Spike McFang FAQ
By Dancin' Homer at
[email protected]
8/16/00
Table o' Contents
Part one: The Story So Far…
Part two: Fighter Island
Part three: Dracuman's Castle
Part four: The Kalala Desert
Part five: The Big Bad Root
Part six: Batland Blizzard
Part seven: Enter the Freezer
Part eight: Von Hesler's Jungle o' Mazes
Part nine: The Front Gate
Part ten: Conclusion
Part ten and a half: Card Tricks
Part eleven: Secret Stuff
Part twelve: Legal Stuff
Part thirteen: Special Thanks Spot
Part one: The Story So Far…
The islands of Vladamasco were far off lands of misfits and monsters.
The wise Dracuman, the lovely Vampra, and the ingenious Von Hesler
ruled them for centuries in peace with each other, until the greedy Von
Hesler assaulted the other two rulers with an army of magical zombies.
The daughter of Vampra, Camelia, managed to escape from the carnage.
She began a search for Spike McFang, son of Dracuman and warrior
extraordinaire, to help in her quest.
Part two: Fighter Island
Camelia finally finds Spike at Fighter Island and tells him of the
horrible zombie invasion led by Von Hesler. However, Spike already paid
for these fighter lessons, and he's not going to waste them. Camelia
leaves for Ratland and tells Spike to hurry up. Learn the game's basics
here before you go out to save the world.
Enemies
Log – It's a mean, old rolling log. Just jump over it and ignore it.
It's invincible.
Rock – It's a little, mean, old rock. Just spin-attack it when it
approaches.
Big Rock – It's a big, mean, old rock. Take care of it like you would
the little rock, but it has more HP.
Balloon Animal – A sheep tied to a balloon. WHERE IS THE SPCA NOW? One
hat throw will knock it silly.
Snapper – Oh! A red snapper! Very tasty (Gain 40 points if you can
guess the movie that that line is from). It will bite you as soon as it
gets the chance so just keep spinning.
Ching Cao Qiang (Also known as Clarence) – The spirit of Fighter
Island. You must do battle with Clarence's magic cane to graduate. See
Notes for more details.
Notes
1.The first test is for your jumping skills. Practice it before you
start, and then go out into the rolling log field. Wait for the log to
be right in front of you, and then jump over it. Very easy. Don't worry
about hitting them, because you'll get to fight things soon enough.
2.The second test is for your spinning skills. Practice this attack
until you can do it for a while without getting dizzy (Just give
yourself a little break after each spin), and then go out into the
rolling rock field. Break the rocks to pieces until you are told to
stop. JUST DON'T DIE! If you want to, try hitting only the Big Rocks.
They are worth more than those little ones, and you will get levels
faster that way.
3.The third test is for your hat throwing skills. Balloon Animals will
rise up, and it's your job to send them back down. Just hold down the
spin button, wait for your hat to pop off your head, aim, and fire! If
you have trouble, just try timing your attacks better. If you still
have trouble, go get a refund for the game, send me the money, and then
whack yourself on the head with an empty toilet paper roll (Optional,
but you get 10 points if you do so).
4.It's time for a pop quiz! As you go down the river on your raft,
Snappers will jump out of the water to give you a beating. Just time
your spins right, and you should have no trouble at all.
5.The finals are here. Clarence's cane has three different offensive
attacks for you, but they aren't that hard to dodge. The first attack
is a series of fireballs that get thrown at you. If you just keep
moving left and right, they'll never hit you. The second attack is the
ring of fire. Several fireballs will be shot out in all directions. If
you stay as far away from it as possible, you should have no trouble
dodging this attack. The last one is a good old-fashioned paddling.
Treat this like you would any angry authority figure. RUN! Make sure to
get in a few spin attacks on the cane after each of his attacks, and
you should have no trouble defeating him.
6.As the general on a certain show once said, "Congrabulations! You
graduated!" (25 points if you can name the show)
Part three: Dracuman's Castle
Welcome to Spike's hometown. Mom and dad are somewhere inside of that
looming castle you called home, but an army of really bad guys has
conquered it and now holds them captive. Let's go do some kung fu
magic, Thriller style (10 points if you know who starred in Thriller)!
Enemies:
Killer Clove – It's just baby garlic. It attacks by charging at you,
but the red ones can shoot garlic breath. Spin attacks work just as
well as hat throws.
Zombies – They may be dead, but at least they're smiling! These fire-
breathing freaks can crash into you or burn you to cinders (You can
tell when they'll fire by the smoke coming out of their ears). They
have a decent amount of HP, so just spin them.
Metal Munchers – As Curly once said, "Yaa, yaa, yaa…" (You lose 30
points if you don't know who Curly is). See Notes for more details.
Spiders – SMASH THE SPIDERS! One hit should kill them and they have
almost no offense. Spin to your heart's content.
Tarantula – I was wondering where the Spiders were coming from… See
Notes for more details.
Feline Fighters – I am cat woman, hear me roar! These flipped out,
feisty females use a variety of attacks, ranging from acrobatics to
bombs to rolling out the red carpet for you. They are dangerous, so
watch it.
Traps – This castle has wall mounted arrow shooters, chainsaws imbedded
in the floors, and arrow shooting gargoyles (fun for ages 3 and up).
None of them can be killed, so watch your step.
Felina – The boss. Any questions? See Notes for more details.
Notes:
1.Welcome to the first town in the game! There are two shops. One is
the item shop, where you can buy life restoring cards or new and better
hats. If you have the dough, buy a feather hat. The other store is a
casino where you can get a random card for 20 coins.
2.Once you reach the castle's locked front door, you have to continue
killing Killer Cloves until the professor gives you a call on the cell
phone. He will tell you to go find your pet Cid that has the key to the
castle. Cid will tell you that a Killer Clove stole it from him. Find a
Killer Clove that's carrying a key over his head and waste the fool.
Now, into the castle with ye!
3.While exploring the castle, you will find a large enemy called a
Metal Muncher from time to time. It can tackle you, jump on you, shoot
its explosive fists at you, or just touch you, and any of these hurt.
To defeat it, dodge its attacks until it closes its visor, and then get
in as many spins as you can. It has a lot of life, so hat throws won't
be very useful. Beating it gives you very few rewards and they grow
back after you leave the room, so you might just want to skip this
fight.
4.The Tarantula guards a key that you will need, so make sure to
explore the rafters near the ceiling. It will shoot poison clouds at
you, so play a defensive game. Kill the small spiders first, and then
get as far away from the big one as you can. Wait for the poison to
rush at you, dodge it, and then rush in for a hat throw again and
again. It will take some time to defeat the beast, but it works. Head
downstairs to pick up the key.
5.You will eventually find your mother. She's locked up for now, but
she has a transport card to give you. How generous.
6.When you find a second locked door in the castle, head to the right.
The key is in a room heavily guarded with booby traps. Just take your
time and you'll be fine.
7.After beating a quartet of bomb throwing Feline Fighters, you will
encounter the agile Felina. Make sure that you have at least one level
more than she does, or things will be very tricky. Her attacks include
a short-range Cat Scratch, a medium-range Stick Toss, and a long-range
Boomerang Attack. The scratch is aimed right in front of her and behind
her, but she can also hit you on the sides. Just don't stay near her
for too long. Her stick toss just goes out and then comes back at her,
so wait for it to finish and then get in a hit of your own. Her
boomerang attack is more like a homing missile than anything else. Just
run from it and don't even try to attack during it. After you beat her,
she'll get all of her life back and learn a new move, the Acrobattack
(20 points if you know where the move Acrobattack is from, but if
you're a guy, then shame on you). After she jumps into the air, she'll
fall with a vengeance. Keep moving left or right and you'll usually be
able to dodge her. Beat her again to finish the job.
8.Meet Rudy, your new partner. I can't explain how you meet him,
because that would ruin the surprise. Anyway, Rudy is invincible and
his offense increases with yours.
Part four: The Kalala Desert
As Spike, Rudy, and the professor begin driving towards Ratland to
catch up to Camelia, you notice a sign that reads, "Beware of Falling
Rocks". Needless to say, a big boulder crashes into your Munster Mobile
(15 points if you know what family member of the Munsters drove the
Munster Mobile), leaving you with nothing but your feet for travel.
It's a long walk, but you can do it.
Enemies:
Dancin' Cactus – It's a maraca rattling menace. He can throw his
maracas at you in a circle or throw his head at you. The head will then
fire out thorns, so be careful. It has a large amount of HP, but I
think the hat throw is safer.
Scratcher – These mobile coins will leap around like jumping beans
forever if you give them a chance. Just wait for them to come to you
and then spin them. They are the easiest enemies around, so I suggest
using them to train.
Desert Cloves – Meet the Killer Cloves bigger brother. These spear-
wielding maniacs can deliver a lot of damage from a distance, but it
takes them a moment to grow back a new spear. Charge and spin them
after they attack for best results.
Twister – Boo! These ghosts can't hurt you, but they can push you
around. You only battle them when you're near ledges, so be very
careful. They have very high defense, so if you aren't at a high enough
level, you may not be able to hurt them at all. Spinning is better than
hat throws.
Mystery Plant – The purple flowers of the desert are quite generous.
Hit them a few times and they might drop money, tomatoes, or a flurry
of rabid bees. The bees will charge at you, but timing an attack
against them is easy. These are very useful for recharging your life,
but don't be rude. Even if you don't want the gift you get, pick it up.
If you don't, your next hits will kill the poor thing.
Notes
1.The desert is a bit tricky, so be careful. All the enemies will be
harder than the ones you fought before. Take your time, and if you are
in serious trouble, head back to the professor for a boost.
2.As I mentioned above, the Mystery Plants can be a lifesaver. Just
beware of the bees.
3.Keep on walking, and everything will be fine. It's a very
straightforward path, but there are a few dead ends. Don't give up.
4.At one point, Twisters will charge at you near a group of clouds you
have to jump on. I used the hyper spin that makes you dizzy in order to
beat them, but you don't have to. Just run through this area and ignore
the pests.
5.As soon as a pack of angry rats begin shooting arrows at you, you're
done this section of the game. The old rat will inform of a horrible
turn of events (I can't tell you what), and the only way to save the
day is to find some desert water. It looks like you're headed for…
Part five: The Big Bad Root
The giant Desert Root is the only source of water in the desert, but
Von Hesler's men are heavily guarding it. Be prepared for a battle with
the big boys.
Enemies:
Desert Cloves – I ALREADY TOLD YOU HOW TO BEAT THESE GUYS!
Dancin' Cactus – Look up, genius.
Scratcher – Read the last two messages.
Slime – A plucky little puddle. They have a lot of defense, but they
can't fight very well. You might wish to train against them.
Croc – The mini-boss of Ratland. He's quite a big boy, isn't he? See
Notes for more details.
Root Monkey – RUN! These smiling little primates throw deadly shrapnel
grenades at you and they're invincible to boot. Be afraid. Be very
afraid.
Wrap Warrior – Hello mummy. The brown ones only walk around like idiots
while the blue ones can run towards you while shooting their bandages
at you with fiendish accuracy (30 points if you can name an enemy from
any other game that has "fiendish accuracy"). They have a huge
stockpile of life, so just watch it.
Mystery Plant – You'll need this guy.
Desert Root – He's really more of a tree than a root. See Notes for
more details.
Notes:
1.You'll start out in the heart of the desert, fighting more of the
same enemies you just fought. If you can't get through, there is a
tomato plant in the Rat's cave for you to use. Eventually, you'll reach
a stone structure that you can enter, but first, you should get some
life back from the Mystery Plant to the left of the entrance. Enter at
your own peril.
2.After the first Slime filled room, you'll face Croc. If you want, you
can train against the Slimes first, but that won't be necessary. I
suggest being at least at his level of experience, just to be safe. To
beat Croc easily, just run away from him. Rudy will pick away at him
for you, leaving you with nothing to do but hide. His attacks include
the Spear Chop (A powerful slash directly in front of him), the Tiki
Attack (His shield begins shooting easily dodged energy balls), the
Jumping Smash (He jumps and you splat. Simple enough), and just running
around like a chicken with its head chopped off (Uhmmm… Do I have to
describe this?), and all of these attacks are very powerful and
shouldn't be too hard to get away from. After Rudy beats him for you,
he'll get all of his life back and learn the Thunder Strike (A nasty
short-range electrical barrage that will never hit you if you're
careful). Just keep running and he'll die the second time around. His
shield will try to stop you, but a few well-placed blows will finally
destroy all that remains of Croc. Now, on we go to the Desert Root.
3.As you climb, you will encounter numerous enemies that are just too
hard to beat for now. The Wrap Warriors are very challenging, and I
suggest training until you can take a hit from a Root Monkey without
wanting to run in terror. It will take time, but the boss coming up is
difficult.
4.There is one room in the building with a Mystery Plant and a horde of
Scratchers in it. This room is very useful. If you destroy the
Scratchers and use the plant to heal again and again, you will be able
to train without fear of painful and embarrassing death.
5.The Desert Root can be found at the very top floor. This tree monster
has far too many moves for his own good, and you'll probably die once
while learning his attacks. He knows Razor Leaf (Four leaves will start
spinning at the top of the screen and fly at you. When it first starts,
run to one side of the screen, and once they start shooting at you, run
in the other direction without stopping), Fruit Drop (Four flowers will
drop fruit from above and each fruit turns into a slime. The slimes die
on their own, so don't worry about hitting them), Death Ray (First
he'll try to suck you right in front of his mouth, and then he'll shoot
out a green laser. He likes to mix this attack with any other for a
mean combo), and the Grabber (He'll grab you with his arms, but I don't
know what this does because it's never hit me. Just stand directly in
front of him and spin until the move ends and he won't be able to reach
you). You can only hurt him when he opens his mouth for his attacks,
but it's easier to do this after the Death Ray with a hat trick and
during the Grabber with spins than at any other time. If you beat him
once, he dies forever, so don't worry about a second form. Rudy is
worthless during this battle.
6.The Desert Root gives you the water to save the day and you, Rudy,
and Camelia decide to move on to…
Part six: Batland Blizzard
Welcome to once-tropical Batland. The evil Freezer has put a frigid
blight on the land, making it a wintry wasteland. To make matters
worse, he has taken up residence in an evil ice palace that is only
accessible via a tricky trail of trials and tribulations. Hope you like
hiking! Spike and Rudy should be able to take care of the situation,
but Rudy's not up to it, leaving Camelia and Spike the challenge.
Camelia is exactly like Rudy, but in female form.
Enemies:
Python Bunny – DEATH AWAITS YOU ALL, WITH BIG, SHARP, POINTY TEETH!
That's right, folks! Monty Python's famous lagomorph of death is back,
and this time, he's brought buddies (Lose 1,000,000 points if you don't
know where this creature is from, but gain 10 points if you know who
said the capitalized sentence above). These lil' critters attack you en
masse, but several well-timed hat throws will take care of them.
They're easy to train against, but not very valuable. Sorry, there are
no Holy Hand Grenades for you to use.
Frozen Clove – Meet the Desert Clove's bigger brother. These frozen
veggies fight exactly like their Desert siblings do, but they have far
more life and do a much nastier amount of damage. Running is
recommended in most situations.
Ape – You blew it up! Darn you all! Darn you all to heck (Gain 10
points if you know where that line is almost from)! The big monkeys can
give you a huge headache if they tackle you, but you also have to watch
out for the ice blocks they throw. They can be beaten easily with hat
throws if you just keep an obstacle between the two of you, making them
ideal for training. You will need patience.
Ice Cactus – Unlike their Desert counterparts, Ice Cacti are immobile
and invincible. Touching them is a mistake, and if you accidentally
spin them, Spike will need a few moments to pull the thorns out of his
hand. Do not touch.
Electric Eel – No, it's not the Amazon River, and no, there isn't any
water in liquid form around for miles, but this shocking little fish
still wants to play. They float in one place and can't be touched with
any attack, but they do enjoy throwing powerful thunder blasts at you.
Run.
Traps – The arrow shooters in the walls are back and better than ever.
These shots are more powerful than the old ones, so be extra careful.
Notes:
1.Welcome to the second town in the game. Make sure to stop in at the
item shop so you can put down 800 coins to buy a thunder hat. It may be
expensive, but it is definitely worth it. Spin attacks are almost
useless after you get this happy little headdress. Also, do some Tomato
Juice card shopping for the upcoming events if you can.
2.Bunnies, Garlic, and Apes, oh my (Gain 10 points if you don't know
what movie that last line makes fun of. Lucky you)! The game is now
officially hard at this point. If you want to make sure you won't die,
I suggest you do a lot of training, because this is but a foretaste of
the feast to come. The first and second sections of this arctic
nightmare are full of Python Bunnies, and you will find a room with
three Apes in it that are barely able to hurt you. Both of these are
useful, and without Mystery Plants, these are your best shots at life
restoration.
3.The yellow Ice Cacti will paralyze you if you spin near them, even if
you don't exactly hit them. Be very careful when fighting near them.
4.A mysterious stranger will give you some advice near the end of your
path. Although it's not very helpful now, the stranger is a sign that
you're almost done.
5.Everything has way too much life here, but your patience will pay
off. An Easter Island man will be positioned right at the end of the
Ice Fields (Gain 0 points for writing a report on Easter Island and
sending it in to me. I will thank the person who writes the best one,
though, and include it in my next update). Don't get happy yet, because
things are about to get much worse.
Part seven: Enter the Freezer
Welcome to the Freezer's house. Find him, beat him, and that's it. No
real storyline here.
Enemies:
Snowmen – They may not be as mean as Bad Mr. Frosty (Gain 30 points if
you know where Bad Mr. Frosty is from), but these energetic ice people
are cold-blooded killers. All they can do is hop around and slide, but
that's more than enough to either kill you or kick you out of the room,
and they always appear in fives. The floors are very slippery in this
dungeon, so spins are better than hat throws here. It takes great
timing to beat these guys and patience too, so you might want to ignore
them.
The Freezer – The mini boss of the Frozen Palace. See Notes for more
details.
Ice Queens – The easiest enemies in this place and they're great for
training. Some are permanent while others appear and disappear, but all
of them shoot powerful snow blasts at you if you get too close. Use the
hat toss at a distance and you can't lose. Beware the quartets of doom!
Time Bomb – They walk, they tick, and they explode. You can kill them
if you can hit them fast enough, but as soon as they turn red, run!
Icetopus – I liked the octorocks better (Gain 10 points if you know
where octorocks are from). These immobile, earth bound invertebrates
fire off frozen bowling balls at you. They can't be hurt, but they do
pack a nasty punch if you touch them.
Pidgeotto – This guy was taken straight out of Pokemon. Or did Pokemon
steal the idea? Someone let me know! The big bird will fly past you in
various directions, creating annoying winds that make movement even
harder. No, they can't be hurt.
Crystal Knights – Highly overrated. These guys can stomp on you or spin
at you, but you should be able to dodge that easily. Also, you should
be strong enough to take them on by the time you fight them. Mix your
spins in with your hat throws.
Soup Lovers – The nicest enemies in the game! Although they work for
the Freezer, they are nice enough to give you the mystic soup card when
you find them without a fight!
Icicles – GERONIMO! Watch out for shadows while walking around here,
because they either represent a falling ice spike or…
Falling Cylinders of Doom that Run You Over – Okay, I THINK we have
enough invincible things in this place. Walk softly and be prepared to
jump over these metal monstrosities the moment they fall.
Souped-Up Freezer – He's back, and he's easier than ever. See notes for
more details.
Notes:
1.As soon as you enter, you are greeted by a herd of Snowmen. Jump,
run, and dodge your way past them, because it is very unlikely that you
will be able to defeat them at this point. Later Snowman herds should
be treated in the same way, unless you feel like training and have far
too much confidence. They are worth 200 experience points for every
five you kill, so the choice is yours.
2.The first time you encounter the Freezer, you can't hurt him. He has
a few attacks that you should be able to dodge easily, but don't try
anything except running. He has a Quantum Laser Cluster (Four laser
beams will shoot at you, stop, change directions, and then chase you
again), an Ice Maker (Three blocks of ice appear out of thin air and
fall. They hardly ever hit you, but don't touch them when they land), A
Big Laser (Your average laser beam. Nothing special), and a Tackle
attack. He'll get tired of the fight eventually and leave, so just
don't plan on beating him and try not to lose too much life.
3.The floors in here are worse than waxed linoleum in socks. Traps are
all over this place, as well as conveyor belts that seem safe enough,
but you should always watch the sky for falling objects.
4.This place is just a small maze, but you can tell you're almost done
when things get really complicated. Also, watch out for Crystal
Knights. When you see them, you're getting close to the end.
5.One room contains four red-outlined pits and an Easter Island man
(One more advertisement to write up that report). The top and bottom
pits are traps, the left pit contains a secret weapon that you need if
you want to beat the Freezer (You do, trust me), and the right pit
leads to the Freezer himself. Take the left one first, and then come
back and take the right.
6.Once you find the Freezer for the second time, you know the Palace is
almost done. Handle him the same way that you handled the first form to
dodge his attacks, but make sure you can get in a few hits of your own.
I was level 14 when I fought him, so I can't say he was hard. If you
are below that level, just take your time and let Camelia do some of
the work. DON'T FORGET TO USE THE SECRET WEAPON!
7.The Ice Palace is melting, but you're still inside! You do manage to
escape with the help of a ::mumble:: that appears in the nick of time.
What is the nick of time? Is it bigger than a breadbox? What's a nick
in the first place? And where is the first place? Life is very
confusing… (Don't answer any of those questions. Some things were not
meant to be known)
Part eight: Von Hesler's Jungle o' Mazes
After escaping from the Palace, you arrive in the thawed town you just
visited a little while ago. After getting supplies, Spike, Rudy,
Camelia, and the professor all head out towards Von Hesler's
headquarters in a borrowed airship. The engine bursts into flames mid-
flight, and the ship crashes into the bizarre Jungle of Mazes. No one
has ever escaped from it alive…
Enemies:
Forest Clove – Meet the Frozen Clove's second cousin. This is just
another updated garlic model, but it shouldn't be too hard this time
around. Just counter his attacks like before.
Moray – The mini boss of the Jungle. He's hungry and ready to rumble.
See Notes for more details.
Warriors – These cute little forest folk are all bite and no bark, but
that's no problem. They are very easy to beat after all the trouble you
obviously had in the Frozen Palace. Train against them until you are at
least at level 15.
Notes
1.This is your last chance to go shopping. Make sure to stock up on
Tomato Juice cards and then buy Big Tomato cards with whatever money
you have left. If you don't have a thunder hat yet, you might want to
get one now instead of the cards, but it's a hard choice. However,
playing the game without the thunder hat is an empty experience, so get
that. Talk to the professor and you'll be on your way.
2.Camelia sprained her ankle in the crash, leaving only you and Rudy to
stop the evil Von Hesler. Make new friends, but keep the old. One is
silver and the other gold (20 points for guessing where that song is
from, but if you're a guy, shame on you again).
3.Each room in this place is identical, has four Forest Cloves in it,
and will send you back to the start if you choose the wrong path to
take. Here is the first set of directions for you to go after going
past Camelia's room. Go right, right, up, left, down, left, and up to
get through the first half of the jungle.
4.Meet Moray, guardian of the jungle. This Earthling man trap will
shoot globs of acid in front of it, create a ring of sap around it
(Don't touch this or you will get paralyzed), or whip at you with his
vines. To dodge the vines, just stand directly in front of it and don't
move. After you beat it, it will get an extra chance to hurt you with
vastly increased speed. It will mix its moves together now, making it
much harder to dodge things. If you are at least at level 14, you
should be strong enough to beat it with ease. After it dies, it will
shoot out bouncy red balls. Hit one ball and it will split into two
smaller balls. Continue killing them until the screen is clear. Now,
let's get back into that jungle.
5.The Forest Cloves have been replaced with Warriors in the jungle's
second half. If you learned to beat the Snowmen, then these guys
shouldn't pose a threat. They're slower, worth more, and you aren't
fighting on ice now. Train with these guys and use them to refill your
life.
6.After you pass by Moray' room, head left, up, right, up, and up once
more in order to reach Von Hesler's castle of bone.
Part nine: The Front Gate
Here it is, the final dungeon. Spike shall finally finish his somewhat
short journey here, bringing peace to all the land of Vladamasco. That
is, if he can beat Von Hesler…
Enemies:
Hydra – The evil leader of Von Hesler's army. She looks very familiar…
See Notes for more details.
Dead Dragons – Hydra's deceased pets. They fly around and crash into
you.
Madra – I think this is what it's called. Please send me the real name
if you can find it! See Notes for more details.
Von Hesler – He's big, he's bad, and he's not that hard. See Notes for
more details.
Notes:
1.Don't enter Von Hesler's hide out without full life! Those Warriors
are there for a reason.
2.After you enter, you will encounter Hydra, leader of the Von Hesler
army. In her first form, she throws various fireballs at you while
trying to slash at you with her spear. Also, two Dead Dragons will
chase you around the screen. Again, I have to ask you to play
defensively here. Get in hits only when it's safe to do so. If you come
at level 15 at least, she should be a pushover. Her second form is
harder. She will summon her pet Madra from her mystic symbol in order
to assist in decimating you. Madra is a cute little dragon, but watch
out for its breath attacks! You can kill Madra, but it will grow back.
Target Hydra for the most part and you should be able to win easily.
You should use up all of your offensive card tricks here, because the
next fights have no use for them.
3.Finally, you meet the evil Von Hesler. After a little chat, the
battle begins. Von Hesler is level 15, but he sure doesn't fight very
well. All he does is fly around the room, teleporting occasionally. He
can also shoot a very short-range flame out of his staff, shoot three
to five energy balls at you, shoot a ring of energy balls in all
directions, or send the cane out on a paddling trip. He can do a decent
amount of damage, but he is pitifully easy to fight. Do the damage and
finish the weird guy off.
4.Von Hesler's not dead yet…
Part ten: The Conclusion
Okay, here it is, the last boss. Hope you still have those Tomato Juice
cards…
Enemy:
Super-Duper-Mega-Ultra-Doom's-Day-Omega-Mode-Hyper-Power-Final-Buster-
Version Von Hesler – He's bigger, he's worse, and he can fight now. See
Notes for more details.
Notes:
1.The first thing I have to say is this. Don't be stingy with your
Tomato Juice cards! Whenever you are down to half of your max HP, use
one. The second thing I have to say is that Rudy cannot hurt
S.D.M.U.D.D.O.M.H.P.F.B.V.V.H. (Or Harry for short) and you are
completely on your own.
2.If you really got pummeled in the first fight, and die in this one,
go battle Warriors until you reach level 16. That is the highest level
in the game, and if you can't beat it at that point, go see Part two,
Note three for advice.
3.Harry has several attacks, and each of them does a lot of damage.
Here is the list of moves with a short description on each of them.
Flame Blast – A short flame blast will be directed towards you. It's
easy to dodge if you keep your distance.
Red Ball – He will throw a small red ball on the screen. Stand directly
in front of it or far off to the sides of it because it will shoot
flames at you to the left and right of where the ball is. Sound
confusing? The move looks like an M, and the center of the M is where
the ball is. The other lines are where the flames go.
Gray Ball – A slow, heat seeking, gray ball will chase you around the
room and then leave. If it touches you, it will produce a gravity-well
beneath you causing a lot of damage.
Orange Ball – An orange ball will appear and then explode into four
spinning arches. The arches are very hard to dodge unless you jump over
them.
Black Ball – A black ball will fly horizontally across the screen,
periodically shooting ice lasers at you. It's almost impossible to
dodge unless you get behind it.
Axe of Doom – Harry will throw a large axe at you, almost like Felina's
Boomerang Attack.
Congratulations! If you're reading this, you either beat Von Hesler or
got bored and read ahead. If the first option is right, go on and watch
the corny little ending. Then watch the corny little credits. Then turn
off the game and say, "That was way too short, man…"
The rest of the walk through is unnecessary stuff I added to make it
look bigger.
Part ten and a half: Card Tricks
Here is a list of every card I found and what it does.
Big Tomato Card – Gives you back about 1/6 of your life.
Tomato Juice Card – Gives you back about 1/3 of your life.
Flying Hat Card – Fly around inside of your hat! Invincibility bonus is
nice.
Invisi-Card – Enemies can't see or hit you, but you can hit them. Nice
for bosses.
Time Card – All enemies stop in their tracks for a little while.
Companion Card – Your partner goes psycho and repeatedly rams the
enemy.
Teleport Card – Go back to the last professor point you were at.
Bat Card – Unleash an army of unholy minions of the night upon thy
foes!
Angel Card – A happy little seraphim goes ballistic against any nearby
opponent.
Animal Card – Turn every weak enemy nearby into a happy little forest
dweller.
Soup Card – Drop chicken noodle soup from the sky.
Fire Card – Flames spin around you and then spread out.
Ice Card – Icicles randomly appear on screen to damage enemies.
Lightning Card – A lightning storm surrounds Spike and acts as a
shield.
Quake Card – Falling fishes fortunately confound felonious foes with
fatal fury.
Ultimate Card – There is no Ultimate Card. I just got bored.
Part eleven: Secret Stuff
When you are at the title screen, press down, B, left, B, up, Y, right,
Y. This will activate Rudy on the second player paddle, making things
much easier.
As for my little bonus point game found throughout my review (which has
nothing to do with anything), please send in answers to the questions
(There are 13 altogether), the money from your refund if you want to,
and that report on Easter Island if you want to. I'll send you the
results as soon as I can, plus I'll add the best report to the bottom
of my walk through on the next update, as well as the three best scores
and the name of the sender. There's no prize, but you might be
interested if you are really bored. I'll also give you a title for your
quiz abilities.
I'm not sure if there are any other secrets in the game, but please
send in any you find! I WILL check if you lied, so don't try any funny
business.
Part twelve: Legal Stuff
I don't care where this walk through goes, but please, if you have any
respect for the gaming industry, guys named Homer, or things that rhyme
with "orange", please don't change any of it, under penalty of
horrible, tormenting death at the hands of a guy named Jeff*. Thank you
very much.
*Not guaranteed. It will make you a social online outcast, however, and
bad luck will hopefully torment you until the end of your days.
This document Copyright 2000 Andrew Demario
Part thirteen: Special Thanks Spot
Well, this is the first draft, so there aren't many people to thank.
Thanks go to Game Sages for the Rudy code.
Thanks go to Efraasia at RPGClassics for some editing stuff.
Thanks go to anyone who reads this.
Thanks go to Jeff. It doesn't matter which one. If you're Jeff, then I
appreciate it.
Thanks go to Lucille Balle for all the great laughter.
Thanks go to Mr. Sun, just for being so happy.
Thanks go to the Noblemen for not suing me. I'm really sorry about that
if you're reading this and even if you're not.