
2. Main Characters
A. Dion
B. Max
C. Jack
3. General game hints
II. Item list
III. Mini-games explanations
IV. Where to find Luckrocks
V. Frequently Asked Questions
VI. Walkthrough
1. Chapter 1
2. Chapter 2
3. Chapter 3
4. Chapter 4
5. Chapter 5
----0. General Comments
This file is best viewed using a fixed-width font.
If you're looking for the answer to a specific question, but don't want to risk
spoiling the rest of the game, check the "Frequently Asked Questions" section
first to see if it's there.
Optional parts of the game are marked with asterisks. You don't have to do these
parts of you don't want to, but some of them will add to your score if you do.
----I. Game Overview
--1. Story
Long ago, the seas were ruled by treasure-seeking pirates. The most famous of
these was the legendary Captain Maverick. He supposedly left a great treasure
known as "Marvelous", guarded by unsolveable puzzles and bizarre creatures.
Countless adventurers have gone looking for the "Marvelous", but none have seen it
and returned alive...
Many years later, a group of children on a field trip land on the island rumored
to house the "Marvelous". Unfortunately, so do a group of pirates who will do
anything to find the treasure...
--2. Main Characters
A. Dion
Dion (in red) is short but spirited. He's a fast runner and a good pitcher. His
small size allows him to get into places where the other two boys won't fit.
B. Max
Max (in green) is the largest and strongest of the three. He likes to eat, but
also likes to play soccer and swim. He is also a good boxer. If you need someone
who can handle heavy equipment, Max is your man.
C. Jack
Jack (in blue) is the smartest of the three. He's good with his hands. He likes to
build things and work with machines. He's a good jumper. He's taller than the
others, which comes in handy if you need to get to something high.
--3. General game hints
Putting Dion at the head of the team will make the team walk faster.
You can restore health by eating tomatoes. You can't carry them, but you can find
them in many different places.
Some items are used by pressing the B button, others can only be used in the
search screen. Try both.
Take advantage of the fact that there are three characters. Some jobs require the
three of them to work together, others require them to split up and work
separately.
Most enemies will follow the leader of the team and ignore the other two. In these
cases, you can usually confuse or avoid them by switching leaders.
Luckrocks can be used for many different purposes. When all else fails, try using
them.
Once you finish a chapter, you can't go back. Make sure you really have finished
everything before setting off.
If you're REALLY stuck, you can get a hint from Pilac. Blow the whistle and talk
to him. He'll give you hints in exchange for Luckrocks.
----II. Item list
Authentic Doghouse (Matomo na Inukoya)
When found: Chapter 4
Where found: Antique shop
User: Jack
Purpose: Might make a good house for snails, too
Benson's Dynamite (Benson no Uun Dainamaito)
When found: Chapter 2
Where found: Get from Captain Benson
User: Any
Purpose: Opens the way to the Mammoth Brothers' hideout
Big Hammer (Ooki na Hanmaa)
When found: Chapter 1
Where found: Red box north of the pipes
User: Dion
Purpose: Knocks down posts
Blue Key (Aoi Kagi)
When found: Chapter 1
Where found: Get from Winky after freeing the monkeys
User: Jack
Purpose: Opens blue treasure boxes
Blue Key 1 (Aoi Kagi 1)
When found: Chapter 5
Where found: Maverick's lair, floor 3
User: Jack
Purpose: Opens a blue treasure box in Maverick's lair
Blue Key 2 (Aoi Kagi 2)
When found: Chapter 5
Where found: Maverick's lair, floor 5
User: Jack
Purpose: Opens a blue treasure box in Maverick's lair
Blue Key 3 (Aoi Kagi 3)
When found: Chapter 5
Where found: Maverick's lair, floor 4
User: Jack
Purpose: Opens a blue treasure box in Maverick's lair
Blue Key 4 (Aoi Kagi 4)
When found: Chapter 5
Where found: Maverick's lair, Gina's room
User: Jack
Purpose: Opens a blue door in Maverick's lair
Blue Paint (Aoi Enogu Haketsuki)
When found: Chapter 4
Where found: Win in the Spider Brother's jump game
User: Jack
Purpose: Use to paint pictures
Bone "Dog Food" (Hone 'Inu no Esa')
When found: Chapter 2
Where found: Get from the village sheriff
User: Any
Purpose: Use to get into the Dead Sea
Borrowed Tape Recorder (Karippanashi no Teepurekoodaa)
When found: Chapter 3
Where found: From a researcher near the big gorilla
User: Jack
Purpose: Records and plays back sound
Broken Plank (Kowasaretera Itakire)
When found: Chapter 3
Where found: Mr. Smith's lab
User: Max
Purpose: Part of a wooden sign
Buster Cannon (Muriyari Moratta Basutaa Hou)
When found: Chapter 4
Where found: Ants' cave
User: Any
Purpose: Use to beat the queen ant
Captain's Pass (Baretara Kowai Taisa no Tsuukousho)
When found: Chapter 5
Where found: Get it from Arnold
User: Any
Purpose: Lets you into the cave
Cowardly Bees' Golden Drop (Okubyou Bachi no Kin no Shizuku)
When found: Chapter 4
Where found: The honey collector in the forest
User: Dion
Purpose: Ingredient for "Antbuster" poison
Dash Shoes (Dasshu Shuuzu)
When found: Chapter 1
Where found: Red box in the ship
User: Dion
Purpose: Allows Dion to dash
Digging Machine Plans (Anahori mashin no yakukeizu)
When found: Chapter 2
Where found: Get from the digger
User: Jack
Purpose: Shows how to build the digging machine
Empty Water Bottle (Buki ni naranai Kara no Suitou)
When found: Chapter 3
Where found: Get from the miner in the village
User: Any
Purpose: Fill it with water!
Fake-looking Shogun's Pot (Nisemonoppoi Shougun no Tsubo)
When found: Chapter 4
Where found: Antique shop
User: Jack
Purpose: Might make a good snail house... or not
Familiar Swiss Cheese (Natsukashii Anaaki Chiizu)
When found: Chapter 3
Where found: A miner in the town
User: Any
Purpose: Good for catching mice
Fashionable Silkworm's Forest Coat (Oshare Misomushi no Mori no Kooto)
When found: Chapter 4
Where found: From a silkworm in the forest
User: Any
Purpoe Ingredient for "Antbuster" poison
Fishhook (Kaeshite Moratta Tsuribari)
When found: Chapter 1
Where found: Get from Jim after winning the soccer match
User: Jack
Purpose: Trade for the Fishing Rod
Fishing Rod (Tsurizao)
When found: Chapter 1
Where found: Trade the Returned Fishhook for it
User: Jack
Purpose: Use to fish, or to snag far-away items or switches
Forest Shell (Chuukou no Mori no Kaigara)
When found: Chapter 4
Where found: Get from a snail in the lake
User: Jack
Purpose: Ingredient for "Antbuster" poison
Frog's Tail (Denki Biribiri Kaeru no Shippo)
When found: Chapter 4
Where found: A frog in the forest
User: Any
Purpose: Ingredient for Antbuster poison
Gate Key (Jan kara Moratta Kakoi no Kagi)
When found: Chapter 3
Where found: Get from Jan
User: Any
Purpose: Opens the gate at the back of the village
Green Key (Midori no Kagi)
When found: Chapter 1
Where found: Get from Winky after freeing the monkeys
User: Max
Purpose: Opens green treasure boxes
Green Key 1 (Midori no Kagi 1)
When found: Chapter 5
Where found: Maverick's lair, floor 3
User: Max
Purpose: Opens a chest in Maverick's lair
Green Key 2 (Midori no Kagi 2)
When found: Chapter 5
Where found: Maverick's lair, floor 5
User: Max
Purpose: Opens a chest in Maverick's lair
Green Key 3 (Midori no Kagi 3)
When found: Chapter 5
Where found: Maverick's lair, floor 2
User: Max
Purpose: Opens a chest in Maverick's lair
Green Key 4 (Midori no Kagi 4)
When found: Chapter 5
Where found: Maverick's lair, floor 4
User: Max
Purpose: Opens a green door in Maverick's lair
Green Paint (Midori no Enogu Haketsuki)
When found: Chapter 4
Where found: Win from the Spider Brother's kick game
User: Max
Purpose: Use to paint pictures
Hard-to-catch Frog (Kurou shite Tsutta Kaeru)
When found: Chapter 2:
Where found: Penguin Lake
User: Jack
Purpose: Scares away the Sheriff
Jump Boots (Janpu Buutsu)
When found: Chapter 1
Where found: Blue box in the ship
User: Jack
Purpose: Allows Jack to jump
Lost Doll (Oitekebori no Ningyou)
When found: Chapter 3
Where found: Jan's house
User: Any
Purpose: Use to get information about the village
Mansion Key (Yashiki no Kagi)
When found: Chapter 2
Where found: Old woman's house
User: Any
Purpose: Lets you into the mansion
Mister Mole the Digging Machine (Anahori Mashiin Mogura-kun)
When found: Chapter 2
Where found: Jack builds it out of junk in the water shop
User: Max
Purpose: Use to dig holes
Mom's Box Lunch (Kaachan no Tougarashi Bentou)
When found: Chapter 3
Where found: Get from a woman in the village
User: Any
Purpose: Use to find the fake villager
Mysterious Photograph (Nazo no Shashin)
When found: Chapter 2
Where found: Indio's grave
User: Any
Purpose: Gives information about Benson and Indio
Mysterious Photograph (Nazo no Shashin) (another one)
When found: Chapter 3
Where found: A photographer near Marlow's camp
User: Any
Purpose: Give it to Professor Marlow
Napoleon's Smelly Pot (Usokusai Naporeon no Nabe)
When found: Chapter 4
Where found: Antique shop
User: Jack
Purpose: Might make a good snail house... or not
Polly, the Selfish Midget (Wagamama no Kobito Porii)
When found: Chapter 1
Where found: Save her from the dogs
User: Max
Purpose: Can get into small spaces where the boys won't fit
Professor Marlow's Magnet (Maaroo-hakase no Jishaku)
When found: Chapter 3
Where found: Get it from Professor Marlow
User: Jack
Purpose: Good for moving metal objects
Real Eagle's Egg (Honmono no Washi no Tamago)
When found: Chapter 4
Where found: Outside Lilliput castle
User: Any
Purpose: Trade for the crystal
Red Key (Akai Kagi)
When found: Chapter 1
Where found: Get from Winky after freeing the monkeys
User: Dion
Purpose: Opens red treasure boxes
Red Key 1 (Akai Kagi 1)
When found: Chapter 5
Where found: Maverick's lair, floor 6
User: Dion
Purpose: Opens a chest in Maverick's lair
Red Key 2 (Akai Kagi 2)
When found: Chapter 5
Where found: Maverick's lair, floor 3
User: Dion
Purpose: Opens a chest in Maverick's lair
Red Key 3 (Akai Kagi 3)
When found: Chapter 5
Where found: Maverick's lair, floor 5
User: Dion
Purpose: Opens a chest in Maverick's lair
Red Key 4 (Akai Kagi 4)
When found: Chapter 5
Where found: Maverick's lair, floor 2
User: Dion
Purpose: Opens a red door in Maverick's lair
Red Paint (Akai Enogu Haketsuki)
When found: Chapter 4
Where found: Win from Spider Brother #2
User: Dion
Purpose: Use to paint pictures
Red Scarf (Naisho no Sensei no Akai Sukaafu)
When found: Chapter 1
Where found: Get from Miss Gina after chasing away the mouse
User: N/A
Purpose: ??
Remote Control (Tsukainikusou no Kontorooraa)
When found: Chapter 1
Where found: Cave by the wheel
User: Jack
Purpose: Controls robots
Roly-poly Shell (Unchiku Marumushi no Nukegara)
When found: Chapter 4
Where found: The roly-polies in the forest
User: Jack
Purpose: Trade for the snail's house
Rope (Roopu)
When found: Chapter 1
Where found: Monkey's cave (drop down from above to get it)
User: Jack
Purpose: Use to build some stairs
Saltwater Spray (Shiomizu no Supurei)
When found: Chapter 3
Where found: Get from Professor Marlow
User: Jack
Purpose: Kills plants
Secret Village Coin (Naisho no Mura no Koin)
When found: Chapter 3
Where found: Get from Mike
User: Max
Purpoe: Use to get the Punch Glove
Sisco's Flowers (Tanomareta Shisuko no Hana)
When found: Chapter 2
Where found: Sisco's house
User: Any
Purpose: Use to get to Indio's grave
Small Key (Chiisa na Kagi)
When found: Chapter 1
Where found: Ship engine room
User: Max
Purpose: Unlocks a small lock
Smelly Chain Key (Namakusai Kusari no Kagi)
When found: Chapter 1
Where found: By catching fish in the lake
User: Jack
Purpose: Frees Jim from the pirates' chains
Soccer Shoes (Sakkaa Shuuzu)
When found: Chapter 1
Where found: Underwater in the lake east of camp
User: Max
Purpose: Allows Max to kick things
Soldier Blue Herbs (Heishi no Kusuri Sorujaa Buruu)
When found: Chapter 4
Where found: Ants' cave
User: Any
Purpose: Heals the castle guards (but nothing else, alas)
Sour Key (Suppai Kagi)
When found: Chapter 3
Where found: Max's stomach
User: Max
Purpose: Opens the passage to the Baobab Tree
Suspicious Head Chef's Hat
When found: Chapter 4
Where found: Antique shop
User: Jack
Purpose: Might make a good snail house... or not
Transceiver (Toranshiibaa)
When found: Chapter 1
Where found: Get from a boy in camp
User: All
Purpose: Switch characters when out of range of whistle
Underwater Goggles (Suichuu Megane)
When found: Chapter 1
Where found: Beach south of camp
User: Max
Purpose: Allows Max to dive underwater
----III. Mini-games
Chapter 1:
-Jim's "Nothing if you're unlucky" game:
Location: Jim's tent after winning the soccer match
For 1 Luckrock, you can pick one of the three boxes on the counter. If you pick
the right one, you'll find more Luckrocks (anywhere from 1 to 6). The number on
the blackboard represents how many Luckrocks Jim has. If you win all his
Luckrocks, he'll close up the game.
Chapter 2:
-The Monster
Location: Indio's mansion (in the past only)
The cost is 2 Luckrocks per play. The target is in the robot's chest. If you can
hit it 3 times, you get anywhere from 0 to 7 Luckrocks. If it hits you 4 times,
you lose. The best way to win is to wait by the side until it opens the door, then
rush in and hit it after the birds have flown by. It always makes a cuckoo sound
just before the door opens.
-Jam's "Kick it and BOOM" game
Location: A house at the north end of the village (End only)
The cost is 1 Luckrock per play. Use Max's Soccer Shoes to kick the ball past the
moving panels into the hand. You can win anywhere from 0 to 6 Luckrocks.
Chapter 3:
-The Monkey
Location: Just west of the ship
This last monkey will offer the play Rock-Paper-Scissors for Luckrocks. If you
play against him, watch out- he cheats! If you pick Rock and he picks Scissors,
he'll pretend he really meant Paper. If you win, he'll give you 5 Luckrocks.
----IV. Luckrocks
Note: There's no limit to the number of Luckrocks you can get. You can get as many
Luckrocks as you want by winning them in games, or by defeating certain monsters.
The number of Luckrocks you finish the game with affects your final "score", so
get as many as possible!
In Chapter 1:
-1 near the stairs to the beach by the camp.
-1 at the SW corner of the lake near the camp.
-Put a Luckrock in the box on the table in tent #4, and get 5 back
-1 near a cave NE of the lake
-1 near Jim's tent
-Several found floating down the river (need to be able to dive)
-1 behind a fence NE of the lake (use the Fishing Rod to get it)
-1 by dashing into the wall where the log was in the cave with
puddles
-1 at the south end of the ship
-2 on the bank east of the ship
-1 on a crate in the ship (dash into the crate to get it)
-4 in the cave by the wheel west of the ship
-1 found by dashing into trees
-1 in the monkeys' cave (drop down from above to get it)
-2 from chests in the area with the birds
-2 in the sea on the west end of the island
-2 by spraying water on dry leaves (use Jack's Remote Control)
-2 by the pipes in the north end on the island (need the hammer
to get one)
-2 under rocks east of the pipes
-1 in a cave west of the pipes
-1 floating in the lake north of the pipes (use Jack's Fishing
Rod)
-2 near the tracks in the first room on Maverick's cave
-1 on the tracks in the second room
-2 in treasure boxes just past the gate in Maverick's cave
-3 fall after bashing the door near the pool of blood open
-10 in Miss Gina's tent after getting through Maverick's cave
-Win up to 20 in Jim's mini-game
In Chapter 2:
-1 by dashing into a tree
-1 behind the trees in the graveyard
-1 behind the water store
-1 in the SE corner of village (use the Fishing Rod)
-1 near the entrance to the Dead Sea (use the Fishing Rod)
-7 under orange flowers in the Dead Sea
-2 in the SE corner of the Dead Sea
-Find them after killing scorpions in the Dead Sea
-1 south of Sisco's house
-1 (or more?) dug up by gardner in SW corner of village
-10 in the old woman's house after you help her clean the room
-1 at the entrance to the lake (Past)
-1 from a tree in the village (Past)
-1 on the house under construction (Use Dash) (Past)
-1 in penguin lake (Use Fishing Rod) (Past)
-1 near SE corner of lake (Use Fishing Rod) (Past)
-3 in the "doorless" house when you find Captain Benson
-3 in the underground cave leading to the Mammoth Brothers' fort
-10 behind the trees east of the cannons
-1 south of the town pond (End)
-1 SW of the town pond (End)
-1 in the west part of town (End)
-10 behind the game house (End)
-Win them in the Monster game
-Win them in Jam's game
In Chapter 3:
-1 just west of the ship
-Win 3 from the monkeys
-10 in the NE corner of the monkeys' forest
-10 behind Marlow's tent
-1 by entrance to saltwater cave
-2 in the overgrown bridge
-1 on ledge north of saltwater cave
-3 found by dashing into bushes
-4 found by dashing into the big bush left of the Baobab Tree cave
-3 by pulling the switch at the end of the bats' cave
-1 in the room with the broken bridge
-Find them after defeating cactus monsters
-Win them from the monkey
In Chapter 4:
-1 just east of the ship
-1 by the lake near the frog
-1 near the roly-poly colony
-1 south of the bee hive
-1 west of the ladder in the forest
-Win 20 in the spider's jumping game
-1 in the 3rd Spider Brother's lair
-1 in the 1st Spider Brother's lair
-1 in the king's room
-1 in the first room of the ants' cave
-50 from the king after saving Polly
In Chapter 5:
-3 next to the green tower (Use the Dash shoes for 1)
-1 north of the buried ship (Use the Dash Shoes)
-2 outside floor 3
-1 on platform in floor 4 (drop down from floor 3)
-4 from picture puzzle on floor 4
-1 behind locked door on floor 4
-1 on right side of lift on floor 4
-1 on platform in floor 5 (drop down from floor 4)
-4 from checkerboard floor on floor 5
-1 behind locked door on floor 5
-2 outside floor 5
-2 on ledges outside floor 5 (use Dash Shoes)
-20 in Miss Gina's room
-40 in green tower
----V. Frequently Asked Questions
--Chapter 1:
Q: How do I kick the soccer ball past Jim? He's too fast!
A: Jim follows the leader of the team. Use this to your advantage. Leave Max by
the soccer ball. Switch to one of the other members and have them wait by the side
of the field. When Jim follows him to the side of the field, switch back to Max
and kick the ball. If you're fast enough, you'll make it.
Q: How do I get the mouse out of Miss Gina's tent?
A: When the mouse is inside the tent, leave one of the members outside where the
mouse was standing. Have the other two go inside the tent and catch the mouse. It
will try to run outside, but won't be able to with someone already there. When the
search screen opens, used the "!?" cursor to pull on the mouse's nose until it
turns red. After that, it will agree to leave.
Q. How do I open the door to the lower level of the ship?
A. Enter "1286" on the keypad next to it.
Q. What do I do with the wheel west of the ship?
A. Use "teamwork" and turn it 2 times to the right, 5 times to the left and 4
times to the right.
Q. How do I move the rock blocking the path north of the lake?
A. Jack will need the Jump Boots. Put Dion and Max by the south side of the rock.
Have Jack jump over the river and go around to the north side. Once you have
people on both sides of the rock, you can move it. If the path to the north side
is still blocked, it's too early in the game for you to move the rock.
Q. The Patches trapped Dion in a cage! How do I get him out?
A. They want you to solve their riddle and tell them which is the oldest, middle
and youngest brother. Talk to them in order. The oldest is in the middle. The
middle brother is on your left. The youngest is on your right.
Q. How do I keep the Patches brother from switching the tracks in
the first room of Maverick's cave?
A. Have Dion ride the car and throw a baseball at him just as the car lands after
the first jump.
Q. How do I open the door near the pool of blood in Maverick's Cave?
A. One of the piles of logs to the east isn't tied down. Have Dion dash into the
pile to knock one of the logs over. Use "teamwork" to pick up the log. Move in
front of the door and dash into it.
Q. Where is the key to the ships's bridge?
A. There isn't one. Have Polly open it instead.
--Chapter 2:
Q. How do I operate the Time Room?
A. Look at the memo in the water shop. Move the clock's hands to 9:30, then to
10:30.
Q. How do I catch the frog?
A. Use Jack's Fishing Rod. When you first cast, the frog will jump into the water.
Pull the hook onto the leaves where the frog was sitting. When the frog surfaces,
pull it back SLOWLY until the frog jumps at the hook.
Q. How do I get into the house with no door?
A. Once you get access to the Time Room, go the past. There is a man building a
house there. He'll ask you which plan he should use. Tell him to use #2, the only
one with a door. When you go back to the present, the house will have a door.
Q. How do I get through the maze with the telescopes?
A. To fight the right path, look through the telescope (use Jack for this- he's
the only one tall enough) and find Benson's smoke signal. Then go in the direction
the telescope is pointing.
Q. How do I defeat the Mammoth Brothers (mountain bandit leaders)?
A. Use Dion's Mitt to defeat the Mammoth Brothers, just like the other bandits you
saw on the mountain. They're invincible while they're spinning. Their weakness is
that they always follow the team leader. Switching leaders will confuse them, and
they'll stop spinning until they can get their bearings. Have Dion lead, and
switch to Max or Jack. While they're confused, quickly switch back to Dion again
and fire away.
Q. How do I get the Blue Crystal from Benson?
A. Go back to the present and look at Benson's grave. There's a message there.
Step in the black stones in the order of south, north, west, east. Then Benson
will appear and move one of the graves. Have Max dig there to find the crystal.
--Chapter 3:
Q. How do I get past the gorilla?
A. Use the tape recorder to record the voice of the female gorilla in the area to
the west. Play the recording for the boss gorilla and he'll get out of your way.
Q. How do I get Mike (guy with the jukebox) to talk to me?
A. Go to Smith's house. Talk to the miner and he'll give you a piece of cheese. Go
upstairs to where you found Smith's diary. There's a mousehole there. Use the
cheese there and a mouse will come to eat it. Use Jack's Tape Recorder to record
the mouse's voice. Go back to Mike's house and play the recording. It'll scare
Mike away from his jukebox.
Q. How do I beat the cactus plants?
A. If neither Dion's Mitt nor Max's Punch Glove seem to be working, have Jack
spray the plant with his Saltwater Spray first.
Q. Max swallowed a key! How do I get it back?
A. Go to Smith's lab and take a look at Max with the x-ray machine. You can see
the key sitting there in his stomach. To get it out, use Jack's magnet. Use the A
button and directional pad to guide the key back up to Max's mouth.
Q. How do I get past the cave with the bats?
A. Leave Dion to run the treadmill, while Jack and Max make their way through the
cave. Use Max's Punch Glove to kill the cactus plants. If a bat grabs you, try to
move in different directions until it lets go. When the electricity starts to run
low, use the transceiver to switch back to Dion and generate some more. At the end
of the cave, flip the switch to turn on the lights and open the door.
Q. How do I defeat the plant at the Baobab Tree?
A. There are three stages to this battle. To beat the first stage, have Dion throw
baseballs at the plant when it sticks its tentacles out. If the balls hit the
tentacle with Smith's face, they'll do damage. Three hits should do it.
To beat the second stage, use Max's Punch Glove to hit the sprouts. Aim for the
one that doesn't shoot fireballs. It should only take two hits.
In the third stage, the plant will spit out small spiked pods. Have Jack spray one
with saltwater, then have Max kick it at the plant. One kick should destroy the
plant.
-Chapter 4:
Q. I've turned the electricity off, but the frog won't give me his tail. How do I
get it?
A. Teach him a lesson! Go turn the juice back on. He'll repent and give you the
tail.
Q. What kind of house is the snail looking for? I've tried everything in the shop,
but he doesn't like any of them.
A. There's one more item in the shop- the little house by the back wall. Trade the
Roly-poly shell for it.
Q. How do I get the ball of thread from the spider?
A. Bring Dion and Jack. Have Dion throw a baseball at the spider. While the spider
is spinning, have Jack catch the ball with his fishing rod.
Q. What's the right order for painting the king's gown.
A. First Jack, then Dion, then Max.
Q. How do I beat the robot in the ants' cave?
A. Put either Max or Jack on one side of the robot and Dion on the other. Switch
to Max/Jack and wait for the robot to throw one of its iron ball at you. When it
does, it will get stuck. Switch to Dion and throw baseballs at the key until it
breaks.
Q. How do I beat the Queen Ant?
A. Open the search screen on the Queen Ant while she's hoving around Polly, and
shoot at her with the Buster Cannon. Fire while the crosshairs are flashing. 4
shots will kill her.
Q. How do I get the crystal out of the garden?
A. Use the paints to paint it like the eagle's eggs. The order is Dion, Max, Jack.
-Chapter 5:
Q. Why won't my keys open the treasure boxes?
A. They use different keys. Look for new keys somewhere in Maverick's lair.
Q. How do I get to the red chest on floor 6?
A. Have Max wait on the platform. Have Dion run on the treadmill to move the
platform. Destroy the stack of crates by kicking them, them kick the lever to open
the gate. Now send Jack over on the platform. Have Jack jump over the gap and step
on the button marked with an S. The bridge will move into place and the last gate
will open. Now Dion can get to the red chest.
--1. Chapter 1: Summer Camp on the Island
When you start the game, you'll be able to enter the name of your team (not the
individual characters).
The story starts in a cave filled with monkeys. A young monkey names Winky goes to
see the Elder. It's Winky's 16th birthday, and it's time for him to start
fulfilling his destiny. The monkeys on this island have the job of protecting the
secret of the island, until the day when it is to be used again. That day has
come. The Elder gives Winky 3 keys. Not only are the 3 keys the key to finding the
islands secret, they also change the person who owns them. It is up to Winky to
find 3 humans capable of using the keys. The Elder calls a bird named Pilac to
help Winky. With the two of them together, they should have no trouble.
Suddenly, a distraught monkey rushes in. Some humans have come to the island, and
are hunting the monkeys. They must be looking for the keys. The Elder and his four
helpers run to safety, leaving Winky and Pilac to fend for themselves.
Elsewhere on the island, a group of children and their teacher, Miss Gina, are
enjoying a summer camping trip. Miss Gina is assigning chores to the various teams
of kids. She sends one group off the fish in the nearby lake. Next she comes to
your team. She gives you a "Leader Hat", which marks the current "leader" of your
team. (You can change leaders by pressing the R button).
The search screen opens on Miss Gina. She gives you your assignment. In order to
cook dinner, Dorothy's team needs 6 logs for the fire. You must collect them and
bring them to Dorothy's tent (#3). She also tells you that there are pretty stones
called Luckrocks in various places on the island, and she likes them very much.
Now use the "!?" cursor to examine various things on the screen.
-Click on the paper hanging on the wall, and Miss Gina explains that those are the
camp rules, and you should read them thoroughly before setting out.
-Click on Miss Gina's nose to tickle her nose.
-Click on Miss Gina's headband, and she'll tell you that she likes the color
green, but she also likes the yellow of Luckrocks :).
-Click on Miss Gina's scarf, and she'll tell you that the red scarf is her
trademark. Be sure to remember it.
-Click on either of her... um... pockets, and she'll blush and tell you her
pockets are empty
Exit the search screen and have a look around the tent. Take a look at the "camp
rules" for a lesson of controller buttons. Also take a look at the logs near the
east wall. There seems to be a hole in the tent wall behind them.
To collect the logs:
#1: Easy! It's right in front of you when you exit Miss Gina's tent.
#2: Go south to the beach, then east to find another log.
#3: The third log is just north of the camp, near Jim's tent.
#4: Go north from camp, then west to the lake. Go around the west end of the lake
and follow the river north. There's a log where the river flows into a cave.
There's also a path that's been blocked off. More on that later.
#5: NE of lake, you'll find a cave. Inside the cave is another team from the camp.
They were sent to get water to cook dinner in. However, they've filled their pot
so full they can't lift it. Talk to one of the members and agree to help them lift
the pot. Position your characters around the pot and select "teamwork" (second
from the top) from the search screen. Press the A button repeatedly to lift the
pot. Now that the pot's out of the way, you can get to the log.
#6: At the NE corner of the lake, you'll find another team. They were supposed to
be fishing, but Jim has taken their fishhook. He challenged them to a soccer match
to win them back, but they lost, and now they can't try again because Jim has
thrown their soccer shoes in the lake.
First, you need to get the soccer shoes back out of the lake. To do that, you'll
need to be able to dive underwater. Go to the beach south of camp and talk to the
three boys there. First talk to the boy wearing the swimming goggles. He loves
diving and secretly brought a pair of underwater goggles so he could go diving off
the shore. He'll go under again, but when he comes up, he's missing his goggles!
Without his goggles, he can't dive, so he decides to watch the other boy fish
instead. Talk to the boy with the fishing rod. He's caught something! It's heavy,
though, and he needs someone strong to help pull it up. Have Max talk to him. On
the count of three, push the A button to pull the catch to the surface. It's the
other boy's goggles (Are they that heavy?)! The owner of the goggles decides to
lend them to Max because he's so "big-hearted". Go back to the lake and have Max
dive for the Soccer Shoes.
Now that you have the shoes, go see Jim. Two of his underlings has kicking a
soccer ball around outside his tent. Talk to the underling on the right to begin
the game. If you can kick the soccer ball past Jim and into the tent, he'll give
back the fishhook. Jim follows the leader of the team. Use this to your advantage.
Leave Max by the soccer ball. Switch to one of the other members and have them
wait by the side of the field. When Jim follows him to the side of the field,
switch back to Max and kick the ball. If you're fast enough, you'll make it. After
winning the match, have Jack talk to Jim and he'll give him the Returned Fishhook.
Go back to the lake and give the fishhook to the leader of the team. He'll put it
back on the rod, and give it to Jack. But you can't get the log just yet. The
other team doesn't even know how to fish! The only way you'll get any dinner (and
avoid getting both Dorothy and Miss Gina mad) is if you catch the fish for them.
To fish, stand by the side of the lake. Press and HOLD the B button to cast the
rod. When a fish takes the bait, use the directional key to pull the fish in.
You'll need to catch three fish. The other team thanks you for the fish and runs
back to camp.
Now you need to get that rock out of the way. Position the boys around it and use
"teamwork", just like with the pot.
Once the rock is gone, Dorothy comes to collect the logs. She takes them back to
the camp, promising to make her "special lunch". It'll be a while before it's
ready, so you might as well explore the island some more.
After Dorothy leaves, the wooden platform where the rock had been starts shaking.
It suddenly moves to reveal a door. A monkey comes out.
***OPTIONAL***
Go back to the camp and check on dinner. The rest of the kids are gathered around
the pot. Talk to the leader of the team to the north and he'll decide to pass the
time by singing a song. All together now: "I'm hungry/I wanna eat/Sing it again!".
If you check of Dorothy in tent #3, you'll see she's cooking tomatoes (where'd she
get them all?).
You'll also see a mouse standing outside Miss Gina's tent. If you try to catch it,
it will run inside. If you try to catch it inside, it will run back outside. Miss
Gina doesn't like mice, so you'd better get rid of it! When the mouse is inside
the tent, leave one of the members outside where the mouse was standing. Have the
other two go inside the tent and catch the mouse. It will try to run outside, but
won't be able to with someone already there. When the search screen opens, use the
"!?" cursor to pull on the mouse's nose until it turns red. After that, it will
agree to leave. After the mouse leaves, talk to Miss Gina and she'll give you a
red scarf like hers, and tell you that it's important to always help people in
need.
*****
Go talk to the monkey. He tells you to hide. He's being chased, and his pursuers
will soon be here. Hide behind the cluster of palm trees just south of the hole.
The monkey makes some footprints lead his pursuers away from them and joins you.
Three very short pirates run out of the hole and follow the footprints.
Follow the monkey. You'll eventually come to a large, old ship. The monkey leads
you into the ship's cargo hold, where there are several other monkeys being held
in a makeshift cage made of crates and nets. One crate has three handles on it.
Position all three characters by the north side of the crate, and use "teamwork"
to pull it out of the way. The monkeys escape, and Winky decides to give the boys
the 3 keys. Pilac has doubts, but Winky is convinced. The 3 keys can open treasure
boxes of the same color.
Look inside the cage and you'll find a blue treasure box. Use Jack's Blue Key to
open it. You'll get the Jump Boots. These allow Jack to jump. On the first floor
of the ship is a red treasure box. Use Dion's Red Key to open it. This contains
the Dash Shoes, which allow Dion to dash. If there's something you want that's out
of reach, you can usually get it by either jumping to it, or knocking it down by
dashing into it.
Now explore the rest of the boat. You'll see several small signs on the wall. Most
are numbers (one is upside-down). One says "Noses on a face, Legs on a bird, Legs
on a spider, Legs on an ant". Remember that one. In the NW corner of the room with
thecage is a closed door with a control panel next to it. Open the search screen
on the control panel. Use the "?!" cursor to press the number keys. Try entering
the numbers you saw on the signs. Most don't do much. The clue here was the "Noses
on a face..." sign. If you want the exact answer, check the "Freqeuently Asked
Questions" section.
There's also a sign that says "1 2 3 nothing". I've only found one use for this
number, but it's later in the game.
The door leads to the ship's engine room. You'll find a large gear blocking your
way. Use "teamwork" to move it back into place. On the other side is large machine
a green chest containing the "Small Key". The large machine is the ship's engine.
It runs on Luckrocks. If you step on the large button with the footprints on it,
the door to the furnace will open. As you can see from the dial, it needs 10
Luckrocks now. You can put them in now if you want, but you don't need to just
yet.
Go west of the ship and you'll find a strange wheel in the ground, with a sign on
the wall north of it. Examine the sign. There's nothing written on it, but it has
a keyhole. Use Max's Small Key on the keyhole and numbers will appear: a black 2,
a white 3 and a black 1. Now try turning the wheel. You can turn it by positioning
the characters around it and choosing "teamwork". If you turn it left, black
numbers appear. If you turn it right, white numbers appear. You need to turn the
wheel so that the numbers match the ones on the sign. If you want the exact
answer, check the "Frequently Asked Questions" section.
If you turn the wheel right, a door will appear in the northern wall. Inside,
you'll see footprints apparently leading across a hole into a door in the eastern
wall. Have Jack jump across and go through the door. The other two won't be able
to follow, so just have them wait.
In the next room, you'll see a large hole with several platforms and a switch
shaped like a fish (hint hint!). Have Jack stand on the small square by the large
platform and use the Fishing Rod to pull the switch. Once Jack is on the platform,
have him jump across to the other platforms. One platform has a Luckrock, and on
has a blue chest containing the Remote Control.
After getting past the platforms, you'll end up in a room with another fish
switch. Use the Fishing Rod to pull it. It opens the doors. Now you can go back
for the other characters.
The next room has a pit filled with crates, with a robot standing at the north
end. Use Jack's Remote Control to move the robot. Use it to break the crates and
make a path to the door. The robots can only move a certain number of spaces
before running out of energy (unless it finds a battery, one of those boxes with a
E on the side), and hitting a rock will make them switch direction unless you tell
them otherwise. Don't worry about the losing the robot, though. Captain Maverick
apparently had a never-ending supply.
In the next room, you'll find a strange statue, showing three people standing on
top of each other- a large man holding a tall skeleton holding a small man. There
are four switches up on the wall. That statue is the clue. Put all three
characters under a switch and choose "teamwork". If they're in the right order,
Dion will be able to hit the switch. If you hit the right switch, the statue will
move, revealing a treasure box. Any of the boys' keys can open it. It contains a
strange crystal ball. Maybe you'd better go back to camp and show it to Miss Gina.
When you exit the cave, Miss Gina comes looking for you. Lunch is ready, and she
was worried when you didn't come. The door to the south is now open, so you don't
have to go back through the monkeys' cave.
When you get back to camp, Miss Gina isn't there yet, but some of the kids are
waiting in her tent. Talk to the one with the glasses. While he's speaking, an
arrow flies into the tent. It's a letter from someone calling himself "King Bull".
He wants the crystal ball the boys found and is holding Miss Gina for ransom.
There's also a (very) crudely drawn map showing where he's holding her. The boy
gives each of you a Transceiver. Now you can switch leaders even when one or more
of the boys is out of sight.
Go to the NW corner of the lake, where you saw the path blocked off. The path is
now open, and you'll find Jim tied up there. According to Jim, the pirates threw
the key to his chains in the lake, and it's probably been swallowed by a fish by
now. Use Jack's Fishing Rod to catch fish. If you get the right one, the Fishing
Rod will pull the key from its mouth. Free Jim and he'll run back to camp.
Beyond the gate is a hole. Jack can jump over, but the others can't. Have Dion and
Max go around the lake to the NE. There'll be a rock blocking the path, so Jack
will have to go alone for now.
Have Jack jump over the hole. On the other side, you'll see a bird flying between
two trees. Talk to the bird and he'll give you a clue to the location of some
Luckrocks. You'll also see some footprints that stop suddenly. Go where the
footprints stop and you fall through the ground into the monkeys' cave. You'll
find the Rope there.
Have Jack jump over the river, and he'll come to the path blocked by the rock. Now
that you have characters on both sides of the rock, you can move it. Make sure
Dion and Jack are both standing by the south side of the rock, and choose
"teamwork" from the search screen to move it.
Go east. You'll find quicksand and holes. To get past the quicksand, have Jack
jump over the holes, then push the loose rocks into them. With the rocks covering
the holes, Max and Dion will be able to walk over them. If you fall down the
eastern hole, you'll find a Luckrock.
At the end of the path, you'll find some loose boards. Use Jack's Rope to make a
set of stairs out of them. Go north through the trees to get to the next area.
The next area of the forest has birds flying between the trees. Watch out for
them. If they hit you, they'll do damage. There's a red box containing Dion's Mitt
and Ball, as well as a few others containing Luckrocks. Dion's Mitt is one of the
few weapons in the game. You can kill the birds by chucking baseballs at them. The
exit is in the middle of the trees in the SW corner.
Next you'll find a monkey blocking the path. It tells you it won't let you through
because of danger ahead. But is it really a monkey? Open the search screen and use
the "?!" cursor to tickle its ears, wiggle its nose, pull on its cheeks and
generally harrass the poor monkey until it gets mad and pushes you away. Have Dion
throw a baseball at it, then go take another look. There's a zipper! It's not a
monkey at alL! Undo the zipper to reveal its true identity- one of the little
pirates.
In the next screen, use "teamwork" to move the rock out of the rock and open the
way back to camp. To get past the fans, put Dion in front of the team and run
straight through.
Next, you'll come to the sea. There are two Luckrocks floating there. You can get
them with Jack's Fishing Rod, but you have to be quick or they'll float away.
There is a dog running around the tree looking for something. On the ground,
you'll see someone has written "SOS". There are little footprints leading from the
message to the tree. Have Dion throw a baseball at the dog and it will run away.
Check out the tree and you'll find a very small girl named Polly hiding there. She
decided to come with you. Have Max talk to her and she'll become one of his
"items". She insists on going with Max because he's her "type" :). After Polly
joins, more dogs attack you. Get rid of them by throwing baseballs at them.
The get past the river, you'll need to make the small leaf grow large enough for
you to walk on. Have Jack jump over the river. There's a gardening robot there,
randomily spewing out water. Use Jack's remote control to guide the robot and make
it spray water on the dry leaves. The dark spots on the ground show where to get
two of them.
Next, you'll come to a pipe. Before doing anything with it, explore the rest of
the forest. East of the pipe, you'll find some rocks. There are Luckrocks under
some of them.
Dion is the only one small enough the fit into the pipe, so he'll have to go on
alone for now. On the other side of the pipe is a red treasure box. When you get
close to it, the three pirates, calling themselves "Patches", will drop a cage on
you. In order to get out, you'll have to solve their puzzle. They want to you to
figure out which is the oldest, middle and youngest brother. One of the tells you,
"The oldest is to the left of the youngest, the youngest isto the right of the
middle, the middle is to the left o the oldest." Think of the brothers as standing
around a circle, rather than a box. If you want the exact answer, check the
"Frequently Asked Questions" section.
After solving their riddle, they'll demand that you hand over the crystal. You
have no choice but to answer yes. However, before you can, Winky will drop rocks
on them and they'll run away. A group of monkeys will remove the cage. Now you can
get to the box. It contains the Big Hammer. You can use the Big Hammer to knock
down posts that are in your way.
Go back through the pipe. Go into the cave to the left. It leads to the monkeys'
cave. Use the hammer to knock down the post.
The cave to the west contains a Luckrock and several tomatoes.
Use the Hammer to knock down the posts on the right side of the pipe, then use
"teamwork" to push it back in place. About halfway through, Patches will come and
try to stop you. Keep pressing the A button as fast as you can to overcome them.
Use the hammer to knock down the posts blocking the path and go into the cave to
the north. There are some tomatoes and a Luckrock floating in the pond near the
entrance. Use Jack's fishing rod to get them.
Go past the tracks and down the ladder. There's a gate there with three switches.
Leave Jack and Max on two of them. Have Dion go back up the ladder.
When you get in the train car, one of the Patches pirates will hit a button,
switching the tracks and sending you back to the start. To keep him from hitting
the button, have Dion throw a baseball at him just as the car lands after the
first jump. To get the Luckrocks, you'll have to walk back over the tracks after
the car stops.
In the next room, you'll have to walk over the tracks. Avoid the train cars or
they'll do damage. You can avoid them by standing on the small ledges on the side
of the track. Once you get to the door in the NE corner, the cars will stop.
Go down the ladder in the next room. Have Dion stand on the third switch to open
the gate and let to others through. There are some chests to the west. Two of the
have Luckrocks.
Go back up the ladder. Don't stay in one place too long in this room, or rocks
will fall on you. There's a strange door in the north wall. Have Dion dash into it
and it will fall off. It was just a paper cutout of a door. There's a sign behind
that says "Soooorry! Keep looking as long as you can! Fools!"
To the left of that is a pool of blood. Could it be Miss Gina's? Have Dion dash
into the wall there and the door will be revealed, along with Patches carrying a
bucket of red paint.
Unfortunately, the door is locked and there's no keyhole. You'll have to ram it
with something. One of the piles of logs to the east isn't tied down. Have Dion
dash into the pile to knock one of the logs over. Use "teamwork" to pick up the
log. Move in front of the door and dash into it.
Once you're through the door, Patches will ambush you. When you wake up, King Bull
is there, along with Miss Gina! After some posing, King Bull takes the crystal and
gives it to Patches, who put it on the strange machine to the north. The machine
glows and the door opens. According to King Bull, Captain Maverick's treasure is
hidden there. The Patches brothers take Miss Gina and run through the door. King
Bull tries to follow them, but the door closes. He tries to open the door, then
picks up the crystal, but it knocks him unconscious.
Pilac flies in and says that King Bull activated Captain Maverick's trap. If you
want to save Miss Gina, you'll have to find that crystal and get out of here.
The crystal rolled into the cave to the east. Go through the door and you'll find
the crystal a short ways away. Once you find it, the cave will flood, and you'll
be swept out of the cave, into the pipes and onto the ship, which is now floating.
***Optional
Go back to the camp. In tent 4 is a letter from the boy with glasses. He says
they've called the police. Whether you stay and wait for them, or find a ship and
get off the island is up to you.
In Miss Gina's tent, you'll find 10 Luckrocks and a letter from Jim. It says that
another ship came for them. They waited for 2 hours for you three to come, then
called the police. Jim says to leave Miss Gina's disappearance to the police and
come home. He also challenges Max to another soccer match.
****
Follow Winky into the ship. To open the door to the bridge, open the search screen
and use Polly. She easily fits into the lock, and soon has it open.
Talk to Winky. He's all ready to go. Pilac explains. You can't open the door to
Maverick's treasure with just that crystal. You need the other three, too. The one
you have works like a compass to show the way to the other three. Pilac takes the
crystal and puts it on top of the wheel.
If you haven't already done so, go to the engine room and put 10 Luckrocks into
the furnace. Then use "teamwork" to move the huge lever.
After the ship sets off, talk to Pilac, then examine the steering wheel. To set
the ship's course, put the "?!" cursor on the wheel, and press the A button while
the compass points directly ahead and the green lights are on.
Go out on the deck. You'll see a green bird sitting on the mast. It's a migrating
bird who stopped there to rest. He says the next island used to be a nice place,
but its water dried up, so now no one can live there.
Go back inside the pull the lever back. You've arrived!
--Chapter 2: Pirate Benson
The first thing you'll come to is a graveyard. One of the graves has a crow
sitting on it that refuses to let anyone near. One of the larger tombs belongs to
someone named Chistopher Benson, apparently a town hero.
Next you'll come to a village. The people there are all miserable, since there's
no water for their crops. According to them, all the trouble started when their
"crystal" was stolen by a group of bandits, led by someone named Indio. The grave
with the crow is his. The only water in town is in the water store in the NE
corner. According to the shopkeeper, Indio had tried to get the townspeople to dig
wells to keep the water from drying up, but no one listened to him. Now he wishes
they had. He wishes he could go back to the past and dig the wells.
You'll see a woman wandering around a house with no door. She wants to know how to
get in. Remember this.
In the far east of the village is a large mansion, but it's locked. There's a
house beside the mansion. An old woman lives inside the house. Her husband had
been a pirate, and her house is filled with the souvenirs of his adventures.
There's a model boat, several books on piracy (including "How to be a Pirate"),
and some paintings. One of the paintings shows a pirate with a scruffy beard. This
is her late husband. The other shows the woman and her son, Bull, several years
ago. ...Bull? She's King Bull's mother!
Go to the Sheriff's office in the SW corner of town. There's a woman there looking
for her son. She's convinced that Indio's daughter, who lives in the "Dead Sea" to
the east of town, has kidnapped him. The Sheriff's dog guards the entrance to the
Dead Sea. Talk to him and he'll give you a bone to feed the dog.
Go east to the entrance to the Dead Sea and put the bone in the dog's dish. The
dog will eat, then immediately fall asleep.
To get past the dead sea, you'll need to use Max's Soccer Shoes and Dion's Mitt.
The orange flowers are only vulnerable when they're open. Hit the wiggling vines
(either have Max kick them, or Dion throw a ball at them. It doesn't matter.),
then hit the flowers (either throw Dion's baseball or have Max kick a rock at
them) while they're open. Some of the flowers are rather far from the end of the
vine, so you'll need to split them up sometimes. Stepping in one of the small
holes with bounce you all over the desert. You'll need to do this to get to some
places. To get into the cave, you'll need to leave one of the by the flower, while
sending the other around to the vine on the other side of the bridge. Likewise, to
get the last flower, send one of them (preferably Dion) through the cave to the
where the flower is while leaving the other by the vine.
The scorpions in the cave can be stunned or killed by Dion's baseballs.
Go into the house. You'll find the boy and Indio's daughter, Sisco. The boy hadn't
been kidnapped at all. He'd gotten lost in the Dead Sea, and Sisco had saved him.
Now that the flowers are gone, he can go home safely. They boy insists that Sisco
isn't a bad person, despite what the townspeople say. Sisco says that people say
those things because her father was rumored to have been the leader of a group of
bandits. She knows he's innocent, though. But she's sad that no one ever visits
his grave besides their pet crow. She asks the boys to take a flower wreath to the
grave.
Go back to the graveyard. Show Sisco's flowers to the crow and it will let you
pass. If you examine the grave, it seems like something is there. Use "teamwork"
to move the gravestone. There's a photograph in the grave. There are two men in
the photo, and one is holding what looks like a crystal ball.
Ask the people in town, and they'll tell you the people are Indio and Captain
Benson. When Indio's bandits stole the crystal, Captain Benson went to get it
back, but was killed.
Show the photo to the shopkeeper in the water shop. He tells you that Indio had
the power to control time. There's supposedly a "time room" in Benson's mansion
that he used for this purpose. The shopkeeper shows you a memo Indio had written
and tells you that Benson's wife probably has the key to the mansion. The memo
shows three clock faces, one at 10:00, one at 9:30 and one at 10:30.
Go see the old woman. She's in the back room of the house. She asks you to help
her clean the room. The windows need to be cleaned, the hole in the floor needs to
be fixed, and the table needs to be moved to the other side of the room.
To clean to windows, put all three characters under a window and select "teamwork"
(just like with the high switches where you found the first crystal). Press A
button to wipe the windows. Man, they're dirty!
To fix the hole in the floor, move the platform with the three posts over the
hole, then use the hammer to knock down the posts.
To move the table, use "teamwork" to pull it halfway across the room, then push it
the rest of the way.
After you finish cleaning, the old woman tells you the key to the mansion is in
the model boat. Open the search screen on the model and use the "?!" cursor to
push the boat aside. The Mansion Key is underneath.
Use the key to get into the mansion. Take a look at the grandfather clock by the
north wall. It's stopped at 10:00. Remember Indio's memo. Using the "?!" cursor,
move the minute hand to 9:30, then forward to 10:30. Two lights on the clock face
wil light up if you do it right.
The clock moves, and someone appears in the door! According to him, he's come from
the past to see if what Indio said about the water drying up is true.
The "Time room" is filled with clocks. Most are broken. Only one of them, a purple
one near the west wall, works. Move the hands just like before the operate the
time room.
When you come out, everything has changed. There's a man sitting on the floor
playing a flute. A crystal ball is floating in the middle of a pentagram design on
the floor. Before you can talk to him, three masked figure come in and tie him up,
then take the crystal ball.
The man is Indio. He tells you he sent someone through a time warp using the power
of the Time Gods. Since you came from the Time Room, he assumes you were sent by
the Time Gods.
Before he can say any more, the sheriff comes in. He sees the crystal missing, and
assumes Indio must have stolen it, and the boys have arrested him for it (Really.
The Sheriff isn't the sharpest knife in the drawer. Just trust me here.).
A door in the upper left leads to the "Monster" game.
This is the same village you were in before, but now you're in the past. Look in
the house next to the mansion and you'll King Bull (as a boy) and his mother (the
old woman). Bull asks you to join his team he calls "Patches". Their house is
decorated with pirate stuff (but most of it looks like it came from a souvenir
shop :)).
The couple in the house to the south just had triplets. It's Patches!
In the village, you'll find a man building a house. He asks you which design he
should use. Only one, #2, has a door. Pick that one. You have to wonder why it was
such a hard decision!
If you go to the Sheriff's office, you'll see it's closed. Look through the open
window and you'll see the Sheriff trying to interrogate Indio. Indio says he's
contacted a digger about digging wells, but the Sheriff doesn't believe him.
Go east to Penguin Lake (where the Dead Sea is in the present). The well digger is
there, waiting for Indio. He came to dig wells at Indio's request, but to do that,
he needs the help of one of the penguins. However, it's mating season for the
penguins, and they don't want to leave the lake. Agree to help him get a penguin,
and he'll go back to the village.
***Optional
Go east and you'll find Indio's house. Sisco is there, watching an egg. She tells
you she wants to be a teacher when she grows up. Examine the egg and it will
hatch. It's a crow! Maybe the same crow that was at the grave?
****
Go into the lake and try to talk to the penguins. Most have already found mates
and are in no mood to talk, but there are still a few single penguins hanging
around. At the east end of the lake, you'll find some single male penguins.
They're all too shy to talk to the female penguins by themselves, so they ask for
your help. Talk to a penguin and he'll follow you. Go back to the west end and
talk to a female penguin. The male penguin will do his mating dance, and the
female will either accept his proposal, or refuse. If she refuses, go back and try
again with another penguin. If you look at how the penguins are acting, you can
tell who goes with who: There are two spinning, two jumping up and down with their
beaks open, two flapping their wings, and two standing still. Match the body
language!
When all the females are taken, there will be one male left alone (he's the one
blinking). Talk to him and he'll leave the lake. Talk to him again and he'll
resolve to leave the lake for good and ask you to take him with you.
Take the penguin to the digger, who is now standing in front of the Sheriff's
office. He tells you that penguins can detect water, and will leave their
footprints wherever they find it. If you dig where the penguin leaves its
footprints, you'll find water. However, the digger doesn't have any digging
equipment. He's brought his plans for a new digging machine, which he gives to
Jack. Now all you need are the parts to build it.
Go back to the present and go to the water shop. There's an old machine there.
It's an old digging machine! The shopkeeper offers to sell it to you for an
exorbitant amount of Luckrocks. Don't agree just yet! If you haggle with him, you
can get the price down to between 10 and 20 Luckrocks. If you try to go too far,
though, he'll insist on the starting price.
Go back to the machine and have Jack use the machine plans. He'll rebuild the
shopkeeper's junk into the Digging Machine. It's too heavy for him, though, so Max
takes it.
Go back to the past and lead the penguin around the town. Use the Digging Machine
to dig wherever the penguin leaves footprints. According to the digger, you'll
need to dig three wells. Two of them are easy, but a cow is sitting on top of one
of the sets of footprints. The cow's nose is ticklish. Use Polly to tickle her
nose and she'll move off the footprints.
After digging the third well, the digger comes and takes the penguin. He tells you
that if you want to save Indio, you need a frog. The Sheriff is afraid of frogs.
There is a frog in Penguin Lake. Catching the frog is tricky. Use Jack's Fishing
Rod. When you first cast, the frog will jump into the water. Pull the hook onto
the leaves where the frog was sitting. When the frog surfaces, pull it back SLOWLY
until the frog jumps at the hook.
Take the frog to the Sheriff's office and let it in through the open window. The
Sheriff will panic and run away. Go talk to Indio. He tells you he can't leave
until he proves his innocence. The crystal was stolen by the "Mammoth Brothers",
who live in the mountains. He tells you to tell Captain Benson. Show him the photo
you got from his grave. He says that's him and Captain Benson... but he doesn't
remember taking it that picture. More proof that you were sent by the Time Gods.
Gee, the guy in the picture looks a lot like the man you saw coming out of the
Time Room...
Go back to the present. Talk to the townspeople, and they'll say there's a ghost
wandering around. It's supposed to be in the doorless house by the SE corner of
the village. If you haven't already done so, go to the past and tell the man
building the house to put a door in (plan #2). If you have, there will be a door
there now.
When you go in, you'll see the shadow of a person walking across the skylight.
Have Dion dash into the wall to knock whoever it is down. It's Captain Benson!
Show him the photo. He doesn't remember taking it, either. You tell him the
crystal has been stolen. He takes the photo and follows you.
*****Optional
While Captain Benson is following you, go see the old woman. She thinks he's come
back as a ghost because he's worried about her, so she tells him not to worry.
You can also go see Sisco. She'll recognize Benson, but figure it's not really
him, since he's supposed to be dead.
If you talk to the villagers, they'll go on about ghosts. The woman in the
Sheriff's office will blame Sisco.
*****
To the past again! Follow Benson and he'll show you where he used to have a
shortcut to the mountain. However, the bridge is blocked, so you'll have to find
another way. Go to Penguin Lake. Benson says he remembers there being an entrance
to the Mammoth Brothers' hideout around here. He gives you some dynamite to open
the passage. To set the dynamite, press the B button. If you set it in the right
place, it will blow a hole in the cliff.
Once inside, give the dynamite back to Benson. He'll go on ahead to try to find
the Mammoth Brothers' hideout. He'll use the dynamite to send a smoke signal when
he finds it.
Bandits will come sliding down the cliff. Use Dion's Mitt to get rid of them.
You'll have to hit them twice- once to knock their masks off and once to get rid
of them.
The switches that activate the stairs can be flipped by having Mac kick them. If
the stairs don't open at first, have Max kick them again.
At the top of the cliff, you'll see a telescope. This part is something of a maze.
To fight the right path, look through the telescope (use Jack for this- he's the
only one tall enough) and find Benson's smoke signal. Then go in the direction the
telescope is pointing. You can tell how far you've gotten by the number on the
floor by the telescope.
To get past the next part of the maze, you'll need to move the large spiked
statues out of the way. Use "teamwork" to do it.
There's a ladder under one. Go down it. Move the bridge back into place and you
can get back to the town. To get the three Luckrocks in the pool, whack the round
stone at the east end with Dion's hammer, then have Max dive for them.
Go north of the ladder and you'll come to a field littered with old, rusty
cannons. Only one still works. Use Luckrocks for cannonballs and whack the bandit
guards off the wall! When they're all gone, the door to the fort will open.
You'll find Captain Benson inside. He's been captured by the bandits. Stand on the
buttons to open the door. However, the Mammoth Brothers will ambush you as soon as
you do.
Use Dion's Mitt to defeat the Mammoth Brothers, just like the other bandits you
saw on the mountain. They're invincible while they're spinning. Their weakness is
that they always follow the team leader. Switching leaders will confuse them, and
they'll stop spinning until they can get their bearings. Have Dion lead, and
switch to Max or Jack. While they're confused, quickly switch to Dion again and
fire away.
Once the Mammoth Brothers have been taken are of, let Benson out o the cell. He's
found the crystal! However, he still needs it to prove Indio's innocence. He
promises to get it to you somehow, no matter what.
Back to the present for the last time. This time the clocks will be gone when you
arrive. When you go outside, you find a completely different village. There's
plenty of water and flowers everywhere, even penguins swimming in the town pond.
Sisco is now a well-respected teacher, and all the kids in town love her classes.
Everyone sees both Captain Benson and Indio and heroes. There's also a new mini-
game (easy, too!), so take the opportunity to snag some Luckrocks. You'll find
Sisco's class near the graveyard.
Both Indio's and Benson's graves are obviously well-cared-for. Benson must have
succeeded in proving Indio innocent. Take a look at Benson's grave and you'll find
a message: "Dear Boys: Step on the south, north, west and east black stones. Hope
is there. -Benson". Follow his instruction. Step on the black stones in the order
in the message. After stepping on the east stone, Benson appears and the grave
next to you moves. Have Max dig at the mark on the ground to find the crystal.
Once you find it, Sisco will run by. She will introduce herself as this town's
teacher, then tell you to go back home because your teacher will be worried. She
doesn't recognize you, but she feels like she know you from somewhere.
****Optional
Talk to the kid in the middle of the class, and he'll tell you he forgot to tell
his grandfather they're having tomatoes for lunch. Go to the old man in the SE
corner of town and tell him about lunch, then go tell the kid you told him.
****
Go back to the ship. This time, the engine will need 20 Luckrocks to run. If you
don't have them, go win some at the game in town. Fill up the engine and push the
lever. After the ship sets off, go outside and talk to the migrating birds.
There's a storm coming and they're all running from it. Go back to the bridge. The
ship is shaking from the storm, and the wheel has lost its lock on the next
destination. Reset the wheel just like you did before. Pull the handle back.
--Chapter 3: The Baobab Tree
When you get to the next island, you'll come to a forest full of monkeys. The
monkeys won't let you through until you play a game with them. Some play "Rock-
Paper-Scissors" (They usually choose Scissors), and others want you to guess which
hand (if any) they're hiding a Luckrock in. You can win Luckrocks from some of
them. After beating the last monkey, he'll will offer to play for Luckrocks. If
you play against him, watch out- he cheats! If you pick Rock and he picks
Scissors, he'll pretend he really meant Paper.
After passing the monkeys, you'll come to a tent. It's the campsite of a group of
researchers, led by a botanist named Phillip Marlow. They've come to study the
island's unusual plant life, and the oil the inhabitants extract from the trees
deep within the island.
To the west of the tent, a photographer is taking pictures of a strange, cactus-
like plant. She asks you to take the photos to Professor Marlow. Do as she says.
The photo is of an undiscovered species of plant, and Marlow is very happy to have
found it. As a thank-you, he gives Jack a magnet and offers his advice on anything
plant-related.
Go back to where you saw the photographer, and follow the path. You'll come to
another group of monkeys. They want you to play tug-of-war with them. Line up the
boys on the rope and select "teamwork". Press down on the directional pad and
press the A button to pull. After you win, the monkeys will let you through, and
the photographer will come take your picture :).
The next area has more monkeys. These monkeys are troublemakers, and won't let you
through at all. However, they're scared of their boss. The boss in question is the
big gorilla to the north.
Have Jack climb onto the platform and jump across to where the researcher is
waiting. His job was to get recordings of the animals on the island, but the
gorilla has him so scared he can't stop shaking. He lends Jack the tape recorder
and runs back to camp. With the tape recorder, you can record and play back
sounds. To something, open the search screen on it and choose the tape recorder
from the item menu. Use it to record the gorilla's voice.
Go back to the monkeys and play the tape of their boss's voice (open the search
screen on the monkeys and use the tape recorder). The monkeys will freeze where
they are, letting you through.
To the west, there's another giant gorilla. This one is a female named Marie, and
she's something of an idol. Several monkeys have gathered to hear her sing. Play
the recording of the boss gorilla's voice for her and she'll instantly fall in
love. Next, record Marie's voice and play it for the boss gorilla. He'll run after
Marie.
Next, you'll come to a town. There aren't too many people here, but there are
plenty of strange plants. In the big house in the NE corner, you'll find a diary.
The diary belongs to Mr. Smith, another botanist. According to the diary, he came
here to study the Baobab tree in the center of the island, which apparently is the
source of all the island's plant life. The townspeople extract an oil from the
tree, which they sell. Then one day, he found a strange crystal-like ball. After
that, strange things started happening. His dog, Socks, went out into the island,
and hasn't been the same since...
There's a dog house by Smith's house, but the only thing there is another strange
plant.
In the north end of the village is a house filled with research equipment. There's
another strange plant there. There's also an X-ray machine. Put one of the boys
behind the x-ray machine and you can take a look at his innards! You can x-ray
other things, too. Use "teamwork" to move the plant onto the machine and take a
look. There's someone inside it!
Take a look at the pile of papers on the floor. There seems to be something about
the plants written on them, but you can't understand it. Maybe if you brought
someone who knows more about plants...
Go talk to Professor Marlow. He'll agree to follow you back to town and take a
look at the papers. Bring him back to the house. He'll read the papers and explain
that the plants are like chameleons. They grow to take on the shape of whatever
creature is nearby (Go in the basement and see for yourself- Stand on the
footprints, and the plant in the bubble will turn into one of the boys.). Marlow
decides to stay here and look for more information.
Look at the floor where the papers were. It looks like one of the floor tiles has
been moved. Have Max dig there and you'll the Broken Plank.
In order to get any farther into the island, you'll have to get by the locked gate
in the NW corner of town. The sign next to it says to call the Administration
Office if you need to get through, but the part with the phone number is missing.
Use the Broken Plank to complete the sign. Go to the phone just east of there and
call the number (1221). To dial the phone, open the search screen and use the "?!"
cursor to turn the dial. The man on the phone tells you to come to the office.
Most numbers other than 1221 aren't working, but sometimes soeone will answer, and
accuse you of making crank calls :).
The Adminitration Office is the building with the book over the door, south of
Smith's house. The man inside tells you that a boy named Jan has taken the key to
the gate, so you'll have to get it from him.
Leave the office and go back north, and there'll be a boy standing in front of the
house with the locked door. He tells you Jan is inside the house and goes in. He
slams the door so hard that part of the wall falls off. Use "teamwork" to look
through the hole. You'll see a boy holding the key. Use the "?!" cursor on the boy
and two other identical boys will appear. Try to keep on eye on the real Jan as
they dance around. Remember where he's standing. Go inside the house and talk to
the boy you think is the real Jan. If you pick the right one, he'll give you the
Gate Key. Otherwise, you'll have to try again.
Unlock the gate and go north. You'll find stair leading down to a cave filled with
puddles. Examine the waterfall to the north and you'll see that it's salt-water.
Next to the cave is a hole, with a bridge that seems to be overgrown with plants.
Talk to the pink flower next to it to find out how to cross. Have Max clear a way
by kicking away the plants. Be careful not to fall, though. When you get through,
talk to the other pink flower and it'll open the path back.
In the next area, a wall of cactus plants is blocking the path. You can destroy
the plants with Dion's Baseball Mitt (or later, Max's Punch Glove).
Talk to the miner waiting outside the large cave. He was working inside, when
suddenly Mr. Smith made him leave. He asks you to go inside and see what Mr. Smith
is up to.
Inside, you'll find Mr. Smith and his dog waiting near the trunk of the Baobab
Tree. More strange plants are stuck to the tree. Smith tells you to get lost, then
disappears. The dog will attack you. To beat the dog, avoid it until a question
mark appears over its head, then have Dion throw baseballs at it. Three hits
should do it. After that, the dog turns into a cactus plant. Two more hits with a
baseball destroy the plant.
When you leave the cave, it'll be raining. You'll see more cactus plants on our
way back to the village. You can sometimes find Luckrocks when you kill them.
Go to the town and talk to Marlow. He's been reading through the research notes
you found and has discovered the plants' weak point. Saltwater will kill them.
He'll give Jack the Saltwater Spray. Use the spray on the strange plant. The plant
will die and the person inside can get out. It's Mr. Smith! Smith tells you he was
studying the plants in his basement when it suddenly attacked him. He goes
downstairs to destroy the rest of the plants before they can turn into anyone
else.
Follow him down. You're too late! Someone has broken in and stolen the key to the
cave leading to the Baobab Tree. None of the villagers would have come here. An
outsider must have come and been attacked by the plants. Now that plant must be
somewhere in the villagers, disguised as that person. Smith asks you to find the
plant. He tells you to talk to someone named Mike. Mike knows everyone in the
village, but he's afraid of mice.
Mike's house is SW of Smith's lab, but he's too busy listening to his jukebox to
talk to you. Go to Smith's house. The miner you saw at the cave is there. Talk to
him and he'll give you a piece of cheese. Go upstairs to where you found Smith's
diary. There's a mousehole there. Use the cheese there and a mouse will come to
eat it. Use Jack's Tape Recorder to record the mouse's voice. Go back to Mike's
house and play the recording. Mike will run into the corner and cower.
Have Max talk to Mike. He'll tell you that there are 8 people in the village
besides Smith and himself, and 3 of the people are women. He'll also give you a
coin to keep you from telling anyone about his phobia for mice. He tells you to
beware of Jacky, who loves coins above everything else.
***Optional
Have Jack examine the jukebox. Use the "!?" sursor to change to music to
"Japanese" (#4). Record the music with Jack's tape recorder. Play the music for
Professor Marlow and he'll give you a drink that restores all your HP.
****
Jacky is in the house with the punching bag in front, in the southern part of
town. The house belongs to Crusher Bob, a boxer. Jacky is Crusher's referee. Give
the coin to Jacky and Max can fight Crusher Bob. Use the B button to punch. If you
hit Crusher Bob 6 times, you'll win. If you lose, go get another coin from Mike
and try again.
After you beat Crusher, the referee reveals herself as Crusher's wife. They'll
give you the Punch Glove as a prize. They'll also give you some information about
the villagers. Their family consists of themselves and their twin sons, Jan and
Ken. They like music, and always dance when they hear a song with a good beat.
Remember the three boys who had the Gate Key? One was Jan, and another must have
been Ken, so who was the third?
Go to Mike's house and look at his jukebox. There are 4 settings: "Latin", "Jazz",
"Rock" and "Japanese". You want a song with a beat, so pick "Rock" (#3). Use
Jack's Tape Recorder to record some music. Go to the house where the three boys
are and play the tape. They'll start dancing, but one of them won't be able to
keep up. When the music ends, talk to that boy. Is he the plant? No, he's just
another village boy wearing a disguise. He runs home, leaving a doll behind.
Pick up the doll and go to the house just to the west. The boy you saw is there,
as is his mother and baby sister. Talk to the mother and give her the doll you
found. The baby will stop crying. She tells you to talk to her husband if you want
information about the villagers. She gives you a box lunch to take him and one for
yourselves, too.
Give one of the lunches to the miner in Smith's house. He's the woman husband.
He'll scarf down the lunch, then ask if you found the key to the passageway in the
basement. You tell him about the plant, and he'll panic. He says that to defeat
evil, you need weapons, but they don't have any. All he has is his water bottle,
which he gives you. Not much of a weapon, but it's better than nothing.
Now, what to do with the other box lunch? Go to the Administration Office and give
it to the man there. He'll gladly eat it, but apparently he's not used to such
spicy cooking! Better get him some water.
Go to the cave with the puddles and fill up the water bottle at the waterfall.
Sure, it's saltwater, but...
Go back to the village and give the water bottle to the man in the Administration
Office. He'll gulp it down, then morph into a plant! You've found the imposter! To
beat the plant, have Jack spray it with saltwater, then have either Dion or Max
attack it. When you beat it, it'll drop a key. Max will try to catch it, but he
ends up swallowing it!
Go to Smith's lab and take a look at Max with the x-ray machine. You can see the
key sitting there in his stomach. To get it out, use Jack's magnet. Use the A
button and directional pad to guide the key back up to Max's mouth (ick). You'll
lose the magnet, but at least you'll get the key back.
Go to the basement of Smith's house and use the key to open the door. Spray the
plant there with saltwater and you'll find the real Administration Office man. He
confesses that he's not really from the village. He came here looking for the
crystal ball Smith found. He broke into Smith's lab and stole the key, but was
attacked by the plant.
In the first room in the passageway, you'll find a large machine. It's a treadmill
used to generate electricity for the rooms ahead. Use Dion and the Dash Shoes to
run the treadmill. Once you've built up 60 seconds worth of electricity, send Jack
and Max into the next room. Leave Dion to run the treadmill, while Jack and Max
make their way through the cave. Use Max's Punch Glove to kill the cactus plants.
If a bat grabs you, try to move in different directions until it lets go. When the
electricity starts to run low, use the transceiver to switch back to Dion and
generate some more. At the end of the cave, use Jack's Fishing Rod to pull the
switch and get some Luckrocks. The bottles there will completely restore your
life. Flip the switch to the left of the door to open it. Now have Dion catch up
to the others.
The next room is filled with mice, but the bridge is broken. To get across, use
the mice to make a bridge. Use Jack's Fishing Rod to catch the largest mouse. Pull
back slowly, and the smaller ones with grab each other's tails, making a chain.
Walk over the mice to get across.
Now you've reached the Baobab Tree. The fake Smith is there. He refuses to hand
over the crystal ball, and attacks.
There are three stages to this battle. To beat the first stage, have Dion throw
baseballs at the plant when it sticks its tentacles out. If the balls hit the
tentacle with Smith's face, they'll do damage. Three hits should do it.
To beat the second stage, use Max's Punch Glove to hit the sprouts. Aim for the
one that doesn't shoot fireballs. It should only take two hits.
In the third stage, the plant will spit out small spiked pods. Have Jack spray one
with saltwater, then have Max kick it at the plant. One kick should destroy the
plant.
The giant plant drops the third crystal ball and turns back into a tiny flower.
Get the ball and go back to the ship. Marlow is waiting for you by the ship. He
says he plans to write a book about what happened here.
****Optional
On your way back to the ship, stop by Marlow's tent and give the tape recorder
back to the researcher.
****
This time, you'll need 40 Luckrocks to power the engine. If you don't have that
many, win them from the monkey. After filling the engine, push the lever just like
always.
After the ship sets off, go outside and take a look. There are icebergs floating
in the sea. Some have penguins riding on them. When you go back inside, the ship
will hit an iceberg. Go to the front on the ship and use Max's Punch Glove to get
rid of the ice. Then go back to the bridge and pull the lever.
---Chapter 4: Lilliput Kingdom
Head east from the ship and you'll find an eagle chasing after two tiny people.
The eagle thinks they've stolen her egg. Open the search screen and use Polly.
Polly will scare off the bird and save the two men. As you learn from the men,
Polly is the princess of Lilliput, the kingdom of little people. The two men are
Hazan and Salmo, her servants. Polly left the kingdom three months ago to look for
"giants" to help them rid the kingdom of a monster called the "Blue One".
Take a good look at the eagle's nest and remember what the eggs look like. Follow
Polly and the two men into the cave. You'll meet them again near the other end-
but now they're the same size as you! Or rather, you're the same size as them.
You've shrunk! Polly loses her temper and calls you some names that would make a
sailor blush. Go east to the tiny kingdom.
As you enter, some guards arrest you for deceiving the princess. You're brought
before the king, King Gingham III. Talk to Salmo and Hazan. Salmo wonders if the
fact that you three suddenly shrunk has anything to do with the fact that
everything outside the kingdom suddenly got huge. Hmmmm... Hazan tells you that as
punishment for your crime, you must help him with his research. Follow him
downstairs to his lab.
One of the cages in Hazan's lab contains several large, blue ants. These are the
monsters that have plagued the kingdom. Hazan is working on a poison called
"Antbuster" to kill the queen ant (a.k.a the "Blue One") and get rid of the
colony. Your job is to get the ingredients from the nearby forest. However, he
won't let all three of you go at once. One of the boys must stay behind in the
other cage while the other two go find the ingredients. You can switch characters
as many times as you want, but I'd recommend leaving Max for now, since some of
the ingredients require either Dion or Jack to get.
You'll find the ingredients they need written on the blackboard on the north wall:
Forest Shell, Golden Drop, Frog's Tail, Spider's Web, and Forest Coat. There are
other things in the forest you can find, too. For the most part, it doesn't matter
which order you get them in. To get to the forest, leave the castle and follow the
path to the west.
Items in the forest:
#1- Frog's Tail:
Bring whichever characters you want. The first thing you'll see when you enter the
forest is a large frog sitting by a lake. A huge electrical wire has fallen into
the lake, making it impossible for the frog to go in the water (You shouldn't
either- the electricity will do damage). The frog promises to give you anything
you want if you'll turn off the electricity.
Go out of the forest and you'll see a power line leading to the castle. Follow it
to the back room of Hazan's lab. The switch is at the back of the room, but the
guard won't let you at it without the proper permission. Guard #5 is in charge of
the electricity, so you'll have to talk to him.
Guard #5 is in front of the stairs at the east side of the castle. He says he's
not the one to talk to, after all and sends you to find #7. Go talk to #7 (NW
corner of the throne room), then #8 (In front of the main village gate on the
right), #12 (by the castle gate on the left), and finally #6 (by Hazan's lab). #6
is the one in charge of the switch, and he gives you permission to use it.
Tell the guard in front of the switch and he'll let you through.
Open the search screen on the switch and flip the right one (but NOT the left one,
just yet).
Go talk to the frog. He's now back in the water. However, when you ask for his
tail, he claims not to remember promising to give it to you. Well! Go back to
Hazan's lab and turn the electricity back on. That'll show him! Go see the frog,
and he'll be rather... shocked. He'll give you the tail and beg you to turn the
electricity back off. Go do it.
#2- Forest Shell
Bring Jack. You'll need to have turned off the electricity to the wire. To the
west of where the frog is, you'll find a snail real-estate company. The snail with
the flag sells new shells to his fellow snails. He doesn't have anything suitable
for humans, though. The snail in the green shell, at the south end of the island,
is getting tired of his boring, old shell. He wants to trade it for a new one, but
the real-estate company doesn't have anything he likes. Maybe you can find
something for him.
To the north of the lake is a colony of roly-polies. Have Jack jump over the
cracks in the ground to get to them. Talk to them and they'll quiz you. Their
questions are random, but all have to do with Lilliput Kingdom ("How many ceiling
fans does the Lilliput castle have?", for instance). Don't worry if you get it
wrong. You can try again as many times as you like. If you answer all four bugs'
questions correctly, they'll give you a prize- a Roly-poly shell.
Take the shell back to the village and go to the Antique shop. It's on the west
side of the village. Most of the stuff there seems to be fake, but maybe you'll
find something useful. There are two old pots and a chef's hat on the counter,
which you can trade the Roly-poly shell for. You can try taking these to the snail
if you want. He'll try them on, but reject them. What you're looking for is the
doghouse sitting by the back wall. Trade the shell (or whatever you traded the
shell for) for it and take it to the snail. Give him the doghouse, and he'll give
you his old shell.
#3- Golden Drop
Bring Dion. West of the Roly-poly colony (there's a passage through the trees),
you'll see bees flying back and forth betweem their hive and a patch of flowers.
There are some holes in the ground and bomb-candy near the holes. Have Dion hit
the bomb-candy with the Hammer. They'll explode and startle the bees. If you time
in right, the bee will spill its pot of honey into one of the holes. When that
happens, the remaining bomb-candies will explode. Look into the hole the honey
fell into and take note of the colors and positions of the pots you'll see.
Go north and you'll see a ladder leading into the ground. It leads to the "secret"
hideout of a man who makes his living collecting honey from the bees. The pots you
saw earlier were his. When you tell him you dropped some honey into one of the
pots, he doesn't believe you, but will give you the honey if you can tell him
which pot it fell into. Use the "?!" cursor to point to whichever pot you think
it's in. For example, if you saw a red pot with a blue pot and another red pot
when you looked into the hole, point to a red pot with red and blue pots next to
it. You'll get two tries. If you're right, he'll give you the honey (a.k.a. the
"Golden Drop"). Otherwise, you'll have to go back to the bees and get them to drop
some more.
#4- Forest Coat:
Bring Dion and Jack. Go north from the ladder. There's a bush in the NW corner.
Three spinning silkworms will drop from it when you get near. The bugs are vain,
and won't let you have their coats because they don't want to get dirty. Have Jack
spray the center one with saltwater. She'll attack you. Use Dion's baseballs to
stop her. Once she stops, she'll give you her coat (it's dirty, so she doesn't
want it any more).
#5- Spider Web:
Bring Dion and Jack. The 1st Spider Brother's lair in on the eastern side of the
forest. Climb onto his web and he'll attack. Have Dion throw a baseball at him.
He'll be stunned and start spinning. While he's spinning, have Jack snag the ball
with his fishing rod.
#A- Red Paint:
Bring Dion. The 2nd Spider Brother is waiting in the north end of the forest.
He'll challenge Dion to a race. They'll run 2 laps, and if Dion wins, he'll get
the Red Paint. You'll need to use Dion's Dash Shoes to win.
#B- Blue Paint:
Bring Jack. The 4th Spider Brother is waiting west of the honey-collector's
hideout. He'll toss Luckrocks to the three small spiders. Have Jack jump and catch
the Luckrocks before the spiders do. If you can catch 20 Luckrocks in 60 seconds,
he'll give you the Blue Paint. He'll also give you 20 Luckrocks.
#C- Green Paint:
Bring Max. The 3rd Spider Brother's lair is west of the beehive. If you can kick
the Roly-poly past the smaller spiders and into the Spider Brother, he'll give you
the Green Paint. Don't wait too long to kick, as the "ball" has a mind of it's
own! Unlike Jim's game, there's no special trick needed here, just good timing.
Once you have the Antbuster ingredients, give them to Hazan. He'll put them in his
machine and start making the poison. Talk to him again and he'll tell you to look
around the kingdom while the potion is being made. You can take all three
characters now.
One of the houses is an item shop. The boy in the corner is playing with a toy
robot. He lets you play with it too, but as soon as you touch in, the key falls
off. Apparently, all robots from this line of toys are poorly made and fall apart
easily. Something to remember.
Go to the house in the NE corner. The guard in front of the door has left and you
can enter now. Inside is an artist trying to paint a portrait of the king. All
that's left is the gown, but he can't paint it. He was attacked by giant spiders
in the forest and lost his paint. If you don't have the paint, go get it in the
forest. Show one of the tubes to the artist, and he'll tell you more. Getting the
right pattern on the gown is a matter of painting the colors in the right order.
The order is written in a book in the castle.
Go to the back room of Hazan's lab, where the electrical switches were. There are
two books lying on the floor by the shelves.
The one on the left is Cezarre's Painting Tips Vol. 1: How to Paint Black.
To paint black, first paint the canvas green, then red. If you paint red first,
you can't get black no matter what other colors you use.
The one on the right is Cezarre's Painting Tips Vol.2: How to Paint Patterns.
The final pattern is determined by the color first painted on the canvas. Using
red first will get you polka-dots. Blue will get you stripes. Green will get you
checks.
Now all you need to know is which pattern the king's gown is. According to the
guards, the king is taking a nap in his room. But how to get by the guards? Go
back to the electric switch. Turn the right one on, and the left one off (yes, the
frog will be mad, but he'll just have to deal with it.).
Go back upstairs. You've turned off the ceiling fans! Man, it's hot! One of the
guards wonders ifthe king is alright, what with that heavy, hot gown and all.
Another mentions that the king always like to take a shower when it gets hot.
Since the guards are too hot to move, you can now get into the king's room.
Take a look at the king's gown. It's striped. If you feel like being a perv, you
can peek at the king, too. After you're done, go put the switches back the way
they were.
Go back to Cezarre's house. Open the search screen on the painting and choose
"teamwork". Cezarre will ask you what order to paint in. Remember what you read in
the two books. That should give you all the information you need. If you want the
exact answer, check the Frequently Asked Questions section.
If you got it right, Cezarre will jump for joy and Salmo will go tell the king
about the painting.
When you return to the castle, Polly leaves (supposedly secretly) to fight the
Blue One, accompanied by a group of guards. Hazan comes out with the "Buster
Cannon" and follows her.
Go into the castle. Most of the guards are gone, including the one in front of the
stairs to Polly's room. Go up there. You'll find Salmo cowering in the corner.
There's a letter on the table from Polly to Salmo, saying that she's going to
fight the Blue One. Well, you'd better go after her!
While you're in Polly's room, take a look at the painting on the wall. It's a
pictue of her late mother, who looks just like Max!
Outside the castle are some guards who have dug a hole into the Blue One's lair.
Some guards had taken some Antbuster poison and gone to kill the ants, but only
one has come back. It looks like the Antbuster by itself was not enough.
Exit the city by the east exit and go into the cave. The hole the soldiers dug is
there. If you want to get back out, search the rope and tell them to pull you up.
Jump down and talk to the fallen soldier. He doesn't answer you, but he doesn't
seem to be dead. Another soldier will come down the hole and heal him. The soldier
tells you that Polly has been captured, then returns to the castle. The second
soldier goes to help his comrades, but is attacked by an ant and loses his pack.
He tells you to go find the medicine and help the other soldiers.
Jump down the hole. You'll find the "Soldier Blue" herbs right next to you.
Whenever you find a fallen guard, use the herbs on him. There are 4 guards on this
level. There are weak spots in the floor under them. Use Max's digging machine to
dig through.
The room below has some ants and a large robot. The ants can be killed with either
Dion's baseballs or Max's Punch Glove. The robot looks just like the robot you saw
in the item shop, and has the same weakness. Put either Max or Jack on one side of
the robot and Dion on the other. Switch to Max/Jack and wait for the robot to
throw one of its iron ball at you. When it does, it will get stuck. Switch to Dion
and throw baseballs at the key until it breaks. After it breaks, use "teamwork" to
push it aside.
Drop down the hole. Kill the ants there with either baseballs or the punch glove.
Use "teamwork" to move the rocks. Hazan is stuck under one of them. Use the
Soldier Blue on him and he'll recover. He'll give you the Buster Cannon, which has
10 times the Antbuster poison as normal. The next hole is under another rock.
Beat the robot in the next room just like the previous one.
In the next room, you'll finally find Polly and the Queen Ant. The first thing she
does is hit you with a soundwave that confuses you. This lasts until the end of
the battle. If it's too confusing for you, turn the controller so that the buttons
match which way you move. To beat her, open the search screen on the Queen Ant
while she's hoving around Polly, and shoot at her with the Buster Cannon. Fire
while the crosshairs are flashing. 4 shots will kill her.
After you kill the Queen Ant, Polly will thank you (reluctantly), then go back to
the castle. Climb the rope to leave the cave.
When you go back to the castle, Polly isn't in her room. Talk to Salmo in the NW
corner of the throne room. He leads you to the king's private garden. In the back
is a huge ball. It looks like one of the crystals! When the king put it is his
garden, it must have made everything in the kingdom shrink. That's why everything
outside seemed to suddenly grow so large!
You have to get it out of the garden, but it's too heavy for you to move. Remember
the eagle flying overhead looking for her egg? If she thinks the crystal is the
egg, maybe she'll take it. Hopefully, you remember what the eggs in the eagle's
nest looked like. Use the paints to paint the crystal the same pattern as the
eggs. If you want the exact answer, check the Frequently Asked Questions section.
After the eagle takes the crystal, talk to the king to get 50 Luckrocks. Salmo
goes to check outside.
Go outside the town, and everything's back to normal. Over to the right is the
real eagle's egg. It was stolen by some beetles. Use the A button to grab the egg.
Give the egg back to the eagle, and she'll drop the crystal.
When you get back to the ship, Polly will be waiting for you. Talk to Pilac, fill
the engine with Luckrocks (you'll need 80), then talk to Polly. She'll say she
can't leave her father alone, so she's staying in Lilliput.
Push the lever to start the ship. Wow, you're certainly going fast this time! Go
outside and talk to the green bird, then go back inside and pull the lever. You've
arrived back at the island! Pilac takes the red crystal back to the door where
they found it.
----Chapter 5: Miss Gina...
You've arrived at the camp island, near where you first found Polly. The sailors
you see are there to look for you and Miss Gina.
Go back to where you saw the pipes and enter the tent. Jim is there, with Arnold,
the phys-ed teacher. Arnold tells you to go see the police captain. The captain is
in a tent to the east. The tent next to his is being used as a prison tent-
they've caught King Bull. The captain will tell you you can't enter the cave
without an adult. The only other adult around is Arnold. Talk to Arnold and he'll
get permission to enter from the captain. Unfortunately, it says only Arnold can
enter. Arnold fixes it be tearing off the part that says "only Arnold". Show the
pass to the sailor by the cave and he'll let you in.
Follow the cave until you get to the sealed door. Pilac and Winky are waiting for
you with the red crystal. Position the boys around the machine in front of the
door and use "teamwork" to drop all four crystals in at once.
The door opens! Talk to Pilac and Winky. They can't follow you in, so you're on
your own from here on.
Once inside Maverick's lair, you'll find an elevator with three buttons on the
floor. Have each boy stand on a button to activate the elevator.
When you exit the elevator, the robot tells you that's the only door leading to
the outside. You can't go back now...
After climbing the ladder, you'll see a red door. The robot next to it says that
the key can be found in a red treasure box. Try to use your red key to open it,
and you'll hear a voice from inside. It's Miss Gina!
Next, you'll come to a room with a green tower and a door in the cave wall. You
won't be able to open the green tower's door just yet. Step on the switch to open
the other door. The numbers on the floor correspond to floor numbers. Step on the
number to go to that floor.
There are two elevators, one going to odd-numbered floors and one going to even-
numbered floors. Some floors have stairs. Sometimes you can get to lower floors by
jumping through holes.
The chests in this dungeon use different keys than the ones elsewhere. The keys
Winky gave you won't open them. You'll have to find others somewhere in the
dungeon.
Sometimes, you'll see maps on the wall near treasure boxes. These boxs require
special keys, and the maps tell you where to find them. The star mark denotes the
location of a key.
Much of this dungeon can be done in any order. Therefore, I've divided up this
part of the walkthru by floor numbers, instead of chronologically. Once you have
Red and Green keys #4 and Blue Key #3, skip to the next section.
Floor 2:
As soon as you exit the elevator, you see a robot pushing a boulder. Only Max is
strong enough to push the robot away. Have Max push the robot down the hallway.
Try to keep him near the center of the boulder. The closer he is to the center,
the faster he can push.
At the other end of the hallway is a Luckrock and a red chest. You'll need Red Key
3 to open it. It contains Red Key 4.
In the next room (with the large hole) is a green chest. You'll need Green Key 2
to open it. It contains Green Key 3.
Floor 3:
You'll see a robot and a green door just after you leave the elevator. Try to open
the door and you'll here Miss Gina's voice... again? Two Miss Ginas? You won't be
able to open this door until you get Green Key 4.
The next room has what apparently is a large hole in the floor. Use Jack's Remote
Control to move the robot across the invisible floor. When you reach one of the
pillars, the path up to that point will become visible. If you try to move onto a
space where there isn't a floor, the robot will fall through and you'll have to
start over. Fortunately, Captain Maverick seems to have an infinite supply of
robots. You can drop through this hole to floor 4. On the way, there is a blue
chest containing Blue Key 1.
Go through the door outside, and you'll find a red chest. You'll need Red Key 1 to
open it. It contains Red Key 2. The quicksand slopes lead to floor 5.
Go up the stairs from floor 4 and you'll find a green chest containing Green Key
1. The quicksand slopes lead to floor 5.
Floor 4:
There is a green chest by the elevator. You'll need Green Key 3 to open it. It
contains Green Key 4.
To go west from the elevator/stairs (or east from the puzzle room, if you dropped
from floor 3), you'll need to ride the lift. Talk to one of the robots to start.
Move up and down the lift to avoid the walls. If you hit a wall, you'll be knocked
off and fall to floor 5. If you fall near the far left wall, you'll end up on a
platform with a blue chest.
West of the lift is a room with a puzzle on the floor. Use Dion's Dash Shoes to
move the tiles (stand on the tile you want to move, and have Dion run in the
opposite direction). The object is to rearrange the tiles so that the picture is
visible. When all the tiles are in the right place, the door in the NE corner will
open and 4 Luckrocks will fall from the ceiling. In the room is a Luckrock and a
blue chest. You'll need Blue Key 2 to open it. It contains Blue Key 3.
There is also a platform with a Luckrock. You'll need to drop down from floor 3 to
get it.
Floor 5:
In the room near the elevator, there is a platform with a Luckrock and a blue
chest. You'll need to drop down from floor 4 to get them. You'll need Blue Key 1
to open it. It contains Blue Key 2.
The large room with the staircase also has a checkered pattern on the floor. Some
of the tiles are buttons. The corner tiles will drop Luckrocks. One tile (third
column, fifth from the bottom) opens the door in the NE corner. Have one boy stand
on the tile and another get the Luckrock and green chest. You'll need Green Key 1
to open the chest. It contains Green Key 2.
Go outside the door and walk along the cliff until you find an opening in the
rock. Only Dion will be able to fit through. Inside is a racetrack. Have Dion run
through, avoiding the robot with the cart. If he catches you, you'll have to start
over. If you beat the robot, you'll be able to get to the red chest. You'll need
Red Key 2 to open it. It contains Red Key 3.
Floor 6:
Go down the stairs from floor 5. There is a treadmill and a moving platform. Have
Max wait on the platform. Have Dion run on the treadmill to move the platform.
Destroy the stack of crates by kicking them, them kick the lever to open the gate.
Now send Jack over on the platform. Have Jack jump over the gap and step on the
button marked with an S. The bridge will move into place and the last gate will
open. Now Dion can get to the red chest. It contains Red Key 1.
When you have Green Key 4, go to floor 3 and open the green door. What you thought
was Miss Gina's voice was actually Patches! They'd gone into the room to see if
there was any treasure there, but the door closed on them and they were trapped.
Now that the door is open, they run to find more treasure.
When you have Red Key 4, go back to the red door where you first heard Miss Gina's
voice. Use the Red Key 4 to open it. Miss Gina is inside! She's okay! According to
her, Patches said that the only way out is by unlocking the blue door to the
elevator. She's been sitting on a blue chest. You'll need Blue Key 3 to open it.
It contains Blue Key 4.
Go back to the first elevator and use the Blue Key 4 to open it. Opening the door
sets off the dungeon's self-destruct timer. You now have 60 seconds to get out of
there! If you try the elevator, it won't work. It's only made to handle 3 people.
Miss Gina volunteers to stay behind. Pick one of the boys to stay instead of her
(I'd recommend Jack or Max. You'll need Dion's speed.)
Miss Gina gets off at the top floor and says she's going to get Arnold and the
others. Pilac is waiting there. When he finds out someone got left behind, he and
his friends decide to help you rescue him. They drop the two boys down the hole.
When you get to the bottom, you'll be inside the green tower you saw before. Step
on the switch to open the door. Don't worry about the other stuff in the room yet-
that's for later. Put Dion in front so the party can go faster. Go back through
the dungeon to the elevator where you left the remaining boy, pick him up, and go
back to the green tower.
Examine the machinery to the left. There's a message from Captain Maverick. It
says his life as an inventor began here. When he was a child, he dreamed of being
able to fly, so he invented this blimp. This machine is Maverick's greatest
treasure, the "Marvelous".
You'll need all three boys to start the pump. Put your heaviest member (Max) on
the left and the other two on the right. Choose "teamwork" once they're in
position. Press and hold the A button until one of the green lights turns yellow,
then release it. Repeat this until all the lights have changed color.
Now get everyone on the balloon. The balloon starts to take off- but then Patches
jump on and weigh it down! Press the A button repeatedly to activate the balloon's
pump and try to compensate for the extra weight. Keep pressing the button, or the
balloon will fall. Hurry! You're running out of time!
----Epilogue
When it reaches the top floor, everyone jumps off and flees as Maverick's lair
crumbles around them. You stop to get Arnold and Jim from the camp, and everyone
meets up at the ship.
The Monkey Elder comes to congratulate Winky. He had indeed chosen wisely. The
Elder calls Pilac and asks if he has any Luckrocks. Pilac tries to deny it, but
the Elder can tell he's lying. He tells Pilac to give them to you so you can sail
home.
The boys go to start the ship, but Arnold says he and Jim will do it. Since he's
as strong as two of the boys, they should be able to start the boat by themselves.
He proves his point by flexing a bicep. Miss Gina is impressed, and Arnold blushes
and runs into the ship. He's shy!
Winky leaves the ship, and everyone waves goodbye. The ship leaves.
Soon after, King Bull and Patches sail by. Bull is determined to steal the ship
and sell it for a high price. Now HE'S the hero of the story!
..Or not. The screen fades out, despite his protests.
After the credits roll, Miss Gina tallies up how many Luckrocks you collected and
how many people you helped, and give you your score.
Congratulations! You have finished Marvelous!