Madagascar (GC) Walkthrough/Complete Guide
Author: SuperOtakuAlex
Version: 0.7
Console: Nintendo GameCube
Created: 6/16/13
Last Update: 11/17/13
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Table of Contents
[1] Introduction
[1.1] Game Overview/Intro
[1.2] Version History
[2] Madagascar Brief Information
[2.1] Plot
[2.2] Gameplay
[2.3] Collectibles
[2.4] Zoovenir Shop
[3] Characters
[3.1] Alex the Lion
[3.2] Marty the Zebra
[3.3] Gloria the Hippo
[3.4] Melman the Giraffe
[3.5] Skipper the Penguin
[3.6] Rico the Penguin
[3.7] Private the Penguin
[3.8] Kowalski the Penguin
[3.9] King Julian the Lemur
[3.10] Maurice the Lemur
[3.11] Mort the Lemur
[3.12] The Lemurs
[3.13] The Foosa
[3.14] The Foosa King
[3.15] Wilbur the Warthog
[4] King of New York
[4.1] King of New York
[5] Marty's Escape
[5.1] Marty’s Escape
[6] N.Y. Street Chase
[6.1] N.Y. Street Chase
[7] Penguin Mutiny
[7.1] Penguin Mutiny
[8] Mysterious Jungle
[8.1] Mysterious Jungle
[9] Save the Lemurs
[9.1] Save the Lemurs
[10] Jungle Banquet
[10.1] Jungle Banquet
[11] Coming of Age
[11.1] Coming of Age
[12] Back to the Beach
[12.1] Back to the Beach
[13] Marty to the Rescue
[13.1] Marty to the Rescue
[14] Final Battle
[14.1] Final Battle
[15] Mini-Games
[15.1] Tiki Mini-Golf
[15.2] Shuffleboard
[15.3] Lemur Rave
[16] Final Word
[16.1] Final Word
[A] Email/ Contact Information
[B] FAQs
[C] Credits
[D] Copyright
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[1] Introduction
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[1.1] Game Overview/Intro
Welcome to my walkthrough of the GC version of the game Madagascar,
made by Toys for Bob and Activision, and based on the Dreamworks’
film of the same now. This walkthrough will guide you through the
game to reach completion. Enjoy the guide and good luck!
Madagascar is a 3D platforming game that revolves around four animal
friends living in a zoo in New York City. Their lives are suddenly
changed when they wind up on the island of Madagascar. They must work
together to get off of Madagascar and return to New York and their
old lives. The game is loosely based on the film.
This game has multiple versions, including the Nintendo Gamecube, the
Xbox, the Game Boy Advance, the Playstation 2, and the Nintendo DS.
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[1.2] Version History
Version 0.1 [6/16/13]
The guide was created and formatted on this date, with information
added to the Introduction and Brief Information sections.
Version 0.2 [6/17/13]
Information was added to the Brief Information and Characters
sections.
Version 0.3 [6/19/13]
Information was added to the Characters section and the King of New
York section and Marty’s Escape sections were completed.
Version 0.4 [6/27/13]
The N.Y. Street Chase section was completed.
Version 0.5 [11/10/13]
The Penguin Mutiny section was completed.
Version 0.6 [11/16/13]
The Mysterious Jungle, Save the Lemurs, Jungle Banquet, Coming of
Age, and Back to the Beach sections were completed.
Version 0.7 [11/17/13]
The Marty to the Rescue, Final Battle, and Mini-Games sections were
completed, as well as the complete guide, including edits.
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[2] Madagascar Brief Information
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[2.1] Plot
Madagascar begins with four friends, Alex, Marty, Melman, and Gloria,
animals at the New York Zoo. As Marty’s 10th birthday approaches, he
comes to realize he wants to seek the bigger life outside of the zoo
and go to “the wild”. The others find this proposition ridiculous and
disregard Marty’s ambition. In response, Marty runs away with help
from the psychotic Penguins, other habitants of the zoo. When Alex,
Gloria, and Melman catch up to Marty in the streets of New York, they
are tranquilized and are to be shipped off in crates to Africa. Along
the way, their crates fall overboard, and land ashore on Madagascar,
where they befriend the party-crazy lemurs. The group must find a way
to work together to get back to New York.
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[2.2] Gameplay
The following controls apply to the Gamecube version of the game, and
can be changed to apply to other console controls.
The Control Stick allows the player character to run or walk in any
direction. The “C” stick rotates the in-game camera in any direction.
Characters can be switched between using the “X” button (near a totem
pole). Characters can talk or interact with most other objects using
the “X” button. Characters can jump using the “A” button and attack
using the “B” button. With the ability to play as Alex, Marty,
Melman, Gloria, and the Penguins, each character has their own unique
set of moves, which will be listed below.
Before each of the animals (Alex, Marty, Melman, and Gloria only) can
make it outside the zoo, they have to tap into their instincts and
pick up on their natural abilities. This is done by collecting Power
Cards. Power Cards come in sets of three and you must have all three
to obtain a new maneuver. A picture of the character is shown on the
card to determine whose it is.
In various chapters, you’ll need to swap between the characters. This
can be done via approaching a totem pole and pressing the “X” button.
Scroll through characters with the Control Stick and select the
desired character with the “A” button.
*Power Card abilities are marked with an “*”. *
~Alex’s Abilities~
· Jump – A button
· Roar – B button
· Super Roar – B button (only after eating a super roar plant)
· *Double Jump – A button, pressed twice in a row
· Throw – Y button (only after picking up mangoes)
· *Claws – X button
~Marty’s Abilities~
· Jump – A button
· *Kick – B button
· *Sneak – Y button, held down
· *Slide – Y button, while moving
· *Long-jump – A button, pressed twice in a row
~Gloria’s Abilities~
· Jump – A button
· Charge – Control Stick
· *Butt Bounce – A button, pressed twice in a row
· Tumble – B button
· *Hip check – Y button
~Melman’s Abilities~
· Jump – A button
· Spin – B button
· *Helicopter-glide – A button, pressed twice in a row
· Throw – X button (only after picking up coconuts)/Control Stick to
aim
· *Head bash – Y button
~The Penguins’ Abilities~
· Jump – A button
· Slide – B button, while moving
· Attack – B button
· Finishing move – B button, when enemy is down
· Call up troops – X button, when near a trumpet
· Fish – Control Stick to aim, hold down X button to cast, release X
button when fish takes bait.
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[2.3] Collectibles
Collectibles are pick-ups found throughout the various levels of the
games.
~Health~
Life Tikis – These act as your health. Each one you pick up, one of
the four slots on the character’s life meter is filled. When ten are
collected, an extra life is gained.
Health Meter – The health meter indicates the number of lives you
have. The four triangles indicate how much life you have left on a
single life.
~Currency~
Monkey Money – Monkey Money is currency that is traded to the monkeys
at the Zoovenir Shop. Silver monkey coins are worth only one credit,
whereas gold monkey coins are worth five credits. A money counter on
the right side of the screen shows how many coins you’ve collected as
of current.
~Special Items~
Chili Pepper – Gloria loves these spicy chili peppers. After eating
one, Gloria is able to run faster, bust through large obstacles, and
mow down enemies. It only lasts a short time though!
Super Roar Plant – This plant causes Alex’s roar to become a super
roar, with the capability of taking out all enemies within range.
However, it only lasts a short time!
Coconut – Melman can use coconuts as projectiles by flinging them
with his long neck. Their usually found is bunches.
Mango – Alex can throw these mangoes at any enemies, and is
especially useful for airborne enemies. They are found on the ground,
usually one at a time.
Keys – Certain areas require keys to access. These keys can be found
within a level requiring one.
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[2.4] Zoovenir Shop
The Zoovenir Shop is run by the monkeys. Here you can exchange Monkey
Money for cool items, such as mini-games, collectibles, apparel, and
other unique items.
~Apparel~
Alex’s Crown – 20
Alex’s Finger – 30
Gloria’s Bikini – 20
Gloria’s Flowers – 30
Marty’s Hat – 20
Marty’s Glasses – 30
Melman’s Clock – 20
Melman’s Shoes – 30
~Extras~
Coin Magnet – 175
2x Life Tikis – 80
Flame-prints – 50
Extra Health – 30
~Mini-Games~
Tiki Mini-Golf – 35
Shuffleboard – 35
Lemur Rave – 35
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[3] Characters
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[3.1] Alex the Lion
Alex is the main attraction at the New York Zoo. He enjoys the fame
and the pampering that the zoo has to offer him and doesn’t
understand Marty’s desire to get out. Alex is dubbed the “King of New
York” and has an incredible liking for porterhouse steaks.
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[3.2] Marty the Zebra
Marty is Alex’s best friend at the New York Zoo. Marty feels there’s
more to life than living at the zoo, and desires to go to the wild.
His other friends find this notion a bit extreme, in contrast.
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[3.3] Gloria the Hippo
Gloria is the most level-headed of the group. She is strong and
independent, and certainly doesn’t have time for nonsense. Gloria is
determined to keep the group together by any means.
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[3.4] Melman the Giraffe
Melman is a hypochondriac giraffe that is close friends with Alex,
Gloria, and Marty. Although his phobia gets the better of him, Melman
is loyal to his friends and sticks with them through even their most
wild plans.
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[3.5] Skipper the Penguin
Skipper is the leader of the Penguins and has dedicated his time to
planning an escape to Antarctica. He is a strong leader, tough and
straight-forward, though Alex sees it as being a little crazy.
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[3.6] Rico the Penguin
Rico is a member of the Penguins. He doesn’t have much to say, but
he’s very useful to the team. Rico is capable of regurgitating useful
objects from his stomach when needed.
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[3.7] Private the Penguin
Private is a member of the Penguins. While Private is a bit slow and
dim-witted, his loyalty makes up for it. Skipper treats Private just
as he would any member of their team.
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[3.8] Kowalski the Penguin
Kowalski is a member of the Penguins. Tall and intelligent, Kowalski
usually is right behind Skipper when it comes to forming plans. His
quick-thinking helps the team get through any situation.
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[3.9] King Julian the Lemur
Julian is the king of the lemurs on Madagascar. While he enjoys to
party all the time, he is not the most cautious person. This leaves
the lemurs vulnerable to danger, which he prioritizes a bit lower
than a party. Julian means well.
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[3.10] Maurice the Lemur
Maurice is the real authority of the lemurs. He keeps the lemurs in
line and tries to keep the safe. Maurice tends to oppose Julian’s
reckless and wild antics.
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[3.11] Mort the Lemur
Mort is the smallest of the lemurs. While cute to anyone who doesn’t
know him, Mort is severely annoying to any that do know him. He’s
incredibly loyal to King Julian and is usually found by his side.
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[3.12] The Lemurs
The Lemurs are a large group of squirrel-like animals living on the
island of Madagascar. They enjoy partying with loud rave music and
having banquets. However, they are often attacked by the Foosa, and
usually never get to have a party without it being crashed by them.
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[3.13] The Foosa
The Foosa are a clan of cat-like predators that prey on the Lemurs.
The Foosa live in the wasteland of Madagascar. They attack the Lemurs
during their raves, when they are most vulnerable.
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[3.14] The Foosa King
The Foosa King is the leader of the Foosa. He is big and notoriously
dangerous to the defenseless lemurs. He resides in the wastelands
with the rest of the Foosa.
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[3.15] Wilbur the Warthog
Wilbur lives in the jungle of Madagascar. He is docile and sweet, and
usually struggles with his own tasks. He will do favors in return for
some help. Wilbur has an intense liking for Gloria.
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[4] King of New York
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[4.1] King of New York
Goals:
* Marty Power: Kick
* Alex Power: Double Jump
* Alex Finishes His Act
* Gloria Wins the Race
* Penguin Fishing
* Melman Cleans Up
The level begins as a typical day at the zoo with bustling tourists
and crowds about. Marty however, is tired of the routine day-in and
day-out. He decides that at his 10th birthday party that evening, he
is going to tell his friends about his dream of going to the wild.
Marty must greet his friends for the day, but first, he must get out
of his pen. You’ll need to collect 3 Power Cards to unlock Marty’s
“Kick” ability. The first power card is next to the treadmill, the
second is on the hay, and the third is just outside the gate.
Afterward, Marty will be able to kick things. Kick the hay blocking
the shed and pick up the 2 coins inside. Next, kick the gate open to
enter Alex’s pen. Approach Alex to talk to him. He and Marty will
discuss Marty’s birthday for the evening and then get on the subject
of Alex’s act. Alex will have to demonstrate for Marty. However, Alex
will need the Double Jump ability, which means time to find more
Power Cards. The first Power Card is to the left in the pool, the
second is up on far side of the stone pedestal, and the third is on
the highest stone platform to the right. With the Double Jump
ability, Alex must jump through all seven floating hoops in his pen.
The first green one is right off the far right stone platform, along
with two coins. On the ground, step on the buttons to open the cages
containing monkey coins. Three more hoops are above the pool and can
be accessed by activating the water fountain button. Unfortunately,
some pigeons come to crash the party. You can scare the pigeons away
using Alex’s “Roar” attack. Another hoop is just off the stone
pathway above. Another hoop is across the gap leading to Alex’s
pedestal. The final hoop is above Alex’s pedestal. Return to the
pedestal at the very top to complete Alex’s act.
With the show over, Marty decides to go visit Gloria and Melman. Kick
the gate at the far side open and approach Melman’s pen. Melman
appears to be having another hypochondria-induced episode, and is
starting to run around and panic. Perhaps later he’ll calm down a
bit. Head down the path to the right and kick away the hay. Approach
Gloria, who is challenging two ostriches to a race. As Gloria, you’ll
have to race four ostriches. It will seem impossible, but with the
help of chili peppers, Gloria can definitely do it. The ostriches
tend to close in very quickly, so it’s imperative that you
continuously collect chili peppers. Knocking away obstacles is a good
idea too, as there’s a very useful shortcut near the end of the track
that’s blocked by hay. After defeating the ostriches, you’re free to
roam once more. Additionally, there is a maintenance room in the far
corner of the area that has a mini-game called Armor Madness. You
must protect the fort while firing missiles from incoming tanks. Your
score is depending on how many walls you have left and how much
damage the fort avoided. Otherwise, return to Gloria and kick open
the gates at the left of her. The next area is the Penguin pool. As
the Penguins, you’ll have to fish for the various fish in the pool.
First, you’ll have to get 4 blue fish. This can be done by aiming
with the control stick and casting with the “X” button. Release the
“X” button when a fish has taken bait. Next, you’ll have to get 3
green fish. Other fish will begin to enter the pool, but you have to
try and avoid those. Afterward, you’ll have to nab 2 red fish. With
the fish done, all that’s left is to take various items from the
people surrounding the pen. First is 2 Alex dolls, one kid is
standing still with one and the other is moving. Next is 2 hats,
which is the same situation. Next is 1 pair of sunglasses, on a kid
that’s standing still. Lastly is a bucket on the moving janitor cart.
After all the fishing, the Penguins will depart, leaving Marty to his
business.
Proceed forward to approach Melman’s pen again. As Melman, you’ll
have to use his “Spin” attack to dispose of the trash and the pigeons
that land in his pen. You must knock out 50 items of trash in the
amount of time shown at the top by a bar. Afterward, the cleaning
crew will finally arrive and relieve Melman of his fit of filth.
Marty decides to return to his pen for another long day at the New
York Zoo.
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[5] Marty’s Escape
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[5.1] Marty’s Escape
Goals:
* Marty Power: Sneak
* Get the Ostrich Key
* Use the Ostrich Key
* Get through Zone Ostrich
* Get the Monkey Key
* Use the Monkey Key
* Get the Bear Key
* Get through Zone Bear
* Defeat the Zoohunter!
* Escape into the City
During the night, Skipper winds up in Marty’s pen. Marty questions
what the penguins are doing, to which he replies they’re busting out
of the zoo to go to Antarctica. Marty tells Skipper of his dream to
get out in the wild. Skipper, in return, decides to help Marty escape
the zoo. Skipper brings Marty to Zone Elephant, where Marty must
intercept a few Power Cards. The first Power Card is held by Darnell
the Elephant. Fortunately, Darnell spits out of his mouth, rather
than having it exit another way. The second Power Card is in Zone
Camel. Follow Skipper down the path to talk to Nick the Camel, who
will give you the card. The last operative has the final Power Card.
Kick open the gates at the right to get to Zone Rhino. From this
point on, night guards are now an obstacle. They can’t see Marty
unless they shine their flashlights on him. For the first guard, kick
the nearby trashcan in his direction to knock him out. Move forward
and another guard will be standing in front of Zone Rhino. Unlike the
other guard, he changes direction. Try to take him out from behind
with a kick, when his back is turned. Approach the rhino to get the
last Power Card. With the “Sneak” ability, Marty can get the key to
Zone Ostrich. Go back to where the first guard was and sneak through
the grate on the nearby wall. Pick up the key and crawl back out.
Head over to the gate by Zone Rhino to unlock Zone Ostrich.
Ahead is another turning guard. Take him out from behind. Upon
approaching the ostriches, they will suggest you kick the trashcans
at the guards to get rid of them. The guard on the far left is
stationary, whereas the guard on the far right turns direction and
walks around additionally. Along the roundabout, go to the far side
and take out the guards. One can be hit with the janitor cart and the
other can be lured closer by kicking the nearest animal sound
machines. He can then be hit with a trashcan nearby. Head back to the
other gate where a guard is standing in front of an open grate. Kick
the trashcan at him. Sneak through the grate into the other area,
which is Zone Bird. Once here, kick the janitor cart at the nearby
guard. You’ll have to sneak alongside the hedges to avoid the next
two guards. Move a little further and the toucan will talk to you
about his self-esteem issues regarding his nose before telling you to
activate the animal sound machines to lure guards. Lure the nearby
guard over with the machine and take him out with a trashcan. The
janitor at the end of the path is holding the key to Zone Monkey.
Take him out with a simple kick and grab the key. Kick open the gate
and Skipper will open the grate that leads to the entry to Zone Bird.
Head back to Zone Ostrich and make your way to Zone Monkey, where the
two guards were previously taken out. Use the key on the gate to
access Zone Monkey.
Two guards are blocking the path in Zone Monkey. Sneak around the
cage and kick the janitor cart to kill two birds with one stone. Or
knock out two guards with one cart. Kick open the gate and approach
Skipper by the brick wall. Skipper tells you to talk to the monkeys
in the cage, seeing as the pipe in the wall is too small for Marty to
get through. Behind the bales of hay by the shed is a grate that
allows you to enter the shed. Inside the shed is Super Space Blastoid
1977, a mini-game that’s similar to Space Invaders. Otherwise, talk
to the monkeys in the cage. The monkeys explain that the janitor
nearby has the key to Zone Bear. Zone Bear is the only way to the
exit, as the front gate is in Zone Bear.
The next two guards are positioned in a zigzagging pattern. Kick the
janitor cart at the first guard. Kick the trash can at the second
guard. As you continue along the roundabout, the polar bear will warn
Marty about the Zoohunter that patrols along the entrance of the Zoo.
Up ahead, another guard is waiting. But there aren’t any nearby
objects to get rid of him with. He’ll have to be lured closer to an
object. Kick the nearby animal sound machine, and continue kicking
each of the next few back to where the two guards were at the Zone
Bear entrance. Get rid of the guard with the trash can and continue
back along the roundabout. At the gate up ahead, another guard is
blocking the way. Kick the animal sound machine to get him out of the
way of the trash can. Kick the trash can at him to get rid of him.
Careful crossing through the gate, as another of the turning guards
is standing there. Wait until he turns away before kicking him. The
main gate is up ahead, but a couple of guards are standing in a line
diagonally. Fortunately, the janitor cart nearby can take out all of
the guards in a single shot! Skipper catches up, but unfortunately,
he’s got his ticket out via balloons, leaving Marty to finish up the
escape on his own. When you’re ready, approach the janitor sweeping
up near the front gate. He’ll panic at the sight of Marty, which
summons the Zoohunter. The Zoohunter boss is a pretty simple
strategy. Three guards are blocking the gate, where the Zoohunter is
pacing back and forth. Really the only obstacle you have to avoid is
the Zoohunter, who is firing tranquilizer darts from his tranquilizer
gun. The darts can be easily avoided, but if hit, Marty becomes
disoriented for a few seconds. The best place to duck behind is the
stairs on the right wall, but if you use Marty’s sneak ability, he
can just as easily miss the darts. Use the janitor carts and trash
cans to get rid of the three guards first. Once the area is ridden of
guards, approach the janitor cart to the left of the Zoohunter and
kick it at him. He’ll dodge the cart, but the cart will cause the
statue behind him to topple over and knock him out. With the key to
the main gate, Marty is able to escape into the streets of New York
City!
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[6] N.Y. Street Chase
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[6.1] N.Y. Street Chase
Goals:
· Alex Leads the Way
· Gloria Power: Butt Bounce
· Gloria Outsmarts the Cops
· Melman Power: Heli-Spin
· Melman Finds the Station
· Alex Rings:
· Destruction Bonus
Not long after Marty’s escape, Alex, Melman, and Gloria trek into the
streets of New York to find him and take him back to the zoo. This
level is separated into three parts, consisting of Alex’s part,
Gloria’s part, and Melman’s part respectively. As Alex, you must run
along the streets, with your only obstacles being incoming traffic,
rambunctious dogs and cops. The safest place to be is on the
sidewalk, either on the left side or the right side. The right side
tends to see more action. Along the way, you’ll also come across
Alex’s hoops, which if you jump through them, are a bonus goal to
complete. As you run along, be sure to roar at the dogs two times, or
they will chase Alex and cause damage. The cops on the other hand,
just run from Alex and are impossible to catch up to. People out on
the streets will be terrified at the sight of Alex and will do
anything it takes to stay out of his way. After a bit, you’ll
approach a subway. Head down there to reach the next street. Ahead is
the museum, where a horde of cops try to corner Alex. The goal is to
just roar at the cops and lure them into traps, such as open
manholes, the mouths of the mechanical dinosaurs outside the museum,
food carts, etc. After taking out six cops, the remaining cops will
retreat to call for back-up. Alex is able to continue his run. On the
right side is a ramp that turns onto the next street. Take the ramp
to the next street and be careful of incoming traffic. At the far end
is another ramp leading to a bridge. Cross that and run to the end of
the street to complete Alex’s part.
As Gloria, your main obstacles are cops and incoming traffic. Unlike
with Alex, these cops will jump onto Gloria and slow her down. If
more than four cops manage to hold Gloria down, a life will be lost.
To combat this, Gloria must constantly eat red hot chili peppers. The
peppers allow her to charge enemies, and even knock cars and large
vehicles out of her path, but it only lasts a short time. Pick up the
first power card at the end of the street. A second power card isn’t
too far away. A couple of cops will have already jumped onto Gloria
by the time you pick up the last power card on the next street.
Gloria is now able to use the “Butt Bounce” ability, which will keep
those pesky cops off of her! At the end of the street is a bunch of
crazy traffic happening. You’ll have to time your moves in order to
get across the street safely! Turn onto the next street at the end
and take out the cluster of cops up ahead. At the end is a set of
even crazier traffic which moves faster than the crazy traffic. Get
Gloria safely across and charge straight through the cop cars at the
end to complete Gloria’s part.
As Melman, your main obstacles are to reach Grand Central Station and
stay off of the unsanitary streets of New York City. Head down the
ramp and on top of the bus for Melman’s first power card. Ride the
bus to the next ramp and wait for the bus to approach. Jump onto the
platform at the left and pick up the second power card. On the left
side of the platform, wait for another bus to approach to reach the
next ramp with the last power card. Melman is now able to use his
“Heli-Spin” maneuver. Using this ability, Melman can hover over the
steam coming out of the open manholes. Use this to reach the bridge
up ahead. As you reach the end of the street, you’ll turn to a
construction site. The construction workers will try to fight you, so
just use Melman’s spin attack on them. At the end of the construction
site, the route turns to the next street. Using the Heli-Spin on the
steam will get Melman safely to the ramp at the end of the street,
where Grand Central Station is located.
By the time the gang catches up with Marty, the cops have already
arrived with back-up and successfully tranquilize the escaped
animals. The group blacks out.
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[7] Penguin Mutiny
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[7.1] Penguin Mutiny
Goals:
* Open the First Pipe
* Secure the Crane Deck
* Take the Gas Room
* Capture the Radio Room
* Bowling on the Deck
* Secure the Poop Deck
* Storm the Mess Hall
* Seize the Bridge
Alex and the others awaken on a ship, finding themselves trapped in
crates to be shipped to Africa. However, they're not the only ones on
the ship. The penguins seem to have found their way on board. Their
mission is to hijack the ship and make their way to Antarctica. The
key is to lead the troops through the ship without steering them into
danger.
As you turn the corner, you'll find a guard walking around. He's
guarding the area where the key is to the other area of the deck.
Although the guards are much larger, they can be subdued by hitting
them twice with the B button. It's easier to attack the guards when
their backs are turned, as they won't be able to double back and
catch you. Usually, there are open crates to hide in to prevent
detection. Take out the guard and turn the corner. Jump over the
crate. To the right is a horn, which is used to summon the other
penguins. But first, pick up the key to unlock the gate, allowing the
troops to enter the area. Use the X button to unlock the gate, then
call the troops by pressing the X button near the horn. The pipe
nearby will be opened. The pipes allow the penguins to travel
undetected. Certain guards, like the large guy near the pipe, are
impossible to attack straight on. Travel through the pipe to sneak
past him. Summon the troops on the other side of the pipe. A guard is
just around the corner. Wait until his back I'd turned and then take
him out. At the right is another guard for you to finish off. Turn
right at the corner and open the new pipe using the X button. The
pipe leads to the crane deck. Before calling the troops, get rid of
the two guards wondering about on the deck. The crane will be able to
get rid of the remaining guards on the lower deck, allowing the
troops to join you.
Approach the crane to control it. Now comes the fun. The key is to
pick up 5 sailors and eliminate them, which can be done through two
different means. They can be put in the gated cages or dropped
overboard. Use the X button to pick them up and then decide how to
dispose of them. With the 5 sailors gone, summon the troops. Open the
pipe to the left of the crane and travel through it. Once inside the
Engine Room, use the X button on the green button to unlock the door.
Summon the troops with the horn in the Gas Containment Room. Working
together, the penguins enter the open air shaft into the Pump Room.
Two guards, a big guy and a smaller guy are roaming the area. When
it's safe, attack the smaller guard. Now unlock the door the guard
was pacing in front of by pressing the green button using the X
button. Enter the Radio Room and pick up the key. Open the other
door, leading to the Lavatory, in the Pump Room. Press the green
button on the far wall of the Radio Room to mess with the plumbing.
The big guy and a few other guards will wander into the Lavatory to
investigate the noise. Shut the door to the Lavatory. Head down the
ramp the big guy was guarding, but be careful, as there's a guard
down below. Finish off the guard.
Use the key to unlock the door to the lower Radio Room. Summon the
troops and proceed to the Aft Deck. Continue forward underneath the
stacked crates and turn left. A crate full of bowling balls will be
able to subdue the roaming guards. Use the X button to pick up a
bowling ball, then hurl it at a guard. Do this for the two guards
nearby. Lastly, place a bowling ball by the open pipe to get rid of
the big guy at the other end. Travel through the pipe and summon the
troops. Use the crane to eliminate 5 sailors, as well as remove
crates blocking the exits.
Next, place the 3 remaining penguins by the three locked gates to
access the upstairs. Summon the troops on the Poop Deck. Unlock the
door at the left to enter the Storage Hold. Using the Bowling Pin box
to hide, infiltrate the area, being careful of the many guards
wandering about. Inside the Mess Hall is a tranquilizer gun, perfect
for removing the remaining guards. Use the X button to use the
tranquilizer gun and the X button to shoot tranquilizer darts at the
8 sailors. It often takes more than 1 shot to take them out, so watch
out for the ones that sneak up. Open the pipe on the left end of the
Mess Hall. Inside the Safari Cabin is a box to hide in, which will be
useful in hiding from the familiar Zoohunter. The key is by the
table. Once you've got the key, exit the room via the pipe or the
door. Use the key on the door at left end of the Mess Hall. Enter the
room and attack the guard, never minding the two sleeping guards.
Open the door on the left and summon the troops. Use the ladder to
reach the upper level of the Poop Deck. Enter through the door at the
top.
The penguins will have taken over the ship, but not without having
faced the dreaded Zoohunter. Grab the tranquilizer gun and fire darts
at the 6 incoming sailors. Next, you'll have to shoot at the
Zoohunter 4 times. Fire at him as he walks past windows and doorways,
and definitely before he can get you with his own tranquilizer darts.
After getting rid of the Zoohunter, the penguins take over the ship
and make a sharp turn, knocking Alex and the others' crates off the
ship.
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[8] Mysterious Jungle
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[8.1] Mysterious Jungle
Goals:
* Collect the Pearls
* Climb the Falls
* Lead the Bees
* Protect the Mushrooms
* Alex Rings:
Alex washes ashore onto a strange island, with no sign of the others
anywhere. However, he discovers the crate that held Marty and wonders
if he has run off somewhere on the island. Roaming around are snappy
crabs, which will harm Alex if he comes too close. Roar at them to
get rid of them. Many of them pop out of the sand, so be careful.
Scattered around are clams that can be opened by roaring. Head up
along the path in front of Marty's crate. Jump up on the rock
platform and then up to the tree bridge. Pick up the mango. Mangoes
can be thrown at enemies by Alex and are good for taking out enemies
you don't want to be close to. Press the Y button to throw mangoes.
Jump to the next platform and then to the ledge of the mountain. A
parrot is sleeping in a nest of pearls. Talk to him. The bird accuses
Alex of trying to take his pearls, but Alec quickly turns down that
notion and asks if the bird has seen the others. The bird says he
has, but only agrees to direct Alex if he brings him 6 pearls from
the beach. Roar at the clams to open them. Some will have health and
some will have the pearls you're looking for, but look out for clams
containing crabs. Return to the parrot when you have 6 pearls. The
bird mentions having seen the others by the waterfall. Enter through
the cave behind the parrot's nest.
The tall waterfall is on the other side, with Marty, Melman and
Gloria at the top. Scale up the waterfall, jumping across the ledges
in a crisscrossed pattern until you reach the top. At the top is a
large plain with a queen bee hovering around. Talk to her and she
will sneeze quite a bit, coming down with hay fever. Alex asks if
she's seen his friends. The queen says that if Alex can lead 3 swarms
of bees to flowers, she'll send drones after his friends to locate
them. Simply approach a swarm by any of the hives and lead them to
the clusters of glowing orange flowers. You'll have to take each
swarm to a different cluster each time so they can pollinate. You
must hurry because if the bees aren't brought to a cluster in 18
seconds, they will sting Alex. Afterward, return to the queen and
she'll mention that one of her drones saw the group going down the
path nearby. Head down the Path of Descent, jumping over the spitting
purple plants. At the bottom of the path is a pit with a super-roar
plant inside. Grab the plant and then scale the platforms at the left
to reach a ledge. Jump down into the Mushroom Patch.
A bat hanging nearby bargains that he'll direct you to the others if
you can protect his mushrooms from thieving cockroaches. Protect 4
mushrooms within the time limit by roaring at the cockroaches. Use
super-roar plants if too many are making off with the mushrooms. Once
you've done so, two bats will drop you off along a tree branch path
on a swamp. Spiders roam the area, but can be taken out with mangoes
and super-roar plants. Run along the paths, being careful of falling
off the paths. At the end of the path, the group enters a cave. Alex
runs after them, catching up. The gang reunites.
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[9] Save the Lemurs
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[9.1] Save the Lemurs
Goals:
* Ascend the Cave
* Navigate Wind Part 1
* Navigate Wind Part 2
* Escape the Seaside Resort
* Escort the Lemurs
* Alex Rings:
Alex and the gang approach a clearing, where they find a clan of
lemurs dancing to music. The creatures are startled by the large
animals and take off to hide. Hoping they're friendly, the lemurs
toss Mort, the annoying child-like lemur, to meet them. The lemurs,
including King Julian and his advisor, Maurice, welcome them, but the
greeting is cut short when the Foosa arrive. The lemurs take off, but
Marty follows through the secret passage way as the lemurs head for
their safe spot. Climb up the platforms to reach the pathway up
above. Kick the stalagmites to clear the path. Also beware of spiders
that wander about and drop from above. Kick the wobbly rocks to
create bridges to higher pathways. At the top, jump into the river
canal and approach the cave the water is coming out of.
On the outside, the lemurs will say it's too windy in the valley and
they ask that you rescue some of the lemurs who are stuck in the
valley. For this, you'll need to use Marty's crouch ability to hide
against rocks. The larger rocks, Marty can simply stand behind. For
smaller rocks, Marty will need to crouch. If caught in the wind
gusts, Marty will blow back to the beginning of the path. Rescue 4
lemurs, which are dangling on thin branches, and reach the end, which
is a hollow tree. On the other side, 5 more lemurs require rescuing.
Rescue the 5 remaining lemurs and meet with them at the end of the
path.
Separated again, Alex must catch up with the others. In the cave are
Foosa, which can be taken out with 3 roars. Ascend the cave, hopping
from platform to platform while taking out Foosa. Exit the cave, and
Alex will meet up with the lemurs. The lemurs explain that this path
is the safe route to their alternate party location. Ironically, the
path is riddled with Foosa. Protect the 8 lemurs as you navigate the
path. Take out Foosa with mangoes and super-roar plants. As long as
you make it to the end with half of the lemurs with you, you'll have
completed the level.
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[10] Jungle Banquet
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[10.1] Jungle Banquet
Goals:
* Mash the Moles
* Harvest the Onions
* Find the Pineapple
* Repeat the Tune
* Grab the Limes on the Slide
* Bash the Roaches
* Help the Queen
* Grab the Kelp
* Smash the Melons
* Out Jump the Frog
* Gloria Power: Hip Check
* Melman Power: Headbash
* Marty Power: Long Jump
* Alex Rings:
* Mushroom High Score:
In honor of the gang, the lemurs plan to throw a banquet together for
them. However, the group must gather food for their own banquet. This
level introduces the totem, which allows swapping between characters.
As Gloria, collect her 3 power cards, one on a rock by the giant
bongos, one on the path to the left. The sign has a picture of
Gloria. Walk down to the Carrot Patch for the last card. Gloria
unlocks Hip Check. Talk to the stocky lemur by the Carrot Patch. He
asks if you can get rid of the moles that eat the carrots before
they're ripe. Pick up the reward for 1/10 items found.
Switch to Alex using the totem. Enter the Mushroom Cave and speak to
King Julian on the center mushroom. Julian explains that the key is
to hop on the colored mushrooms in the order of its pattern in order
to receive the reward. Repeat the pattern 6 times in order to win.
Collect the reward for 2/10 items found. Return to the Hero Tree and
jump onto the rock near the giant bongos. Jump into the tree with the
reward for 3/10 items found. Drop down into the chasm across from the
Hero Tree and talk to the queen bee at the right end. She asks that
you take her to different flower clusters, as she's misplaced her
glasses. Take the queen to the 7 colored flowers she requests within
the time limit. Collect the reward when you're done for 4/10 items
found. Enter the cave across the chasm to reach the Onion Grotto.
Julian will explain that you must harvest the ripe cave onions before
the cave spiders reach them. When they begin to turn red, they are
ripe, but you must collect 20 before the time limit runs out. Collect
the reward for 5/10 items found.
Find the totem near the Hero Tree and switch to Melman. Collect 3 of
Melman's power cards. One is on a rock near the giant bongos, another
is on the hollow log path and the last is down said path in the
Noogie Grove. Melman has unlocked the Head Bash move. Talk to Mort,
who asks that you use your head bash to get rid of the thieving
cockroaches harvesting the Noogies. Bash 15 roaches to collect the
reward for 6/10 items found. Return to the totem and switch to
Gloria. Head down the same log path and eat the chili pepper to bash
through the bolder blocking the new path. Walk down to the beach and
pick up the reward for 7/10 items found. Beware of the turtles that
slide into you, it takes two hits to get rid of them.
Talk to Wilbur the Warthog by the entry to the beach. He asks if you
can smash the groups of watermelons in the area. Using chili peppers
scattered around or Hip Check, smash into 19 watermelon clusters
before the time limit is up. Chili peppers are faster, but Gloria is
more difficult to steer. Try to take out most of the clusters with
chili peppers and the remaining ones with Hip Check. Afterward,
collect the reward for 8/10 items found. Scale the mountain towards
the back and take the mud slide on the right. As you slide down, pick
up the reward for 9/10 items found.
Switch to Marty using the totem. Collect Marty's 3 power cards. One
is on a rock near the giant bongos, the remaining 2 are on the rock
bridges and platforms in the Melon Patch by the beach. Marty unlocks
the Long Jump. Head up the mountain and turn right onto the path. An
orange frog is hopping on the edge of the cliff. Talk to him and
he'll challenge Marty to a jumping contest. This can be tedious. You
must out jump the frog a total of 3 times. Use the Long Jump in the
direction the frog went. You don't necessarily have to "jump farther"
than him, just make it to the platform he jumps to. Afterward,
collect the reward for 10/10 items found.
The banquet commences, giving the group a heroes' welcome.
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[11] Coming of Age
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[11.1] Coming of Age
Goals:
* Save the Tree
* Bomb the Nests
* Bash the Moles
* Escort Mort
Gloria talks with Melman in the night, saying that Alex has been
acting oddly lately. Melman overreacts, saying that Alex has
contracted a disease. Gloria says that Alex is hungry, but there is
no way to get steak naturally from a tree. She advises him to ask
Maurice. Maurice does not know of any steak, but suggests Melman rid
the Giant Baobob tree of the Baobob worms, as there might be steak
somewhere on the tree. Using coconuts, Melman must fling them at the
nests of the Baobob worms to unblock the path ways and prevent more
worms from breeding. Hit the nests first and then take out the worms.
The third set of worms/ nests, you must simultaneously take out
vultures too. Hit the nests a few times before they regenerate.
Eventually the path will fall, allowing you to continue to ascend.
After taking out the last set of worms/vultures/nests, proceed to the
end of the path on the tree. Mort is on the other side, explaining
that they've found the primary nests of the Baobab worms. However,
they are breeding fast. You must take out the nests using durians.
This is more difficult since you're at a distance. You must test the
strength at which you'll toss the durian, as you must take out the
nest primarily. After taking out 4 of the nests, you must get rid of
the 6 remaining Baobob worms. During the lemurs' victory dance,
Gloria decides to help out by ridding the lemur garden of the pesky
moles.
Your goal is to take out 30 moles using chili peppers, within the
time limit.
Follow Melman down the newly opened path. Mort mentions that Alex is
acting viciously as a result of his hunger. Gloria says she's going
to find Marty. Melman and Mort must make it across the chasm without
falling in and being caught by Alex. Use the Heli ability to navigate
safely from platform to platform until you reach the cave at the end.
Once united with the other lemurs, Maurice says that Alex has now
fallen for his primal urges and is a potential threat to them all.
---------------------------------------------------------------------
[12] Back to the Beach
---------------------------------------------------------------------
[12.1] Back to the Beach
Goals:
* Fling the Lemurs
* Rocky Crags
* Melman Glide
* Save the Fruit
* Defeat the Crocs
* Secret Room
* Hidden Ledge
* Smash the Crabs
* Boulder Run
* Bash the Crates
On the beach, the gang realizes they have to rebuild the rescue
beacon in order to get off the island. Wilbur is willing to help
rebuild it, but the beacon has burned down. However, pieces are
scattered around the beach that can build a new beacon. Talk to
Wilbur who is struggling with some pesky crabs. Smash 5 crabs using
Butt Bounce 2 times, in the time limit. Collect the reward for 1/10
pieces found. Talk to Wilbur again, who advises you to bash 14 crates
using chili peppers. After breaking the crates, collect the reward
for 2/10 pieces found. Smash the boulder near Melman's makeshift
grave to free a geyser. Switch to Marty using a totem.
Use the geyser to reach the cliff. Use long jump to get to the ledge
at the left. Pick up the reward for 3/10 pieces found. Return to the
cliff and use the geyser to reach the ledge at the right. Use long
jump to get from platform to platform, in which another beacon piece
is on the last platform. Collect the reward for 4/10 pieces found.
Use a similar technique on the platforms in the water to reach
another beacon piece. Collect the reward for 5/10 pieces found.
Switch to Gloria and head to the far side of the beach. Use chili
peppers to bash the boulders along the rock bridge/path. Collect the
reward at the end for 6/10 pieces found. Switch to Melman and talk to
Maurice on the beach, who is located using a floating arrow. He
mentions that there are beacon pieces that can be retrieved by lemur
scouts permitting Melman throws them.
Much like the coconuts and the durians, fling lemurs at the platform
to collect the beacon. Throw the 3 lemurs onto the platform. Collect
the reward afterward for 7/10 pieces found. Switch to Marty. Head
down the bridge trail towards the back of the beach. Talk to Wilbur,
who says the tortoises are knocking fruit from his tree. Using
Marty's kick, get rid of 6 tortoises. It takes 2 kicks to take a
tortoise out. Take them out in the time limit. After, collect the
reward for 8/10 pieces found. Switch to Gloria back at the beach.
Take out the boulder towards the back of the beach. Switch to Marty
again and collect the beacon piece from the rock platform in the area
just opened for 9/10 pieces found. Next, enter the cave near the
platform.
In the Croc Pit, an albino crocodile challenges Marty to a duel
against he and his 2 crocodile minions. The crocs follow close
behind, so use the long jump as they get close. When they get dizzy
from spinning, kick them. After 2 hits on the 2 regular crocs, you
must take out the albino crocodile with 5 hits. His tactic is to
strike furiously at you, however, he'll tire if you dodge. Hit him
when he's tired. Collect the last beacon piece afterward for 10/10
pieces found.
In the end, Wilbur expects a kiss from Gloria. Gloria begs that
Melman do it, and she'll make it up to him in exchange. Luckily, it's
censored. Marty realizes he can't leave without Alex and opts to go
back and retrieve him.
---------------------------------------------------------------------
[13] Marty to the Rescue
---------------------------------------------------------------------
[13.1] Marty to the Rescue
Goals:
* Get to Mort
* Collect Fruit for Wilbur
* Slide
* Cross the Spider Pit
* Beat the Croc
* Fruit High Score: 40
Marty asks Mort for a route to reach Alex. However, the only quick
route is the "No Chance of Survival Trail". You must catch up to Mort
on the trail by ducking under hanging vines, jumping over spitting
plants, using the long jump and kicking past spiders, all within the
time limit. Meet with Mort by the cave at the end of the trail.
Wilbur is on the other side, which appears to be a dead end. However,
he's willing to help out if you gather fruit for him from the tree.
Using Mort, jump along the mushrooms to collect the falling fruit
while avoiding the durians and spiders. Collect at least 30 fruits
for Wilbur to win. Wilbur frees the path up easily, irritatingly
enough to Marty. In the new cave is a long river slide, with sink
holes and chasms. Unfortunately, Mort jumps in and slides down, and
must be rescued. Using the water jets, propel yourself after Mort,
catching up to him at the cave at the end within the time limit.
In the cave, Mort has already made it across to the other ledge of
the cave. Rabbit hole loading screens are such an enigma! Use the
durians to bomb the spiders and clear your path as you jump across
platforms. Meet with Mort at the next cave entry. As he is talking,
he is suddenly captured by the albino crocodile. You must race the
croc down another canal slide, however, there are chasms and other
dangers this time. Use the water jets to keep yourself ahead of the
croc! When you beat him, he'll return Mort to you. He then instructs
that you must jump into the whirlpool to reach Alex. Not that it
makes sense, but it is more exciting!
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[14] Final Battle
---------------------------------------------------------------------
[14] Final Battle
Goals:
* Defeat the Foosa
* Defeat the Foosa Boss 1
* Defeat the Foosa Boss 2
Alex wanders off into the Foosa territory, where he is cornered by a
pride of Foosa and the Foosa King. Just when things get ugly, the
penguins arrive with 3 power cards for Alex. Grab the 3 cards to
unlock Claws for Alex. This ability can only be used in this boss
fight, which definitely is a bummer. After slicing at a couple of
Foosa, the Foosa King will enter the spiked arena. The Foosa King
eats durians and is able to harm Alex with his durian breath. Jump
from the platforms that line the arena, while picking up mangoes.
When the Foosa King is not breathing in your direction, throw mangoes
at him. It is easiest to hit him when he's tired. You may also have
to take out a number of his vulture minions. After defeating him the
first round, he will chase Alex to a more difficult arena. For this
portion, the Foosa King has a flame on his back. You must avoid his
vulture minions carrying durians, while also avoiding his durian
breath and charging attack. When he tires, is distracted, or is
sending vultures after you, those are opportune times to attack him
with the Claws attack.
After the battle, Marty arrives from the whirlpool, mashing the
defeated Foosa King. As the two reunite, the lemurs celebrate as they
are free from the Foosa's attack, and the Penguins have brought the
ship, allowing the group to return home. The credits roll.
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[15] Mini-Games
---------------------------------------------------------------------
[15.1] Tiki Mini-Golf
Tiki Mini-Golf is a mini-game that can be unlocked for 35 coins in
the Zoovenir Shop. Tiki Mini-Golf plays just as actual mini-golf. The
key is to putt your ball into the hole in as few turns as possible.
There are many obstacles that you must navigate the ball past. To hit
the ball, you must use the action meter. Your strength in the stroke
is dependent on the height of the action meter.
If the ball is stroked too hard, it can veer off in a direction you
don't want or it could even sail over the hole. You can unlock up to
6 players in the Zoovenir Shop, which allows for 6 people to take
turns playing. Total strokes on each hole are added up at the end of
the game. The player with the lowest score wins.
---------------------------------------------------------------------
[15.2] Shuffleboard
Shuffleboard can be unlocked in the Zoovenir Shop for 35 coins. It
plays much like real shuffleboard. The key is to roll your puck down
the lane to earn points. The lane is split into sections. The Foul
Zone earns you no points and your puck gets removed. The 1 Zone earns
you 1 point, the 2 Zone earns you 2 points, etc. Using the action
meter dictates the strength in which you push the puck. Pushing too
hard can knock the puck off the lane, earning you no points. Pushing
too softly can put you in the Foul Zone. The goal is to be the first
to gain 15 points. You can knock your opponent's pucks off the lane
using clever maneuvering. Up to 4 players can play, on 3 different
lanes that can be unlocked in the Zoovenir Shop.
---------------------------------------------------------------------
[15.3] Lemur Rave
Lemur Rave can be unlocked for 35 coins in the Zoovenir Shop. The key
is to match the arrows as they fall to the beat of the song. Thumbs
on the screen dictate the points you score. Two thumbs up is 3
points, 1 thumb up is 2 points, 1 thumb up and 1 thumb down is 1
point, 1 thumb down is -1 point, and 2 thumbs down is -4 points. Up
to 2 players can play. Songs can be unlocked in the Zoovenir Shop.
You can practice a track as well to get used to its patterns.
---------------------------------------------------------------------
[16] Final Word
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[16.1] Final Word
And thus draws this walkthrough of Madagascar to a close. This
walkthrough took a little longer than planned due to other priorities
of mine, but it’s finally finished! I hope this walkthrough helps
draw the game to completion! I did not give locations for coins, as I
imagine anyone who plays would be able to dictate their own
collecting of coins. Anyways, I should be able to complete another
walkthrough, although I’m not sure which as of yet! See you later!
~SuperOtakuAlex
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[A] Email/Contact Information
Below is my e-mail, which you can contact me at if you have any
questions or something to add to the guide. *However, read through
the ENTIRE guide before you send me an e-mail. If I’ve already
answered something in the guide, your e-mail will be ignored.*
[email protected]
When you e-mail me, don’t be rude, inconsiderate, or use profanity.
Also, have a subject for your e-mail so I know what it’s about. Don’t
send me spam, something unrelated to the guide, technical
difficulties regarding the game and/or console, or something already
answered in the guide.
I speak English primarily, so I won’t be able to understand an e-mail
written in Spanish, Italian, French (I only know the basics of the
language), German, or any other language. The e-mail should be
straight-forward and to the point. I don’t want an e-mail that is
off-topic. I also don’t want the e-mail to be written in horrible
English. Nobody is going to understand someone that types like this,
“so how you paly gaem. Am stuk. Hallp meh.” You don’t have to be
formal with the e-mail, but simple, casual writing will do.
If you send me an e-mail with any information to add to the guide,
you will be credited in the Credits section in the guide.
---------------------------------------------------------------------
-
[B] FAQs
There are no FAQs at the moment.
---------------------------------------------------------------------
-[C] Credits
This section is where credits towards this guide and any other
information will go. Your name used on the site will be used to
credit you on your information.
Thanks goes to;
Toys for Bob, for the development of Madagascar
Me, for making this guide
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[D] Copyright
Madagascar Video Game is Copyright 2005 Activision, Toys for Bob. All
Rights Reserved.
Madagascar is Copyright 2005 Dreamworks Animation. All Rights
Reserved.
The Nintendo Gamecube is Copyright 2001-2007 Nintendo. All Rights
Reserved.
This document is the property of SuperOtakuAlex and should not be
copied, used for financial gain, or stolen under any circumstance.
You may use this guide for personal purposes, but for nothing else.
This guide should not be found on any other sites than the ones I
have verified for.