WONDER PROJECT J
walkthrough
version 1.0
Contents
1. Introduction
2. Status Screen Detail Section
3. Chapter 1
4. Chapter 2
5. Chapter 3
6. Chapter 4
7. Chapter 5
8. Chapter 6
9. Chapter 7
10. Chapter 8
11. Chapter 9
12. Final Chapter
13. Comment
14. Credits
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Introduction
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Wonder Project J was a game made by Enix in 1994 for Super
Famicom and later the sequel Wonder Project J2 for Nintendo 64.
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Status Screen Detail Section
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Attack Self Confident
Defense Honest
Arms Perseverance
Balance Charm
Legs Trust
Thought Lucky
Imagination Stress
Feeling
Expression Body
Kind Spirit
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Chapter 1.
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In this chapter you will learn about the buttons and control
1. Learn to move Pino: move Tinker to any place you want and press A.
2. Learn to stop Pino: press B.
3. Learn to keep item: move Tinker to any item in the screen and hold
B, move Tinker to the box below in the center
of screen and release the button.
4. Learn to bring out item: move Tinker to the box below, choose any
item and hold B, move Tinker to the screen and
release the button.
5. Learn to use item : move Tinker to any item in the screen and
press A.
6,7. Learn right/wrong: press X after Pino used item to tell Pino that
he did a right action.
press Y to tell him that he did a wrong action.
8. Press Select to check Pino's status and press Select again for
detail section.
After that you will asked if you want to repeat again, answer
no and the game will continue.
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Chapter 2.
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After the scene, you will be back to Gepeto's house, now teach
Pino to throw gumball, press X if he spins his arm and throw the ball,
press Y if he do other than that, repeat this until he understand how
to use ball (he jump, swing his arm down and say "wakattazo" or if you
have high thought and imagination he will think and find out by himself
how to use item, he will do same motion but say another word), but you
are not strong enough, so practice your hands with dumbel, first learn
how to use dumbel if he lift dumbel with two hands up and down press X,
other press Y until he understand, practice again until your arm
strength status greater than 30.
Now go into Gijin No. 46 place and see the scene.
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Chapter 3.
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Go outside and meet Chiro (dog), move Tinker to Chiro and
press A, learn to be friendly with Chiro (Pino will crawl and sniff to
Chiro -This is a humiliaton, but it works-, or another way Pino will
say "Konchiha! Mr. Animal") choose one and learn until you understand
(read above).
Now go to item shop in Corlo town and buy hoe and seed
(red/brown it doesn't matter) and back to Gepeto's house. Learn how to
use hoe (He will grasp with two hand and jump, swing the hoe to the
ground), in order to do this you must have arm strength >50, like usual
learn until he understand. Learn to use seed (Pino will hold seed's bag
with one hand and the other hand spread it), in order to do this you
must have thought >50 and imagination >50.
You can increase you thought and imagination by reading
Alphabet book (book with 'A' sign), Drawing book (white book with
picture of flower), Encyclopedia (book with exclamation sign).
After knowing how to use hoe and seed go to the farm and see
the scene.
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Chapter 4.
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Go to the town and buy golfstick, now go to ruin/forest and
learn to use golfstick and soccerball, also you can practise your hand,
leg and balance in there (climb rope, kick soccerball or jump, and walk
over narrow wood)
After that go to stadium and Pino will be entering the
competition, you need different condition to win the competition
- Sprint (leg >90)
- Throwing ball (hand >75)
- Hole in one (hand >80)
- Penalty kick (leg >80)
Go back to ruin/forest, walk to the left side and you will find
big turtle statue, there is a hoe in there, take it if you haven't carry
hoe with you and go to next screen. There are 2 enemy in there, kill it
(take out hoe and bring it close to enemy and use it in the right moment)
at the end of screen there is a big square rock, kick that rock (leg >80)
and you will find charming turle. Now back to big turle statue and do
homage to big turtle statue if you have luck >70 (to increase luck, Pino
can do homage to charming turtle or Pino will crawl and sniff to that
charming turle), there will be a rope come down from the top of screen,
climb it and go inside the tree, you will find Corlo's sword in that
place.
Buy trumpet and chest in corlo town and practise using trumpet
(expression >50), keep practising until it has good sound (feeling >50).
Now you can go to harbor, after the scene, talk with Gijin no. 46, and
wait for 3 days. You can use this time to practise 3 thing you haven't
practised before, learn to read book, learn to use sword (like using hoe,
attack >60 and hand >50), learn to open chest (Pino will sit down and try
to lockpicking the chest, thought >50). Now you can rest until the time
has come.
In the 3rd day go back to harbor and Pino will go for treasure
hunting, if you have luck >90 then Pino will find the treasure island,
otherwise Pino will lost and randomly bring any items/money. Don't
forget to bring energy stock. Here is the map:
__________________________________
| [ ] [ ] | Start
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|| ||
______________________________ __________________________
| [ ] [ ] [ ] | | [ ] [ ] [ ] |
------------------------------ --------------------------
|| || || ||
____________________ __________ _________ ______________
| [ ] [ ] [ ] | | [ ] | | 2 [ ] | | [ ] 1 |
-------------------- ---------- --------- --------------
|| ||
___________ _________________
| [ ] | | [ ] [ ] |
----------- -----------------
||
_______________
| * [ ] |
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1. Sword 2. A Charger *. Treasure
Now see the scene.
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Chapter 5.
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Go to the palace, you must have attack <95, I suggest you must
have attack =94 and HP >250. Inside the palace, Pino will fight so you
must have great attack, defense, self confident and perseverance. Here
is the enemy:
1. Gijin no. 481 HP 100
2. Janne HP 200
3. Gardy HP 500
If you win, you'll see the scene.
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Chapter 6.
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Go to the bar, after Pino sing, Mimi will give him 1000 corlo.
you can do that repeatly to gather money.
Now go to item shop and buy Circus Ball (Big Ball) and learn
to use it, Pino will stand on it and do acrobatic motion learn until
you understand. After that go to Circus Tent and Pierre will give you
a test (self confident >50), if you success you will get a job. Pino
will do 3 thing and in order to success you need self confident >70,
kind >80 and expression >80.
Go back to bar and see the scene.
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Chapter 7.
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Learn using gumball again, this time if he throwing the ball
say wrong. The right way is if he sit down and rotate his head, say yes.
Now learn to open the door, go to the mountain or sewer (inside the tree
with turle statue) there is a lock door, try to open that door ( you
can't open it now, just learn how to open it). Say yes if Pino try to
lockpicking the door like a thief.
Go to townside, and walk to right side (thief hideout) and open
the door (thought >90). Pino will talk with Doro and Boo and they will
test him. Back to townside again and go to the thief hideout, Pino will
go to rescue for Mimi. There is only 1 enemy to fight, Gijin soldier
(HP 100).
Now see the scene.
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Chapter 8.
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You must lower your kind, try to kick dog/cat, after your kind
<50, luck >70 go to mountain, and try to open the door, if he shout to
door, the door will open, Pino will go in and fight with Giryu HP 999.
It's better if you have HP at least 500.
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Chapter 9.
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Buy flower from shop and learn how to use it, if he rotate his
head, say yes. Go to forest and go inside the tree, now the locked door
can be open.
___________ ___________ __________
| 3 [ ] | | 2 [ ] | | [ ] | In
----------- ----------- ----------
|| || ||
______________ _________________________________
| [ ] [ ] | | [ ] [ ] [ ] [ ] |
-------------- ---------------------------------
|| || ||
________________________ ______________
| [ ] [ ] [ ] | | [ ] [ ] |
------------------------ --------------
|| ||
__________ ___________
Out | [ ] | | 1 [ ] |
---------- -----------
1. Jisin tsuuku 2. A charger 3. Kansei chip
Before you're climbing, make sure you have enough HP because
you'll climb very high and have self confident >70, kind >80.
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Final Chapter.
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Just sit and watch the scene.
Play the game once again and you'll see the real ending and
your playing score.
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Comment
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Send your comment, suggestion and info to me {
[email protected]}
There are some items that I can't found like Corlo's stick, Music book,
if you have any info about this please tell me.
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Credits.
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Thank's to
* My brother Deddy for helping me.
* ENIX for make this great game, I love this game.
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This document is copyright, Nicolas {
[email protected]} 1999
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