Power Sokoban(SNES) FAQ/Walkthrough
version 1.0.0 by [email protected](anti spam spoonerism)

Please do not reproduce this FAQ for profit without my prior consent. If you
write a polite e-mail to me referring to me(and this FAQ) by name, then I
will probably say OK. But if I ignore you that means no--and I am bad about
answering e-mail. Sorry.

This FAQ refers to room numbers, which are on maps I've sent to GameFAQs.com.

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           OUTLINE

 1. INTRODUCTION

 2. CONTROLS

 3. STRATEGIES

 4. WALKTHROUGH

 5. CHEATS

 6. VERSIONS/CREDITS

================================

 1. INTRODUCTION

Lots of versions of Sokoban have overlapping levels, and quite bluntly, when
seeing a new one, I don't expect many new challenges. With Power Sokoban, you
don't have many big challenges, but you have new puzzles, a few items
scattered through a map that links them together, and the ability to fire at
an item to move it around.

So with PS you have many more ways to bail yourself out than Sokoban Classic.
If you have the time, you can push an item away from the water with a guided
missile, or you can just shoot from behind a hole. You can even hook a block
back towards you, or hide in a corner to push the block you shot. This makes
for fun puzzles that may not be too deep, but you are rarely stuck doing the
same thing over and over.

And that fits in well with what is an entertaining game. The whole Zelda
formula works well here through four terrains: kind of evil castle, ice
world, jungle complete with snoozing brown eggs blocking your way, and really
evil castle. I got lost enough in the puzzles to overlook an item I pegged as
something I wanted to get later. And though you have one nasty backtrack,
your power-up helps you get back quickly.

PS has other treats like a waterfall and pals who pop up in side rooms along
the way, and while it doesn't use rooms with separate areas for separate
entrances as much as it could, the ice/jungle combo world is well done, and
it provides enough teases of areas you can't get to yet. The control is
forgiving, and if the bosses aren't the most difficult(the game's very
lenient with you hitting them and them not hitting you,) then that just means
the focus is still on the Sokoban part. I plowed through it and liked it, and
I hope this FAQ helps you do the same.

You wouldn't expect perfection, but it beats the standard "let's pretty up
the warehouse" meme. And it doesn't expect perfection from you, a welcome
relief for veterans of the Sokoban canon.

 2. CONTROLS

Joypad moves. When you push a block, you'll go at half speed.

(A) button fires in the direction you face.

Hold (A) down to fire a fireball. First you shoot a regular bullet, then you
turn red and erupt. The big fireball can be steered, even in narrow gaps
where you have a good margin of error(aim low) but it is very good at hitting
enemies, which can be a nuisance if you are trying to push a block. Big
fireballs push blocks in the direction they hit them. They cannot damage you,
survive walls, or go off-screen. Fireballs can be directed til you let go of
(A), or til a monster hits you. Note that if a fireball hits a wall and you
let go of (A), you will face/move in that direction.

(B) speeds you up. This is very handy when running from monsters or when you
just want to backtrack. Later in the game, you'll need to. (B) does not speed
up pushing blocks.

To swim, you don't need to push any special buttons. You just need a special
item.

I got a map to view once, or maybe it was my one cat who did it by stepping
on the keyboard, but I wasn't able to replicate that. He wasn't, either. But
hey! No sweat! You have my maps!

 3. STRATEGIES

First, if you goof, leave the room and come back. Nothing is forever. You can
even cut through a room if it is easier to take care of from the other side.
The flip side of this is, don't stand near exits if you have to move around.
It will upset your hard work.

Take a few extra seconds to shoot the enemy, and always follow through on
your big fireball shots to move rocks. If an enemy is coming, get rid of them
beforehand. It takes time for one to reappear.

Practice hook shots early. Enemies will keep appearing, but eventually you'll
get one through with the power-ups you get. Also, if a hook shot is blocked
the first time, keep at it. Eventually it'll work. You can, of course, take a
break if a power-up appears. The enemies are more a nuisance than anything
else.

Sometimes the most obvious block you see to put in a hole makes the puzzle
unsolvable. If a certain group of blocks can't get in one area, note that and
see how you can use others to get to that area.

If you're pretty good at sokoban, locate which blocks can't be moved by
pushing and figure how to get them first. You'll need to hook-shot them.

In some rooms, you also may eventually need to get to the other side of a set
of holes. So you may have to fill certain holes first to get to the other
side.

Generally, the first few holes are the toughest to fill in. After that, fewer
enemies spring up, and you have fewer obstacles. The board's small enough
there won't be much of a long assembly-line, and because of shots and the way
levels are formed, there are rarely bottlenecks at the end.

If a board looks confusing, just pick off a few holes and see which one you
struggle with, then concentrate on that. Often the first approach almost
works, and you just need a small modification. If one block obviously seems
to go in a nearby hole, and you can't solve the puzzle, see if pushing it
around might not help.

 4. WALKTHROUGH

By game's end you should have

--8 big blue tears
--8 big red tears
--red and blue shoes
--4 flags
--big castle key
--ladder
--small castle key
--cross

You don't have to get the 8 blue/reds, or even the 6 special items per
level(8 for the big castle.) But it makes it a lot easier, and none of the
puzzles are especially impossible, so you might as well.

The first castle has the most rooms, but many are very easy or have friends
who give hints. So don't be discouraged by the early large environs. The
world shrinks a bit, and even in the later levels, there are a lot of side
rooms where people just want to give you advice.

The room numbers below follow my map. I won't tell you where to go if there
is only one way to advance. If you reach a dead end, assume you want to go
back to the latest branch if I write nothing.

For the first castle, the enemies aren't terribly fast, and one hit takes
care of them. You may wish to practice aiming a fireball in the first few
rooms. There's only one example of a room where you have to loop around, and
the boss is terribly easy.

1-1:

Go to the NE. Face up at the crack and hold down B. Boom.

1-2:

Push the boulder 4U for a blue. Head up for advice, left for the next puzzle.

1-3:

An umbrella tree.

1-4:

Push the block U 5L for another blue. Next puzzle is left.

1-5:

Mermaid.

1-6:

Diver.

1-7:

Stand left of the block, face right and hold down A. The fireball will hit
the rock. You can practice steering your shot here, too. 1 red. You don't
ever have to let go of A.

Go left to the next puzzle.

1-8:

Umbrella tree.

1-9:

Diver.

1-10:

L 2U 2L for a blue. Go left to 11--you'll go up to 12 later.

1-11:

Push the block L and 2D. It will fall off the balcony. Then push it 2L into
the hole. You may have to shoot a few enemies before pushing the other one 3D
L. You get a hammer.

1-12:

3L U 3L on the bottom, L D 2L on the top. Blue. Go up.

1-13:

Push the block near you 4U 5R. Push the block behind it 2D 2L. Another blue.

Go left to 1-14.

1-14:

Drop the first block down the wall, then take the next left and move it 1D 1R
1D. When it falls, 4L 3U. Shoot at any enemies below. Then the other can go
2D 2L D(falls) 4L 2D. Aother hammer.

1-15:

Lower block 3L, next block 1L 1D, upper 5R. Blue. Go right.

1-16:

Umbrella tree.

1-17:

Go to the UL, shoot a big fireball right and push the block 5R. Go to the DR,
shoot left and push 5L. Blue. Break the NE wall to talk to a bird if you
want, or go east. You cannot solve the room to the east yet, so go 2 rooms
left to 1-13 and north.

1-18:

NPC

1-19

Here you need to guide your big fireball for your first real trick shot. Go
2R U of the ball and fire 3L 2D 1R 1U. That allows you to push it left into
the hole. This is very low-risk as you can just shoot any enemies that get
close. You get another blue.

1-20

Fire at the top block to push it right twice. Push the lower block 2D L. Push
the top one 2R then when 1L, fire 1U 1R 1D and push the block 1D. Then fire
1L 1D 1R. Another blue. Go west for a side room and another hammer.

1-21

This is the first level in many Sokobans proper. Directing blocks won't help
you, and it's a bit long, but not too hard. Take the right block, 4D 1R 2U
3R. Top one 1R and follows it, 1U. The other the same but 1U more again.
Hammer.

1-22

Wipe out all four of the top blocks. Then wipe out the two bottom center
ones. Push the left block 2D, then the right 1U 2R 3D. The left can go 1U 3L
4D 1L. Red.

1-23

Block 2R, blast the tombs, block 5R L 4U D 2L. Hammer.

1-24

Go to the center and break the blocks 1L, 4L 1D, and 4L 2U of the right ball.
Push it 4L 2D 2R. Break the blocks 2R 1D and 3R 1D of the other hole. Push
the block 4R 2U 2L. Red.

1-25

DR block 1D, DL block 1L. You get a blue, which makes 10. You now have a new
tear in the UL.

1-26

Go to the bottom and fire to the left at each block. Then steer the fireballs
up r down to put the top/bottom blocks in the holes. You get a blue for
completing this. Now you can go back around to the left side of this and get
the flag. Then come back. I recommend using the B/turbo button.

1-27

Shoot a path up the center. Just hold A and up. Drop all the blocks straight
down. You get a red. Go left.

1-28

Quick method: Fire right at the block. Step on it and fire up twice. You can
then go up and fire left--keep trying to go 1L 2U 2L 2D 1R with your shot. It
will eventually work. Then do the same with the other.

Or you can navigate a shot through the fire. 2R 2D 2R 3U 2R 2U L* 1/2D R.

You get a hammer. Go left.

1-29

Exit to 1-30 first.

1-30

Push the left block L and D, then the other 5L and D for a blue. Go back to
1-29.

1-29

Destroy the tomb and push each block 4R D, right one first. You get a blue.
Go left twice to 31.

1-31

Top block all the way left, bottom L D. Then push it 2L 2D. The other block
can go 3L D, then 2L D 4R. Blue.

1-32

Once you blast all the tombstones, tip the blocks in 2L and 2R. Red.

1-33

6L D with the bottom one, R D with the top, then 5L 2D R.(you can also shoot
the tombstone for a shortcut.) Blue.

1-34

Bottom block R, UR one 2R. Bottom block 5L, top one 2L 5U. Bottom one 6L 7U
7R. Hammer.

1-35

The swirling fire won't let you push the boulders, so you have to steer them
a bit.

Stay in the UR exit for the shooting. Fire down and left a bunch. Repeat til
the top block goes to the left. Now fire D L D R to push the DL block to the
right. It might be easier to go to the DR, but I find I wind up exiting
through the right if I am not careful. You will want to avoid enemies with
your steered bullet, but if one gets near, pop him. It will only be a
temporary nuisance. 2 red.

1-36

Shoot the two tombs on the bottom and push the one block 2U to push the other
2L and the original 2D 2L. Blast the top right and top left tombs and repeat,
mirrored vertically(2D, 2R, 2U 2R.) 1 blue.

1-37

Push the block down, then fire D R U at the right one, and push it up. Go to
the bottom and fire left and steer it up, twice, to knock out the left block.
The final can go 2R, and you can shoot it down. 2 reds. Exit down the left.

1-38

Fire at the center of the column of 3 to push it R D D. Then push the two
blocks in the center D and 5D. The blocks on the left can be (shoot-U) 6R,
(shoot-2D) 6R D. The UR block can be shot down, pushed 3L and shot up. The
final; can be shot 1U, pushed 1U 3L, shot 1U. 2 blues.

1-39

Bird.

1-40

Push the six right blocks left to the holes. Then the top and bottom blocks
go 3R, and the left goes 1U. You get a red. Use the turbo if it annoys you.

You can shoot the tomb and the crack behind it to visit someone useless.

1-41

Red haired girl.

1-42

Shoot the bottom block 3L into a hole, and then hook shots to send the UL one
2R.

Hook a shot U L D to push the block to the left down, then push it down and
hook one R D L to push it left. Hook a shot U L D to free the final block.
Push it 3L, shoot it D then L, push it L and shoot it up. This gets you 2
blues and another teardrop above.

1-43 and 1-44

The shoes will help you walk on water later. They can't do anything right
now. You need the flying shoes in the ice world to get them.

1-45

This boss is easy. Turbo-run across him just after he runs down at you, then
toss a hammer when he runs down to the side of you. Even if he hits you, you
can trade blows. You really need to make sure you hit him with the hammer, as
nickel and diming him is nearly impossible. There's no fixed strategy for
this, but often he comes right down at you, and if you are facing up, you can
just fire at him. It may be best to stand near the sides so that when he is
about to bounce off the wall, you fire, and he is trapped. You can trade off
hits here against him too.

Use the key to go forward--or go back to 36 first and go north and talk to
the penguin, who gives you a blue tear, which is handy for later boss fights.
Use the turbo.

1-46

The penguin. Just push A, a tear will be below, and get it. Then return.

1-47

Go up to the next area.

2-1

Now you fight mushrooms and ghouls. Destroy the ice chunk and push the block
left, then push the other block up. Red.

Go west. The broken wall leads to the castle.

2-2

This is a tricky one because you need to rearrange items before moving them
back to their proper places. But once you nail the first, the others follow.
You'll have a lot of shooting to do before you can move some blocks, but
eventually you should get an hourglass.

Fire straight left across the holes to knock that one block away, then push
the one 1U1R of it 2U, then the other top one 2R. Now push the block 1L1D of
the holes 1U and fire it 1R with a hook shot. You will hit a lot of enemies
while trying to get there, but they either don't reappear quickly enough or
will leave a bomb behind. It's worth it to take a bit of damage to knock the
first block in the hole.

From there push the bottom block 3U and hook it 1R, then push it 1R. Now you
can get rid of the rest of the blocks. The left one goes 5R U, the UL 4D 1U
4R 1U 1L, the last 4L 4D 1U 4R 1U 1L 1U.


2 red.

2-3

Blue haired girl.

2-4

When in doubt, shoot everyone after you move a block to the right.

2L 1D 4L 2R 2U 2L starts to clear stuff out. Then pull the isolated right
block 4R 2D. The DR one can go 2U 4R 2D. Then 2U 5R 1D with the next one
over. You now have:

0 1
2
345
6
 7

4 1D, 5 7R U. 7 2U 7R 2D. 3 R* 2U. 4 1U 7R 1L 2U. 0 1R 2D 7R 1L 2D. Here
monsters may run at you for an ambush and there's little to do about it. So
just shoot them til you're back at full health. 2 1D 9R 3D, 6 1U 8R 3U, 1 1L
2D 8R 3U.

2 blue.

2-5

Push the top block 2D, allowing you to push the middle 1L. The top block can
go 1D 2L 1U. Then the bottom can go 2R 6L. 1 red.

Now I goofed on the map numbering so left you have a small detour to 2-16 and
2-17. Take it.

2-16

Push the right block 2L, the left 2R, and the remaining one 2D 1L. Go 1L 2D
of it and shoot it L then push 2U. 2 blue.

2-17

Push the center bottom block 1L 1U. Push the lower left one 3R 1U. Push the
final bottom block 4L 1R 1U 1R.

Push the left block 1U 4D 2R 2U. Push the right 1U and the center 3L 4D 4R
2U. Loop around. 4D 3L 2U 1R. You get your first sword for the next boss
fight. Go back and south at 5.

2-6

push the block left of you 3L, the one below it L 2D, 2 hook shots to destroy
the ice(move to the right), and push the UR block 1L. Push the block right of
center 3R.

Push your final block 3D 1L 1D 3L and shoot it 1D. You get a blue.

2-7

Push the available block L 4D, then shoot to push the UL block 2U. Shoot the
near block above R, then push it 2D L. Push the UL block 2U, then the bottom
2L and the remaining one 3U 2R 4D. Red.

2-8

Move 2D 2L U 2L D for one block, then 2L U R D R U. The one block can go 3L
D, and the final can go 5R U. You get a red.

2-9

Push the nearby block 5R D, then the DL one 5U 5R D. The remaining block goes
L U L. Red. You may take a bit of damage from monster bunching, but you can
head to the DL and lure them when you're in the top section.

2-10

Blue haired girl.

2-11

D 2R D 2R with the UL. Then U 5R with the one above the pit you filled and 2D
with the final. You get a sword. There's a fox to the right. The next puzzle
is below.

2-12

Fox.

2-13

Push the first block you can 4D. Push the UL 2L 4D. Angle a shot so the
rightmost block goes 1R. Then push one block 3R D to a hole, the bottom R 2U
3R, and the final one L U 6R 3D. Blue.

2-14

Shoot the UR block 1U, then push it 3L D. Shoot it 1L, push 2L, shoot 1U.

Shoot the DL block 1D, push it 3R 1U, shoot it 1R. Blue.

2-15

Be quick getting to the bottom or the monsters will block you out. Go back up
only when monsters are cleared--if you have an hourglass, all the better.
Note the left drop is useless.

Push the bottom block 4L 1D, the UR one D 2L, and the final one 3R D 2R U.
Sword.

Now the gassland is below, and while your # of swords is reset to zero gems,
you lose none of the work you did above. You're complete with the right side
of the ice world, and it is time to go through the jungle world.

3-1

Move down quickly, face left and fire the left block 1U, and then put each of
the other blocks in the holes to the left. You get a red. The worst case
starting out here is that you have to shoot a lot of enemies or get a bomb
power up to clear the path. There's no real danger, but you may have to take
a while. Now take a side trip to the right before coming back later.

3-2

It's easiest to take out the row of 3 holes with the 4 blocks you have--the
top one goes 1R, then shoot the rightmost one 2U. Then push 5U 3R 1U and 1R
4U 3R 2U to clear a path to the right. Push one block down, the other 1L. The
final block goes 1U 5L 3U 2R 1U.

If you do not make a path to the right, you ave a very tricky sequence of
curves to make with a shot, and you need to rely on an hourglass. It can be
done, but you're better off resetting. A gem.

3-3

There's nothing you can do about the ocarina or whatever it is in the DR yet.
You need a special item to get to that area. But the puzzle is not hard.

Here you need to push the left block 3L, then get an hourglass and go to the
DL and fire the block R and push it D. Repeat with the other, but D 4L, and
push it D L. 1 blue. Now back left of #1.

3-4

Near block goes 3U L, then the next two in the center can be pushed left. The
one 2U of the bottom block can be shot 3U R. Stand right of the water and
fire left and hook it. Then the top one can go U 2L, the bottom 5U L, and the
remaining one D 2R 2D L. Blue.

3-5

Hook-shot the top block right, push the bottom up, and hook-shot the center
of the column left and the top up. Now the bottom block can be shot D L, so
you can push the top 3L and shoot it 1U 1R and push it 1R. Then push the
final block 1R 2D 1R. 2 reds. You have 3 big reds now.

3-6

Push the left block 2D 3R. Push the right block 1U and the bottom one 1U
(shoot) 2L and push the right block 1U 3L and the final block 1D 2R. 2 blue.
This should get you one more blue tear on top.

3-7

Shoot the block 1D, then push it 1L 1U 1L. Shoot it 1U and move it 1U. Push
the other one 2L, shot it 1D and push it 1R. Red.

3-8

Can't complete now. Go down.

3-9

You need to make a bridge along the columns to start. The lower holes, except
for the very bottom, come last. Push the bottom block 4L, then the DL of the
clump 1U 1L and shoot it 1U. The next can go 1U 2L and be shot 2U. The next
1D 2L 3U and the final 1L 2D 2L 4U.

Now push the UL 2L, with the other 2L 4D. Go 1L1D of it and shoot it down.
Push it 3R D. Push the pther block 2R 4D, go 1L1D of it, shoot it down and
push it 3R D L. 2 red.

3-10

Push the DL 4U. Then fire left across the top to push another block in a
hole, then come back to push the UL block 1D 1R. The DR can go 2L, then push
the freed block up, then push the right block 3U 2R and the other 1R 3U 3R.
Gem.

Now there are two ways to exit to the left, and they lead to different
passageways. Again, with my maps not entirely perfect, I juggled the numbers.
But you will want to go to the top left for a puzzle.

3-17

Fire the center top block down. The top right can go 1R(shoot) 1R D. Push the
center block 3L U, the top 1R 1U, and the bottom 1R. 2 red. Return to 10 and
continue to the north(south to 11 is a red haired girl who will heal you if
you need it.)

3-11

Red.

3-12

Push the right block 2L, the UR 1L 1D, the next one over 1D, and the UL block
6R L 3D. Shoot the DL 1L(when DL of it) and push it 2U 2R, and the other goes
4L 2U 3R. 3 blue.

3-8

Fire the near block 1U, then the one above 1D. Go to the sea and fire the
lower one 2L, the upper D 2L U. You get a red.

3-13

On the bridge, fire the left block D R and the next one 2L 2D 2R. Red.

3-14

Ghost. East to 5 is a dead end.

3-15

Fire the block right 3. You get a blue. You can't do anything about the key
yet.

3-16

Shoot the DR block L U and the top 3L. Get a red. Exit and go back to 17, the
bottom part(D D L D L) to continue, then go left from 17.

3-18

Push the lower block 2L 1D 2R, the right 3D, and the UR 2L 5D 3R.

Push the left block 3D, the bottom 1R 1D 1L, and the top 2R 5D 3L. You get a
gem.

3-19

Push the center block in the column 2L to push the others 1D and 1U. Right
block 1D 1L, then shoot left block 1U. Right block 2L, UL block 1U 1R, and
final 2D. Gem.

3-20

Get here from the north passage of 3-17.

3-21

Push the right block 2L 1U. Push the center one right. The top goes 1L 3D 3R,
and the bottom goes 2U 4R 4D 1L 2U 1L 1U. 2 blue.

3-22

Push the right block 4U, then push a block 1L to the hole. Hook shot the
block 2L1U of you down. Push the UL block 2R. Then shoot the left block 2U,
then move it 1R 1D 1R. Stand in the DL and shoot the DL block 1L, then push
it 5U 1R 1D and shoot the left block on the top 2L. Push your block 2R 1D.
Push the UL 2R. Push the DR 5L 5U R D and shoot the UL 2L, then push your
block R 2D.

The UR can hook follow the same pattern, but then shoot it left--there will
be a shortcut where you can push stuff R 2D 2L and into the holes. You can
even push the top blocks to the right edge and 2R of there. The last two work
the same, but push them right when need be at the end. Just bewaare, with 3
left, of forming a triangle of blocks to block yourself from doing anything.
You need to be able to push down on the blocks to get them to the holes in
the center, but it gets easier as the board clears. You get a gem.

3-23

You need to shoot the center lower part fo the C down, then shoot the DR 1R
and 1U. There are blocks you can push 1L to a hole and 1U. Do so, then push
the UL 2R. The DL goes 1D 1L and the UR 1U 1R. 2R 2D 1R 1D. You get 2 reds.
Get the flag on top, too.

Retreat L D R to #24.

3-24

Push the top one right and the one 1 row down 1R, then 1R and push down. Push
the UL R 2U 4R. Push the 2nd-top 2R and the top 1U. Shoot the right block 1R
and push it 2L. Push the lower block 1R and the upper 2U 3D 2R.
Gem #6.

3-25

Nothing here. But it looks neat!

3-26

Boss. You need to shoot well ahead of him--a shot touching his neck will be
deflected, but one a bit in front of his head will get him. Stand in the
center. If the dragon is low, fire when he crosses the left bridge, otherwise
when he is halfway between you and the bridge. He will fire right at you, but
you can turbo-run away. And you can always trade hits if you need. One
possibility is to run ahead of the dragon after the first hit and nail it
twice. But you don't need to do anything fancy.

2-18

A pretty easy reintroduction to the ice area. Push the block 1L and shoot it
up. You may have to shoot monsters in the hole til you get an hourglass, but
you've had to persist before. 2 red.

2-19

Push the lower block 1R then 1D. Push the right block off the parapet and 2L
1D. Push the left one down and 2R 3D 1R. 1 blue. An eye is to the right.

2-20

Eyeball.

2-21

Push the top block 2D and the left 2L 3D. The bottom goes L 2D 2R and the
last 2U R. 2 red.

2-36.

Push the right one 2U, then push left for 1 hole. 1U1L of the right, fire 2D
2R U L. Push D 2L. Push the left block D U and the right R, then the left D
3R.

Sword.

2-22 blue haired girl

2-23

Shoot the ice chunk then the block 1L. Push the block 1L 1U. Push the top
block 2R and off the wall. Push the right block 1U and the left 1L 2U. Push
the left 1D 2L 1D 2L 1U. The final goes L D 2L D 3L U 2L 2U. 2 blue and more
health. To the right is a room you've seen before. You were just on the other
side.

2-24

The other side of the waterfall.

2-25

Push the 2nd-right 2U, the right 2R 2D L, the left 2L D, and the top 3D 3R. 2
red. The rooms left and right have someone to talk to, but they're not
important.

2-26

The other side of the waterfall, top bit.

2-27

Fox.

2-28

Push the center up. The DL can go D 2L and shoot it up. The bottom can go R
2D shoot R, 2R. Shoot the right block 2D, then push it R 2D, shoot right, 2R
4L. Push the right block 1D and the other L 2U R. Final R 2U 2R D. Sword.

Go up to get all six swords. It's really just a convenience, and you can save
time by going right immediately.

2-29

It's tricky to take care of the UL and DL, and the most immediate way to get
the DL leaves you stranded. Hook-shot the leftmost 1U. The DL can go 1L, hook
it 1U, 1L 4U 2R 1D. Now push the 3 blocks nearby and the final 2D 6L. Sword.

2-30

Push the one block down and the other two left/right. Red.

2-31

Nothing here but an intersection. Head up for a detour that will get you a
red.

2-32

Push the left block 2L, shoot it 1U and push it 1U. Another block can go D
4L. Push the final block 2D then shoot it 1L. Push it 3L 1D. This gets the
red.

Now go D R to 33, then U to 34.

2-33

Nothing here really.

2-34

Boss

This wolf is very easy. Stay above the stairs and fire up when he goes along
by you. You can afford to get hit. You don't even need all 6 swords--you can
just fire at him as he is about to hit you, if he is along the bottom.

the bottom. You get a ladder for this. You can use it to get to the castle,
but you also have some backtracking to do.

DETOUR FOR STUFF YOU DIDN'T GET

Go D L L U L and use the ladder below. I found you need to face to the left
or right, shoot and then push down. It's a bit weird, but I guess it's a
puzzle.

2-35

Go down to the next room and down again(use the ladder--here I just held B
down) and you will reach an alternate 2-27 with a girl who gives you blue
boots if you listen to what she says. The blue boots let you jump off
parapets where you could only drop things off before.

There's one place you may have forgotten where this will come in handy. Go
back to the first castle. Remember where the red boots were? If you don't,
well, you can't miss them as you backtrack. You can now drop and get them.
They are in the first castle. Here are the directions, from where you got the
blue boots.

U U R D D D D L D D D D L L D D R R R U R R U U R U U U U L U R R U U R R D D
D. Now you may have to wait a bit to jump off the ledge, but push down above
the down arrow, and you'll fall over it.

The red boots let you go through water. But there are restrictions. You need
to find a grey dock. There are a couple in the jungle. The area they access
is also devoid of puzzles and monsters.

One such place is in room 7. You don't have to push any special keys as you
run off the dock, and you can still turbo. Go south to room a then east to b.
Walk onto the dock, then go east to c. A white origami dude is north(d), with
a healer woman 2S. Go south to e. Right and down of e is a Charlie Brown monk
who gives you a red tear if you listen to his whole spiel. 4 rooms north, in
3, you have the cornet/flute/ocarina by the statue. Return to 7.

Go to 2-16. It is L D L U R U U. Take the dock and go right. It looks like
you have to get out on the wrong island, but you can go behind the waterfall
to get the key. The key lets you in everywhere in the castle.

To get to level 4(the castle) just push up at the castle, and the missing
link will fall in.

4-0(outside)

Go 2 rooms east of the outside of the castle to heal back up--the first guy
has advice, the red haired girl has health. The monsters are a bit tougher
here. The birds can fly over holes, and there are a lot of them in tight
quarters, and other monsters take more than one hit.

4-1

I got in a bind when first walking through and drawing the maps, but the
gidst of this walkthrough is that the castle is symmetrical, and you can loop
around it. It's probably a bit easier to go right.

4-6.

For this level you need to shoot the blocks into the center while you are in
a niche.

Shoot the bottom center block 1R, then push the bottom left 2R. Go down to
the culdesac and hook-shot the DL block 1L and kick it up. Hook-shot the
center 2L and then stand in the cul-de-sac, shoot it 1L with another hook
shot, and push it 1U, then push it 1R. You may have to shoot repeatedly
through the holes til you have a break, but there is little risk. Eventually
you'll get the hourglass you need.

Go to the top now. Fire down, 2R 1U 1L and push that block down. The rest can
be pushed right, 3U 4D and into the hole needed(1R, then 4L.) 1 blue.

4-7

Push the top center 1D then shoot it 1L. Shoot the leftmost block 1L. 1U1R of
the UR, shoot it 1U and push it to the edge of the crosses. Stand 1U1R of it
and shoot it right, then push 1D 1R 4D. 1R 5U 1R to win. 1 blue.

4-8

Shoot the DR 1U and the one 1U1L of that 1U. Shoot the one now 2nd-lowest 1L.
This may be tricky--make sure the fireball does NOT hit the block above you,
or it will run next to the one above it, making the level unsolvable.
Combined with an enemy often appearing in the hole just above, this is
frustrating, but keep a watch for the big flame coming out of you and pay
attention to your hair color.

Push another block 3D and one 2D into a hole, then the UR 3D 1R. That leaves
the bottom one. Hook-shot it 1U then push 1R and 1D.

Shield.

4-9

Climb up and come back after going left in 10.

Push the block down and then go downstairs. Drop the other block in the DR
hole, shoot the tomb, and drop the one block off the parapet. Push the top
block 1R and the bottom 4R. You may have to take some damage navigating the
stairs, as the monsters may block them up. Get it back shooting them in their
holes.

1 red.

4-10

Use the stairs and turbo to push the left block 1R, the new left 1D 3L, the
rightmost 2D, hook-shot it left, go to the DR, and shoot it 2R and push U.
Final block goes R 3D R U and shoot it 2R from the DL again, then 2U. Shield.

4-11

Push the top block 1L, shoot the right one 1U from the right niche, push it
3L and the lower block 1R, then shoot the lower block 1R from below and push
1U. Go to the left and shoot the left block 1D then push it 3R.

Push the top block 1L 1D 1R, then shoot the middle one 1U and push 4L 1D 2R.
Shoot the final block to the right when below, then push 1U and shoot it 1U
when above it. 4L 1D 3R. 1 red.

4-12

We'll complete 13 first.

4-13

Push the lower block 2R 3U, the top one 2L, and the remaining 1L 1D, 1D, 3L
2U 1R. Shield.

4-12

Drop the 2 right blocks down the right--push the 2nd 1L. Bust the tombstones.
Push the bottom boulder you can half-see 2L, then drop the top one down and
push it 4R. Red. As before, sacrifice a bit on the stairs down if you must.
The enemies will reappear for slaughter rather easily.

4-14

This level is a huge pain.  Remember you can shoot over water, and when in
doubt, aim low. Shoot the tombstones first. Push the upper block near you R
then shoot/push it 3D 4R 3U 1L. Let the other follow, but you can push it a
bit more. You only need to shoot for the first square after changing
direction, which helps.

Shoot the left 1D and push 3L, then shoot it down and push it and go on the
circle again, into the final hole in the spiral. Push the final one 3D, shoot
a big hook to send it left, and proceed as before--but turn right at the
water. Shield.

4-15

Push the block guarding the dead end 1L, shoot it right, and push it 1D. Push
the block left of it 1U, then push the right one 3R 1U. Then shoot the other
block 1R from the dead end. 1D 5R 1U.

On the left, push the 2 blocks to the center row of holes, then go to the
right and push the 2 bottom blocks up. The top block in the center goes 1L
4R. Push the UL block 3D 1R 1U 3R. Push the UR block 1D and, 1R1D of it,
shoot it down with a hook shot then left. 1U1R of the final block, shoot it
right, push it 1D, then 5R 1U. 3 red.

4-16

This is another tough sokoban level--well, actually scrunched a bit. Push the
3rd-left U 4R, the right-of-center 1U 1L, and the former center 1L. Push 4U
for your first block. Shoot the enemies in the bottleneck if you need to
recharge.

Move the UR 3L 5U and shoot it right, then take the right U 3L 3U 1R. Push
the rightmost block 1U 1R 3U 1R and shoot it 1D. U 2R 3U 1L 1U. U 3R 4U 1R
1U. 3 red.

4-17

Use the first few blocks to get to the bottom and then it is easy. The UR/UL
go down. The DL in your area goes 1R, the DR 1L and shoot it down. The last
goes 1R 3D 1L 2D. Push the edge blocks 1U, then the left 1R 4U and the right
1L 4U 1L. Shield. There's a balcony to the left, so go down.

4-18

Push the left block 2D, the right one 1U, and the other 1L 3D 3L 8R. The
remaining can go D R D 2R 2U. 3 red. You should have 7 full red drops now.

4-19

Push the available block D and L all the way.Push the top block right. Shoot
the right block 1L from 1U1L of it, then push it 2D and left. Push the other
block right. 2 red.

4-20

Push the DR block 3L, then the center left one 1R to the hole. The one below
can go D 5R L U. The left block, 2U 3R 2U. The bottom one, 4R 4U 4L, and the
final one can be pushed D 2R. 1 red.

4-21

Shoot the left one 1D, allowing you to push one L 4R. Shoot it D R and push
2R, then shoot U R. Push 2R, shoot up, push up, shoot R U, push up. It's a
lot of work to do, but it saves a lot for later.

UR block 3L, shoot D, 5L. The other two are similar--across the 1st bridge,
shoot D R, 2R, shoot U R, 2R, and shoot U R(1st) and D R(2nd). 1 blue.

4-22

This is an empty T-shaped room. You can go up to the first boss fight or
explore left. You will need to go backwards from 4-40, though. So I recommend
going left.

4-23

Push the lower block 3L, the free one 3U. Push the top one 3R. The right one
goes 1D 1R 2D. 1U1R of the final one, hook a shot to send the block 1R. Then
1D 2L. 1 blue.

4-24

If you exit from the top, push the free block in the DR 2D to get started and
proceed as below. Bascially, you need to make a waplway to the left with what
you have. Then you can untangle that side.

Shoot to move the block right of the 4 holes to the left. Push it in. In the
UR, the left block goes 1D, and then shoot it 1L and push 2L. The center goes
1D and is shot left too. The final left one should be shot left twice, to
complete the bridge over the 4 holes.

To come back, push one block all the way right, then the lowest 1U, right and
1D(shoot). The next goes 2D, right and 1U and the final, 1L 2D right and up.

Then you just need to drop a block down the parapet and 3R. 1 red for all
that.

4-25

Push the right block 1D, shoot the other 1R, push it 1D and shoot it 1R. Now
you can push the other blocks back left, the second 1U. 1 red.

4-26

Push the top center block up then 2R. Shoot the UR 1R and push it down. Push
the center block 4U, shoot it left, then push it 3L. Shoot the left block 1L
and push it 4D, then shoot 1L. The final block can be shot 1L, then
shot/pushed 2L. 3 blue. More hit points. Now you can open the door above.

4-40

This one sucks. Push the center of the L 1R, then the top 1U 2R. All with
shots. Stand 1L of the left hole for this. Then move to 2U.

The DL block can go 3U 3R--more shots. Go 1U1R of it and fire it right and
send it 2D. Fire the next block(top one) 1L 2U 3R, then go in the culdesac
again. Fire it left, then push D and L. Push the final block as before, but
into the DL. Push 1R 4U. Go to the left and hook-shot it 1D 1R, then 2U of
it, hookshot it left. Go 2L and hookshot it U then U. Push it R and hookshot
it down. You get a shield.

4-39

Fire the top block in the cross 2R. (Exit left and return right to clear
things to make it easier.) Fire the bottom one 2L--go to the DR for that.
Push the center block 1U and the others left and right. The block you pushed
up goes 2L. Push the last block 1R then shoot it 1R when 1U1R of it. Push it
down. 3 reds.

4-38

2 blocks on the right straight down. Push the bottom block left. Hook the
middle one right with a shot twice. Send it down. Push the UL block 1D 3R 3D.
Left block 1D and the final two 2L and down each. Shield. There's a door
below.

If you entered originally from below(left side of puzzle), just mirror the
above.

4-37

Here I think it is easiest to push the right block 2R, exit right and return.
The one block is reset. Push it 3L to start.

1st block goes left. Go 2D, push one block left, and the one 1L of it up. The
other can go 1L 1U and then shoot it left. Walk to the left and push the DL D
4R L 2U. L 3D 4L U R with the new left. The new left follows that, but U
after the end. The final one on top follows too, 1U again. The final two on
the right go D 2L 2U L, U 2L 2U L D. 3 blue.

4-36

Left block D 5R L 2U. Push right block D, left 1L (shoot) 1D 1R. Final block
1U 3L 1D 1R 1D. 3 blue.

4-35

Crush the tombs. At the top, push the block down and 2R. The next goes 3R D,
then back left. Get the flag. 1 red.

4-34

Push the right block 1L. At the top, push right the block down and the center
one 1L. Then push the remaining block 1R 2D 1R. 2 blue.

Shoot when 1U1R of the bottom to hook it left. 1U1R of the left, hook it
right. 2D, R. Bust the tombs on the right. Push the block left then down. 2
blue.

4-33

Push the leftmost block 2R and the bottom ones 1U. Fire to hook the bottom
block left twice--aim, from the center, R D L. Push the center block 2U, the
right 1D 1L, and shoot the center 1D and push the left 2D 3R. The center one
can go 1U 1R 1U. Shield.

4-5

You can jump if you have the shoes. Otherwise, forget about this level. Jump
down the right from the UL if you started there.

Blast the tombs in the DR and bring the block over left. Blast the tomb in
the DL and bring the other block 1R D 2L. 1 red. That gets x8 for the red.

4-4

You can push the top block to the right and exit right and come back if you
want. You can also move it right, shoot it left and send it 2D, proceeding
roughly as below. The key is to clear out the center hole.

Push the top block 2L 2D. Push the right of the bottom blocks 2R 4L 2U. Push
the DL 1L. Shoot the middle block 1R into the hole. Push the right block 1D
4L 2U 1L. Push the remaining block 3R 4U 5R. Shield.

4-3

Either way you come in, you can fire across the water to bring the near block
back into the near hole. Then run over to the other block and push it in.
It's a bit mazy, but it should not be too hard. 1 blue.

4-2

Push the top block 1R, the one below 1D, and then go 2U and shoot the top
block 1L and push it 3D. Hook-shot the bottom block 1U, push the DR 1D 1L,
and stand in the UL and shoot the UL 1U. Push it 3R 1L 3D 1L. The UL goes 4L
3D 1R 1U 1R. 1 blue. You should have blue x8.

Once you're done with this, you are fully ready to go north from 4-22. Go
right and down and 2R in the rooms to heal if necessary. Then use the turbo
feature to run back through the rooms.

4-27

Just stairs.

4-28

Stairs with balconies. You may've seen this before from the sides.

4-29

Just stairs.

4-30

Stairs with balconies. You may've seen this before from the sides.

4-31

The strategy for this boss is not bad. You will want to turbo-run a lot, then
when she fires a snake, duck it and fire. She's rather slow, so your main
risk is hitting the snake with a shield. You also need to hit her in the
lower body, which is a problem when she goes to the bottom. So have patience
there. But eventually if you shadow under her you will be able to move in and
fire at her. She fires every few seconds, and you will probably get the tempo
down.

If you're injured more than halfway, retreat to the edge of the castle, heal
and come back.

4-32

Another door. You don't need the cross to open it, actually. But you won't do
damage against the final boss. Details.

4-41

Another anteroom.

4-42

The big boss. He is not hard if you turbo around. He has two basic moves: 1)
turning into bats and zooming in on where you are and 2) dividing in half and
reappearing somewhere else. For 1) don't stand in the corner and be ready to
run away and turn and fire just before he forms, so he gets hit when he re-
forms. Be sure you have a cardinal direction to escape in if the bats come
flying.

For 2) you want to be diagonal of him and just fire shots in different
directions. One may hit him. Also, if you hit him when he flies at you, he
can't damage you. You can't really do much damage, and where he appears is
random, though having save states active lets you predict things, so be
prepared to chip away. Fortunately, he is clumsy enough, and you get the
benefit of the doubt if he sweeps by you, so eventually you will wear him
down. It took me about 30 hits.

One other thing--stay away from the bottom center, or you may kick yourself
into the bottom room.

Once you win this, you exit to the final room, where you push a block down
and right into the hole to win the game. The credits roll.

 5. CHEATS

Here is how to cut around in a maze. Go to 0x4033 to see a hex map. Each of
the bytes in the map is in a 64x15 array with the final 32 bytes of each row
set to 0. Each square takes 2 bytes. Blank the squares you want with 02 04,
or 06 08. Be sure you start with an odd #'d byte.

Save states work well against bosses. See where one is going, then fire
there. Especially just make sure not to waste your big weapons.

End of FAQ Proper

================================

 6. VERSIONS/CREDITS

1.0.0: sent to GameFAQs 5/18/2008, complete.
0.9.9: sent to GameFAQs 4/28/2008, with boss fight strategies still rickety.
Maps sent in, everything else ok.

Thanks to GameFAQs for being, well, THERE.
Thanks to the usual GameFAQs gang, current and emeritus. They know who they
are, and you should, too, because they get/got some SERIOUS writing done.
Good people too--bloomer, falsehead, Sashanan, Masters, Retro, Snow
Dragon/Brui5ed Ego, ZoopSoul, War Doc, Brian Sulpher, AdamL, odino, JDog,
Lagoona, Da Hui and others I forgot. OK, even Hydrophant in his current not-
yet-banned message board incarnation. I am not part of his gang, but I want
him to be part of mine.
Thanks to ftp.apple.asimov.net and its various mirrors.
Thanks to odino and AdamL for reminding me about FDS Sokoban.
Thanks to romhacking.net for having a partial translation. It also helped tip
me towards playing this.