Peace Keepers Walkthrough & General FAQ Version 1.0,
3/20/02 by thePeaceKeepers

Copyright 2002, ‘a Nick Lattimore production’ (haha;
that is I)

Email: [email protected]

WARNING ABOUT COPYRIGHT INFRINGEMENT: I don’t like
having to bring this up, but almost everyone does, so
it must be important! Please do NOT use this faq
without emailing me for permission. You might be able
to make some money with it, which I doubt, but ask me
first if you’re interested in using it anywhere.
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Table of Contents:

i.      Welcome to my faq for The Peace Keepers!
I.      Introduction
II.     Plot
III.    The Characters (Strengths, Weaknesses, and
Best Moves)
IV.     Walkthrough (Spoilers!)
V.      Different Endings
VI.     Codes and Tricks (my Own!)
VII.    Tips
VIII.   End of FAQ: Questions, Comments,
Contributions; Email; Thank Yous

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i. Welcome, everyone! This is my first FAQ, and what
better way than to make a simple Walkthrough & General
faq for a relatively simple game? I wrote one for a
Street Fighter game, but frankly, I wasn’t confident
enough to turn it in, so this is a way to test the
waters and pray that no one will call this faq stupid
since no one else has written one yet, to my
knowledge!

So why write a faq for _The Peace Keepers_? I
personally think that this is the most creative
‘side-scrolling beat-em-up’ game ever, as it combines
semi-RPGish elements with fighting: it offers multiple
paths and storylines and has several interesting
little game secrets. In truth, this is way more of a
fighting/action game, yet it’s well-thought out. Also,
hardly anyone seems to know about this game, and I
think it deserves a bigger spotlight. Part of the
problem is it’s very hard to find for sale nowadays,
even compared to other snes games! I owned this game
and sold it after getting sort of bored with it, but
after reading so many cool tricks and little secrets
about the game, of which I wasn’t aware, I decided to
try to get this game again to play it and write this
faq. So it’s ironic that boredom makes me sell the
game, yet boredom over other games brings me back to
it!

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I. Introduction

So let me explain the history of this game. In Japan,
_The Peace Keepers_ is actually called _Rushing Beat
3_ of the _Rushing Beat_ series (sounds weird;
probably another mistranslation). I’m not sure why,
but Jaleco decided to change the name of each game in
the series in the U.S.A., with the first game being
called _Rival Turf_, the second being _Brawl
Brothers_, and the third being the present game we
have here B-)

Also, Jaleco changed the name of the returning
characters in each game, suggesting that they actually
became different people, and they even changed some of
the moves they had. For example, in _Rival Turf_, the
2 playable characters were named Jack Flak and ‘Oozie’
Nelson. In _Brawl Brothers_, the respective characters
are called Hack and Slash (ain’t that cute?) in the
U.S., and in the Japanese version are called Rick
Norton and Douglas Bild. Finally, in _The Peace
Keepers_, Rick Norton is the only one to return, but
he keeps his name the same (I guess he got tired of
legally changing his name!).

Here’s another bizarre and annoying change that Jaleco
made to Nelson/Bild’s character: as Nelson, he appears
to be a black guy or with a deep tan as you play as
him throughout the game, yet when you beat the game,
he looks white during the game’s ending. As Bild, he
once again looks black or tan-skinned when you play as
him, yet when you rescue him or when you beat the
Japanese version and see the game’s ending, he appears
white and tanned again. Yet in _The Peace Keepers_, he
makes a cameo appearance and talks to Norton (or
perhaps any character), and appears black again, this
time with a mustache, and even his portrait that
appears during his talking sequence makes him look
VERY African-American. I just find this weird and
annoying, but it’s a minor point. Overall, however,
the 3 games are fun beat-em-ups. Well, at least the
moves are cool!

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II. Plot

Yes! There IS a plot, and I mean it’s way better than
in most fighting games or side-scrolling beat-em-ups!
It might not be the most entertaining or original, but
here’s basically what it’s all about.

A company that is usually referred to as DM (you’ll
find out what the letters stand for) is trying to
tamper with nature by creating genetically-altered
people that are super-powerful. Iago, the company’s
owner/leader, is trying to create an army of
superhuman clones to take over the world. It’s up to
you to stop him, and each of the characters you can
play as are friends and join together to fight a
common enemy, even though their reasons for fighting
are different. (The game gives you an introduction to
the main plot and almost every character’s purpose for
fighting.)

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III. The Characters: Strengths, Weaknesses, and Best
Moves

I have talked with M Misel—who reviewed the game—about
which characters are better in this game and have
decided to change my opinion a little bit, regarding a
list of characters from best to worst, overall. Our
only difference in opinion was who was better. I said
Norton and he said Flynn, but it’s still a close call.
However, please keep in mind that the top 3 characters
are only slightly better or worse than each other,
from what I can tell. If you disagree with our joint
assessment, please let me know! I would be very
interested to hear your own analysis B-)

1) FLYNN—he has pretty good advantages when compared
to the others, and only minor weaknesses.

Advantages:

1) Pretty fast.
2) Can do his angry-mode throw when grabbing the enemy
from the front.
3) When health bar is completely/near-empty, can turn
into a superpowerful being that’s almost invincible
and does MASSIVE damage. He looks like a Super-Sayajin
straight from the Dragonball cartoons. This move does
not take up any super-move use! You can do it over and
over again per life/continue, as long as you replenish
your energy and drain it again. If you do this move
and have any life left, all remaining life will be
drained.

Weaknesses:

1) Weak-damage dash attack, but still has good
priority; stick to his throws, counter move and jump
attacks.
2) Hard to aim throw-only weapons at the baddies
(thanks, M Misel, for comment).
3) Slow when swinging pipes, spiked bats, and similar
weapons at enemies.

Best moves to use: jump kick, power move, dashing
attack (with practice), superhuman attack.

2) NORTON—Stronger than he was in previous games, yet
slower now too.

Advantages:

1) Best super move in the game.
2) Best counter-move, the ‘reverse-energy uppercut’
(vulnerable when landing though).
3) Best dashing attack in the game: easy to land on
the enemy; high damage and priority.

Weaknesses:

1) Must grab enemy from behind in order to perform
angry-mode throw! Set it up with a knockdown move
first (e.g. dash attack); dash in if necessary to grab
from behind before they get up (usually safe to do).
2) He can get hit by the enemy while doing his power
move.

Best moves: dash attack, jump kick/jumping-toward
kick.

3) ECHO—Fast character; only slightly weaker in power
(damage) than the rest.

Advantages:

1) Fastest character in the game.
2) Double-jump ability to set up your own attacks or
avoid others’ attacks, plus cancel the double-jump
into a high-priority flaming knee!
3) Can do angry-mode throw when grabbing enemy from
the front.

Weaknesses:

1) Weakest character: most attacks in general do
weaker damage. Stick to her throws, setting them up
with a quick knockdown attack, then grab the enemy
while they get up (usually safe to try).
2) Slow when swinging a pipe, bat or similar weapon at
enemies.

Note: Not important weaknesses, but Norton and Flynn’s
advantages over her and the others outweigh their own
weaknesses in most situations.

Best moves: double jump-flaming knee, dashing attack
or double jump, power move.

4) AL—average character; still highly playable.

Advantages:
1) Cannon attack obviously useful as a safe,
long-range weapon if constantly charged.
2) Decent-priority dash attack for getting in close to
set up throwing.

Weaknesses:

1) Slower on average.
2) Must also perform angry-mode throw from behind.

Best moves: cannon blast, dashing attack, power move.

5) ORBOT—pretty weak character overall, but still not
the worst!

Advantages:

1) Long-range projectile attack just like Al;
performed the same way.
2) Invincible (?) dash; useful for covering ground and
setting up grabs!

Weaknesses:

1) No super move!
2) Slower than Norton, even…but invincible dash helps,
against most enemies.
3) Cannot run; must use dash to get across screen
faster.
4) No angry-mode throw!

Best moves: dash, dashing attack, cannon blast, power
move.

6) PROKOP—worst character of the game!

Advantages:

1) His power move can hit in multiple directions per
use.
2) Strong/high-damage character; strongest
‘grab-combo’ in the game (6 chokes plus throw).
3) Also can perform angry-mode throw from the front.
4) Can walk around with an enemy he has grabbed for
more movement; not very important though.

Weaknesses:

1) Slow, slowest, slow as molasses! Cannot run and
must do dash attack to get anywhere.
2) His power move also is vulnerable to attacks from
behind, like Norton’s.

Best moves: jump kick (jump straight up and kick, like
Norton’s), jumping-forward knee.

Note: The reason Mr. Misel and I think Prokop sucks is
that he’s incredibly slow and thus makes an easy
target, compared to the rest. Also, since most
characters can do the same damage with their
angry-mode throws, and since the faster ones have grab
combos (e.g., grab with Flynn and punch a few times
before doing the actual throw), the weak-damage
problem for the faster characters is essentially
nullified. This means they enjoy high speed and damage
yet Prokop and others only have their strength as an
asset.

General Note: Everyone’s counter moves are useful and
everyone’s throws are a huge asset. Norton’s counter
might have the highest priority and can do the most
damage when all 3 hits connect, yet he’s vulnerable to
oncoming enemies’ attacks after knocking down only 1
of them first.

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IV. Walkthrough (Spoilers!)

Ok, I’m calling this section a spoiler since it’s the
most fun part of the game and I want to make sure that
no one reads this section without knowing that I’m
giving away everything I know about how to get to
certain levels. This walkthrough can be helpful for
finding certain levels and/or bosses, and for getting
your character involved in different storylines. Yet
this walkthrough is also here for anyone who is
curious and wants to see if they have uncovered all
paths to the game. I also was thinking that just to
make sure everyone’s prepared for this section, I’d
list all the levels in the game and you can see which
sound familiar and which are uncharted grounds.

The levels (random order):

Ozymandias Island
Queen of Cups Bridge
Stalag 17
Roy D. Tutto Hospital
Snake Pliskin Ave.
Sukiyaki Lane
Musashi Plaza
MacLeod Falls
Agrajag Cavern
The Crazy Horse
Alan Bradley Airport

There are other stages but I chose not to list them
since you automatically have to play them, whereas the
listed stages are optional because you can play any of
them but also avoid any of them that you don’t like.

I hope this layout isn’t too annoying to read! Arrows
indicate that each entranceway or level leads you to
the next one.

There are 3 main paths in the game that feature
specific levels: Snake Pliskin Ave., Ozymandias
Island, and Sukiyaki Lane & Musashi Plaza as a
uniquely inseparable pair of levels.

Now, on to the walkthroughs!

‘Now it Begins’ (starting level or NiB) à right
doorway à Roy D. Tutto Hospital; enter hospital à
MacLeod Falls à Alan Bradley Airport; fail to smash
controls à Snake Pliskin Ave. à Queen of Cups Bridge à
final 2 levels

NiB à right doorway à Roy D. Tutto Hospital; enter
hospital à MacLeod Falls à Alan Bradley Airport; smash
controls with time left à Ozymandias Island à Queen of
Cups Bridge à final levels

NiB à top doorway à Stalag 17 à ladder à MacLeod Falls
à Alan Bradley Airport à Snake Pliskin Ave./Ozymandias
Island à Queen of Cups Bridge à final levels

NiB à top doorway à Stalag 17 à right doorway à
Agrajag Cavern; go straight ahead à The Crazy Horse;
defeat white Orbot à Sukiyaki Lane à Musashi Plaza à
final levels

NiB à top doorway à Stalag 17 à right doorway à
Agrajag Cavern; go straight ahead à The Crazy Horse;
fail to beat Orbot à Ozymandias Island à Queen of Cups
Bridge à final levels

NiB à top doorway à Stalag 17 à right doorway à
Agrajag Cavern; enter top doorway; punch through right
doorway and enter à MacLeod Falls à Alan Bradley
Airport à Queen of Cups Bridge à final levels

Notes:

1) The warp trick mentioned in the ‘codes’ section of
this game on Gamefaqs lets you play the longest game
possible. It lets you start out on the Roy D. Tutto
Hospital level, yet offers you the chance to descend
into the sewers, which is the Stalag 17 level.

2) If you play up to the Agrajag Cavern, punch through
the right door and enter it, you will automatically
start out at the MacLeod Falls level after beating the
enemies you encounter there. Even if you go back
through that door and fight the 3 pirates (all named
Thirdon; obvious DM clones), you will not be able to
board the pirate ship since the bridge that you fight
Thirdon on now appears destroyed and that path will be
cut off from you.

3) My favorite path is the Sukiyaki/Musashi path. It
is probably the shortest journey in the game since you
play the fewest levels, but those 2 levels have
unique, refreshing music, which the game desperately
needs! Also, I think the coolest ‘enemy’ in the game
is found in the Musashi Plaza.

4) When you get to the brown vase in the Musashi
Plaza, you can smash it or ignore it and punch through
the wall on the right side of the screen. Smashing it
determines how aggressive your opponent will be, and
how tough (how many lifebars the enemy has).

V. Different Endings

There are basically 2 different main endings that you
see for all characters, with different music and
different conversations between the characters. In the
more common case, a scientist will talk to you, and
the other ending will just involve most of the
playable characters talking about what happened. Which
one you get depends on the path you have taken and the
character you use to beat the game. Experiment to see
what ending you’ll get!

Each character can have a happy ending (except Orbot,
as far as I know), and these endings explain what each
character does after the DM corporation has been
destroyed. In order to see a particular character’s
happy ending, beat the game with that character.

Prokop gets 2 different endings; one happy and one
sad. The difference between his 2 unique endings is
also determined by the path you take throughout the
game.

Al actually has a silly message for you if you beat
the game with him and get the rarer of the 2 main
endings (ending without scientist).

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VI. Codes and Tricks (my Own!)

1) Prokop’s Death:

Note: The ‘codes’ section for the game on Gamefaqs
also mentions that you can see a weird death scene for
Prokop. Well, you don’t actually see him DIE, of
course, but I wanted to add my own two bits on the
subject. I verified this code/trick, but did not get
to make additional comments to explain the trick more
accurately, so I’ll do so here B-)

Yes—you have to play the game with Prokop up to the
Ozymandias Island level and then pick a different
character. However, there are 2 different main paths
to the Island, and only ONE of them will work. You
must get to Ozymandias Island via the Alan Bradley
Airport. See my tips section, part VII., if you’re
having trouble getting Prokop to Ozymandias Island via
this path.

2) Angry-mode Throws:

I know that some websites online mention this trick
also, but I’m giving myself credit for this trick
since I discovered it on my own. ALSO, I want to make
some notes of my own about it.

The websites say that in order to perform the move at
any time, you must grab an enemy and then press ‘back,
down-back, down, down-forward, forward and punch’ in a
circular movement (half-circle). This may work for
you, but I find it easier to do this move by starting
at ‘down-back’, then down, etc.

Also, you can throw the enemy either direction with
this move by doing the command and then pressing left
or right quickly before pressing punch. This may be
harder for you, but it’s not really necessary; it’s
just nice to know it’s an option B-)

Finally, as I said earlier, and as the websites
pensively noted, you must grab the enemy from behind
in order to do Norton or Al’s Angry-mode Throw from
behind. That SUCKS, because their throws are the
coolest! Does anyone know if there is a way to do the
move from the front with either/both of them? I’d be
very grateful for any tips!

3) Find Norton (NOT on the Snake Pliskin level!):

Ok, so this trick isn’t very important if you do the
code that lets you pick all 6 characters when you
start the game, but it’s still fun to discover. With
that said, don’t read the rest of this trick if you
want to find him on your own, without any help. I
simply found Norton by coincidence.

Here’s a hint if you want to find him on your own
still: what is Norton’s occupation?

And here’s how to find him:

Play through Stalag 17 until you pass through the
third brown doorway on the right. If you don’t know
what I mean, then I’ll explain further. You will know
you are at the third doorway if there is a rip in the
fence/gate at the top of the screen, on the left side
of the doorway. Think of that ripped silver fence as a
checkpoint. Finally, if you’re still stumped, keep
going through the level until you pass through a
doorway and fight a blue-colored version of the common
enemy called ‘Fnord’, who is almost always green
throughout the game. Beat him and all the mutants in
that small area, then go to the bottom of the screen
in that area. Walk along the bottom edge of the
gamescreen until the screen blacks out and you will
end up in a new room. Punch through another one of the
brown-yellowish doorways that I’ve been talking about,
and enter the small room. If you haven’t done the code
to start the game with Norton and Orbot as
automatically playable, he’ll be in the room, kneeling
on the ground, and introduce himself to your
character. You and Norton will then talk briefly.
Otherwise, the room will be empty.

4) Al’s Special Cannon Blast:

I can’t get this trick to work, of all the tricks in
the game I know about. It’s also listed under the
game’s ‘codes’ section. Can anyone help me with this?
Maybe the person who sent in the code simply meant his
regular cannon blast.

5) More Tricks to be Found?

I noticed that there is a scientist in the Stalag 17
level who says something like: ‘This genetic
alteration process has a special purpose. To find out
more, meet my friend at Ozymandias Island. Go!’

Does anyone know what he might mean by that? Who is
the special friend? I never noticed anything hinting
to what he said. Perhaps it’s a trap and he’s trying
to fake you out, but it’s hard to be sure about
anything the characters say in this game! Also, this
is the only time anyone tells/asks you to go to a
certain level, for any reason. I’m hoping there’re
more surprises to be found in the game. :D

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VII. Tips:

1) Prokop’s Death Scene:

As I said in the tricks section, you have to get to
Ozymandias Island by smashing the controls on the Alan
Bradley Airport level. This can be difficult for
Prokop! So far, it seems that the best way to do this
is to try to dash-attack through the door to reach
them as fast as you can once the timer starts, then
stand between them and do your power move, the fire
breath. Then turn around and do it a second time in
the other direction. If 1 of the control panels is
still intact, just do your counter move over and over
again until it’s destroyed (press punch+jump at the
same time). Just don’t stop attacking, even if time
seems to be up! I think the last time I successfully
smashed the controls with Prokop, I either had 1 or
even 0 seconds left!

2) Get to Sukiyaki Lane:

You must defeat the white Orbot before the timer runs
out. You can pick Norton and use his Angry-mode super
move, then repeatedly throw Orbot into the wall so he
can’t get away. This lets you throw him up to 3 times
per use of Norton’s super. Do it 2 times to be
extra-sure he dies in time. If you know you have no
supers left for your current life before you start the
level (The Crazy Horse level), then pick Flynn for
that level and simply use your power move (the blue
uppercut) over and over again on him. It can hit up to
6 times if you’re in the best range to hit him. If
you’re low on life and don’t have enough energy left
to hit Orbot enough with your power move, remember
that there is an emergency kit semi-hidden at the
bottom-right side of the pirate ship at almost all
times! It gives you 100% of your life back. So just
keep walking along the lower-right edge of the
level/screen until you see it.

3) Get to Ozymandias Island from the Alan Bradley
Airport level:

Play as Norton and run/dash into the room with the
control panels. Stand between them and repeatedly hit
them with your power move (A button). This trick may
also work with Echo, since her power move is also very
damaging and fast when it connects in deep. This trick
is hard with Prokop since you must position yourself
very well so you hit the panels as much as possible. I
say don’t bother choosing him for this part unless you
want to see his death scene!

I remember being able to destroy both panels with ONE
clean shot from Al or Orbot’s Cannon Blast! Just try
to charge it up as soon as you can (the sooner, the
better) and make sure your aim/positioning is good
before trying to shoot the controls. Don’t bother
trying to charge up the move until you see the timer
start, because you’ll go into your taunt position,
otherwise.

Finally, I even successfully destroyed the controls
with Flynn, but it was out of pure luck, I’d say,
since I didn’t do anything well-prepared and remember
mostly just using his counter-move over and over! His
power move makes him move around too much to make him
as effective as Norton or Echo.

4) Simply Trying to be Good with a Character, Even
Prokop!:

Best moves are listed in Part III., _The Characters_.
Here I will suggest general strategies, as well as
some specific strategies for some characters.

PROKOP: Although he’s very slow and can’t run/dash,
take advantage of the fact that he can move up and
down the screen, like all the characters. This is kind
of like dodging, and makes it harder for enemies to
hit you. When surrounded by foes, try to get some
distance between them and you by using his jump kicks.
Also, he’s the only one who can walk around with an
enemy he has grabbed. This lets you position where you
want to slam your opponent, knocking him into others,
which pushes them back and gives you more room to
breathe! Avoid using his power move since he can still
get hit by an enemy if his back is turned to them,
while doing the move. Use his dash attack to get
around faster and to smack dumber, more vulnerable
opponents.

AL: Set up his Angry-mode Throw by ramming the enemy
with his dashing kick and then dashing at your
opponent to run and grab him from behind before he can
get up and turn around to face you or attack you.
Charge his Bazooka whenever you can, such as during a
throw, so he won’t go into his vulnerable taunt
position first. Don’t bother with his jumping punches
because his jumping attacks suck at nailing the enemy.
Use his dash kick to push back enemies, then throw,
throw, throw!

ORBOT: As with Al, charge up his Cannon Blast as often
as possible, yet in his case, you don’t have to worry
about him being vulnerable during a taunt since he
doesn’t have a taunt and in his case when you press
the X button, you’ll get his invincible dash! Use the
dash to set up throws/grabs. His jumping punch is ok,
but just like with Al, don’t bother using it much.

NORTON: As with Al, set up his Angry-mode Throw with
his dashing attack, then run and grab your opponent
from behind as he gets up. His Wind-up Punch is a
great grab move for clearing some distance between
yourself and others when you want/need it. His counter
move might have more priority than the others, but
don’t use it on 1 enemy when another is standing
behind him, because if you don’t hit the second enemy,
he’ll hit you while you’re landing, making his counter
move the most risky! Also risky is his power move:
learn when it will connect and when your enemies can
counter it (usually based on your distance from
enemy). If you get knocked down, go for a grab instead
of using the power move since you are invincible for a
split second as you get up. If you aren’t close enough
to grab, then retreat a little by running, then do his
dashing elbow to knock down the enemy again. His jump
kick is decent but not necessary when you have his
dashing elbow with its superior priority.

ECHO: Her double-jump is very versatile, as you can
use it defensively or offensively. Offensively, use it
to get closer to your opponent and land on top of them
to grab them, or do the flaming knee attack, which has
great priority but which is hard to get full damage
with every time (damage varies, but not sure why for
this specific move). Defensively, use it to get away
from your opponent or to trick your enemy into
thinking they can hit you, in which case you can often
counter-attack after they miss. However, her
double-jump also isn’t really a necessary move to use
and she’s still vulnerable to opponents with great
attack reach while doing it. Use the double-jump
mostly for her flaming knee attack to set up throws,
as well as her dashing knee to knock down enemies and
set up throws. Be careful though, as her dash attack
isn’t quite as safe to use as Norton’s, although much
faster.

FLYNN: It’s the usual main strategy of setting up
throws with dash attacks, yet in Flynn’s case, it’s a
bit hard to connect with his dash attack. Instead,
jump straight up and kick if it’s safe against the
enemies you’re fighting. Practice using the dashing
slide and you’ll have no trouble, though.

If you’re pretty good at this game, you can just keep
doing his power move for heavy damage, then if you’re
near food items to restore your energy, drain your
health meter with power moves until you have almost no
life or none at all. This lets you access his
superhuman form. Oddly, although he’s invulnerable to
most attacks, he can be hit by 1 of the boss’s super
moves, as well as grenades or submarine missiles, so
be careful nonetheless. Finally, if you know you’re
getting close to food, try buying yourself some time
by using a super move if you have any left, then
continue draining your bar.

General Comments:

Obviously, throwing is the best way to do heavy damage
in this game, so set it up appropriately. Experiment
to see what’s the most damaging combo you can do to an
opponent with the character you play.

Also, when it comes to throwing, this game is MONDO
weird! When you throw someone into another enemy, the
enemy who gets knocked down takes zero damage, which
makes this game unique in terms of damage rules! Yet,
the guy you throw will take extra damage for each guy
that he bumps into while being thrown.

Punch combos are usually very risky, since you can get
grabbed or attacked by some enemies, even in the
middle of hitting them with it (e.g., against Squash)!
It’s thus better to use your other moves.

When your life is getting low, it’s obviously a good
idea to use your super move, since it’s a desperation
move. I know, I know—it’s not fun having no super
moves left :Þ

Counter moves work much like power moves and drain no
energy, but be careful as you have to get in close to
use them.

Power moves are best used to counter enemies’ attacks
while they’re in the middle of hitting you. Only
Norton and sometimes Prokop have trouble using their
power moves this way, against multiple foes. Power
moves are therefore the best way to counter enemies’
attacks, unless you are using Norton or Prokop, in
which case you should mash the Y and B buttons
together to do your counter attack.

If you don’t want to use the food/recovery item yet to
gain back some energy, try picking it up if you’re not
finished with the current level and wait until you see
more opponents. You can then throw the energy item (as
you can with any weapon) at the enemy by pressing the
taunt/X button to move the energy item along with you.
Be careful though: it is very easy to lose an item.
Here’s how you can lose it.

1) You throw it and miss an opponent; it sails right
past them.
2) You pick it up and get hit once, then pick it up
again and get hit once more.
3) You throw it and hit your enemies 2 times.
4) You throw it once and hit someone, then pick it up
and get hit once (getting hit will always make you
drop an item), or the other way around.

I never use blocking, but you might find it useful.
I’m not sure if you take damage when blocking any
attacks (you can block many attacks without taking
damage. Blocking has to be done constantly since each
time you block, it doesn’t last very long.

Beating the Bosses: Need any help? Drop me a line, or
whatever B-)

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VIII. End of the FAQ: Questions, Comments,
Contributions; Email; Thank Yous

Well, that’s it! I hope it has been as fun for y’all
to read as it has been for me to write (most of the
time anyway!).

Is there something about my faq or the game that you
still don’t know about or understand? Want to tell me
what you think of my faq? Want to share some juicy
info that I don’t yet know? I will gladly give you
credit for helping me try to improve this faq. Email
me at [email protected] and tell me all ya like.
Don’t be nervous; don’t be timid! I don’t bite, and I
won’t prosecute; your opinions count!

I would like to thank Gamefaqs for hosting this faq so
millions of people with internet access (and hopefully
more later) can read it, as well as for listing so
many awesome codes and tricks for so MANY GAMES!

Thanks for M Misel for offering some friendly
commentary on the game that I could add to my faq.

Thanks to Jaleco, of course, for making a fun and
insightful game.

Thanks to anyone who reads any or all of this—feedback
or not—for having the patience to put up with my
insane attention to pointless details that might not
be completely convincing in the long haul!

And thanks to uh…well…myself, for trying something
different and making a faq for a semi-unique game.
Wooooooooo!