Super Magnetic Neo (Dreamcast) FAQ/Walkthrough version Final (8/26/03)
Copyright Martin Dale-Hench 2003 ([email protected])


                                   SUPER

                                  MAGNETIC

                  ooooo      ooo oooooooooooo   .oooooo.
                  `888b.     `8' `888'     `8  d8P'  `Y8b
                   8 `88b.    8   888         888      888
                   8   `88b.  8   888oooo8    888      888
                   8     `88b.8   888    "    888      888
                   8       `888   888       o `88b    d88'
                  o8o        `8  o888ooooood8  `Y8bood8P'

Table of Contents
=================
I. History
II. Contact Information
III. Introduction
IV. Controls
V. Story
    A. Characters
VI. FAQ/Tips
    A. Magnets -What can they do for you!
    B. Panels/Transporters
    C. Newton's First Law of Motion/ A.K.A The Law of Inertia
    D. Rides
    E. Zebi Coins/Pinki Coins
    F. Rewards
    G. I.D. Card/Bonus Levels
    H. Monsters/Ener-cubes
    I. Neo's Home
    J. Center Hallway
    K. Challanges
VII. Walkthrough
    A. Jungle World
    B. Ancient World
    C. Cowboy World
    D. Future World
VIII. Bosses
IX. Time Attack
X. Hidden Item Locations
XI. Pinki Coins
XII. Rewards List
XIII. Credits

FIND SYSTEM
-----------
Just cut and paste the string above (on the Table of Contents) you want
to go to. The string can be the entire sub-header, too.

Explanation:

1. highlight the string

2. Ctrl + C

3. Ctrl + F

4. Ctrl + V

5. Press "Find Next".

******************************************************************************
I. HISTORY
******************************************************************************
Version Final (6/19/03) I dunno, just a re-format. And no, this won't be a
                       true 'Final' version because I KNOW this guide SERIOUSLY
                       need a re-format.
Version 2.21 (2/26/03)
-FINALLY received an email (actually, 2!) about THIS guide! The
reward for beating all of the Challenges is now known.
Version 2.2 (2/4/03)
-Did some more stuff in the FAQ section and looks to be done with the
entire thing.
Version 2.1 (2/3/03)
- Started  the FAQ/Tips section and did the Contents
Version 2.00 (2/2/03)
- Completed the Walkthrough
- Put up and completed the Rewards, Pinki Coins, Time Attack, Hidden
Locations and Boss sections
Version 1.1 (2/1/03)
-Continued the Walkthrough (outline)
-The Walkthrough up to world 4, level 1
Version 1.00 (1/31/03)
-Started the Walkthrough only (outline)
-Walkthrough went up to the boss of the Jungle World


******************************************************************************
II. CONTACT INFORMATION
******************************************************************************
If you ever need some help, please do ask me! Any questions are welcomed. My
e-mail address is [email protected]. Also, if you want me to put up the
Locations for the Pinki Coins (which I don’t think people need it since it’s
pretty easy to get) just e-mail me. If there’s enough demand, I might do that
part. Thanks for using this FAQ/Walkthrough!


******************************************************************************
III. INTRO
******************************************************************************
I know this game isn’t very popular but I enjoyed this game and thought this
game deserved a FAQ on this prestigious site, GameFAQs. I think everyone
should be able to enjoy this game like I did. Also, if you want to know what
this game is like, read my review on this game in the Reviews Section. I hope
you will find that review informative enough! I’m not going to talk
senselessly in this intro ^_^ Maybe I will… The Walkthrough is very
detailed, because you never know what you’re having trouble with. And check
out my Boss section on the below when you need help on a boss! Also, I try
to get the least ’unneeded’ sections or ’fillers’ because I absolutely
loathed those when I used other people’s FAQs for some games.  Enjoy the game
and the FAQ!


******************************************************************************
IV. CONTROLS
******************************************************************************
The controls are pretty simple:

-Direction Button and Analog Thumb Pad: Character movement
-Direction Button and Analog Thumb Pad: Select menu options
-Start button: Starts and pauses game
-X button: Jump
-Y button: Bring up the save screen
- A button: N Polar Pop and accepts menu selection.
-B button: S polar Pop and cancels menu selection

-Right trigger: Run
-Left trigger: No use

-X button while running: Super-jump

***NOTE: You can change the controls if you like. If you want to do so,
go to the menu and select "Configuration".



******************************************************************************
V. STORY
******************************************************************************
The notorious Pinki Gang has just taken over the Pao Pao Park! The former
owner of that Park was the Professor, and he’s fumed about the horrible
situation! The main villain is a baby named Pinki, hence the Gang’s name. She
has two henchmen that just play foolishly with her, while the Pao Pao Park is
in chaos. The Professor has decided to send his best robot, Neo. That Neo has
the ability to use magnets, and it’s very smart for a robot! While Yasu and
Gasu (the henchmen) are playing with the boss Pinki, Neo are working hard to
get the Pao Pao Park back…

---------------------------------------
A. CHARACTERS (pulled out from the manual)
---------------------------------------

-NEO-
Neo is a magnetically charged robot who was created by "The Professor." His
artifical intelligence is based on the Professor's own mind, so he has all the
same quirks and bad habits as the Professor. He's always excited, energetic
and eager to please. Neo is good-natured and loveable.

-THE PROFESSOR-
The Professor says that he created Neo to help maintain world peace, but the
truth is that he just loves to tinker with machines and show off his
inventions. The Professor is somewhat absent-minded and always preoccupied
with thoughts of another invention. Neo is a practical application of the
Professor's discovery of the Super Magnetic Theory.

-PEEDEE-
PeeDee thinks he's the Professor's second in command, but he's really just
a helper. PeeDee is designed like a toy, but he is highly functional with
advanced features. He tends to get very frantic and, at times, hysterical.


-PINKI-
Pinki is the leader of the bad guys and she's just a 2-year old baby! She
rides around on a floating pink rubber ducky. Don't let appearances fool
you though; she's the most evil villain in the game. Pinki's most noteworthy
skill is the ability to put people down, making them feel bad with her foul
temper. When she is happy and in control, she speaks with a sweet little
baby voice. However, when she gets angry, her voice gets deeper and she
begins to scream.

-YASU-
Yasu is Pinki's right hand man and spends all day and night coming up with
new gadgets to promote evil in the world. He's brillant, but also stingy,
confrontational and quite self-absorbed. He rambles on all day with stories
of his life and his evil doings.

-GASU-
Gasu is Pinki's #2 man. His brain doesn't work too well, but he's very strong.
He's been held back in elementary school ten times and still can't graduate.
If you get him upset, he won't stop until the object of his anger is
completed destroyed. He also loves banana milk.


******************************************************************************
VI. FAQ/TIPS
******************************************************************************

------------------------------------------------------------
A. MAGNETS- WHAT CAN THEY DO FOR YOU!
------------------------------------------------------------

I’ll make this simple so you can absorb the information quickly so you can
play the game…

The A button uses the North or Red Magnetic, which repels North and attracts
South.

The B button uses the South or Blue Magnetic, which repels South and attracts
North.

If you have taken some basic Science class or fiddled with the magnets, you
would already know this stuff.

You will use the magnets to attract _AND_ repel! Most of the time, you attract
to grab monsters to transform them into an Ener-cube (will talk about that
later in the FAQ) or get on the transporter that will move you while
airborne. You repel to avoid magnetic monsters, and jump from the panels to
reach higher places or far away.



------------------------------------------------------------
B. PANELS/TRANSPORTERS
------------------------------------------------------------
Panels are the squares that are laid out over the levels and all of them are
either red or blue, representing the South or North magnets. You always will,
ALWAYS will use them to get along on the levels. You will never need to
attract into it.

You know the laws of magnets, right? The two magnets that has the same
magnetic polar repel each other. So you will have to use the same magnetic
polar as the panel’s. For example, if the panel’s red and you want to use it
to fly off to the next platform, you press A while on the panel because it
releases the North power of the magnet and it will repel from the panel and
send you airborne. Do the same thing with blue panels, only this time use the
South (B button) polar.

The transporters look like a yellow dot with a glowing red or blue aura around
it. The aura’s color represents its magnetic polar. If you attract to one of
those, it will instantly ‘transport’ you to the end of the transporter line.
They are incredibly useful in all of the levels you will play in this game.
You will have to think fast to recognize the color of the transporter and
press the opposing color to attract to it.

Since you know the laws of magnets, you press the opposing magnetic polar to
attract to the transporters. Press A to get on the blue transporters while use
the B button to get on the red ones. Simple concept! I hope I didn’t write
too much because I didn’t want to put a lot of ‘fillers’ and bore you to death.

------------------------------------------------------------
C. NEWTON'S FIRST LAW OF MOTION/ A.K.A THE LAW OF INERTIA
------------------------------------------------------------
Sir Issac Newton is our friend. As you may know, he was hit by a falling
apple, and he realized that the apple fell because of the gravity of our
earth. He composed some laws of motion but the first one he made is vital
to this game.

Here's the law:

---An object at rest tends to stay at rest and an object in motion tends to
stay in motion with the same speed and in the same direction unless acted
upon by an unbalanced force.

How does this law relate to this game? Easy. You can use the transporters and
the pendulums to remain in motion until you are stopped by an unbalanced force
(gravity or wall). In some cases in the game, you will have to fly or jump off
the pendulum/transporter to go further to other pendulums/transporters or even
platforms.

How do you do it? You must jump off before the pendulum reaches its highest
peak in its swing and you have to be in motion. Also, on the transporters,
you have to jump off before the transporter stops. Here's an ASCII art to
help you understand this better:

SUCCESSFUL JUMP/FLYING (PENDULUM)


    O                         O
   /                           \
  /         ----->              \
 /                               \      N   <- Jump off when you are 3/4
/                                 \     |      of the way to the peak of the
N                                   O    ^       swing to attain the maximum
|                                    ^           distance!
^                                    |


UNSUCCESSFUL JUMP/FLYING (PENDULUM)

    O                       O
   /                         \       O      <- This was unsuccessful because
  /         ----->            \_____/          the inertia was gone, Neo
 /                                   |        stopped when the pendulum
/                                    V        slowed down at its peak. So
N                                              if you let go at this point,
|                                     N        you have no inertia so you go
^                                     |        directly down.
                                     ^


SUCCESSFUL JUMP/FLYING (TRANSPORTER)                       N
                                                          |
                                                          ^
      O                                  O
     /                                  /   <-- Release or tap A/B
    /                                  /        button before you reach
   /   Neo is going up,               /         the end of the line
  /    pretty soon he's              /          to attain maximum inertia
 N     going to be at the top.      /           and distance!
/|                                 /
O ^                                O


UNSUCCESSFUL JUMP/FLYING (TRANSPORTER)
      O                                           O   <-- Neo didn't let go
     /                                           /        until he stopped
    /                                           /         at the end of the
   /   Neo is going up,                        /   N      line so when he
  /    pretty soon he's                       /    |      drops, he will go
 N     going to be at the top.               /     ^      directly down.
/|                                          /
O ^                                         O




N
|      <---- My pathetic attempt to make an ASCII Neo
^


------------------------------------------------------------
D. RIDES
------------------------------------------------------------
In some levels, you will use a different medium of transportation other than
yourself. There are two other methods: the toy horse with wheels and a mine
cart.

The controls for the horse:
Left/Right: go left/right
A button: North Magentic Polar
B button: South Magnetic Polar
X button: Jump
R button: turbo

For the mine cart, the controls are the same but this time, you have no
control on the directions.

------------------------------------------------------------
E. ZEBI COINS/ PINKI COINS/ INVICIBLE CAPSULES
------------------------------------------------------------
You will see tons of bronze coins, some silver coins, and rarely may see gold
coins scattered throughout the levels. They have the ‘Z’ engraved on them.
They are Zebi coins. What’s they for, you may ask. If you collect 100 Zebi
_points_ (not coins), you get a 1-up. Quite valuable, if you ask me. Each
coin colors are valued differently. Here’s how they differ:

Bronze: 1 Zebi point
Silver: 5 Zebi points
Gold: 10 Zebi points

Try to get most of them, for they are your major supplier of your lives.


Pinki coins looks like it has a mouse skull engraved on it; but actually,
it’s a shadow of the face of Pinki herself. It is outlined with pink. Each
level has 8 of those, and try to collect them all if you want some rewards!
Some Pinki coins are easily attained, in the plain sight. However, some are
very difficult to locate and get to it. You may have to use transporters or
panels or even Super-jumps to get to some Pinki coins. It is one of the three
requirements of the level’s reward.

Also, on some of the levels and all of the bosses, there are inviciblility
capsules that allows you to take a hit without dying. It is invaluable in
the boss battles so use it well!

------------------------------------------------------------
F. REWARDS
------------------------------------------------------------
The reward for getting all of the requirements in a level is pretty crappy,
since it’s just a piece of furniture for your lil‘ room. However, I got a
lot of satisfaction from getting the requirements done because it is very
difficult to do. The requirements:

-Beat the best time (time attack)
-Find the hidden item
-Get all 8 Pinki coins in one run.

In my opinion, I think the Time Attack is the hardest because of the strict
time limit. You essentially have to be beyond perfect to attain the time
attack requirement. You must not die, stop, or make a fatal mistake that will
prolong your time.

Pinki Coins are explained above, please read it if you haven’t yet. It isn’t
that bad because you have all of the time you want to find them. I suggest you
use that as your advantage! Use your time to find all of them.

There are a hidden item that’s buried underground in every level. Its polar
is South so use the A button to pull it out of the ground. You must be
wondering, how do I know it’s there? You use your VMU’s sounds, you will know
its there when your VMU beeps. I actually think this requirement is the
easiest because of the VMU’s help. The locations of the hidden items are below
the Walkthrough section.

Now for the main crop, the rewards. The reward will be always a piece of
furniture, such as a couch or a pot of flowers. The rewards section is at
the bottom, check it out if you want to know what they are.

------------------------------------------------------------
G. I.D. CARDS/BONUS LEVELS
------------------------------------------------------------
While going through a level, you may see an I.D. card floating on a platform.
If you do, I suggest you to grab it. If you do, it will unlock a bonus level
that you can play when you complete that level. If you beat that bonus level
(goal: get all 100 Zebis within that bonus level and getting to the exit), you
get a 1-up. Unfortunately, the bonus levels are random so I can’t give you a
Walkthrough for those. But most of them are straightforward so you should be
able to know what to do.


------------------------------------------------------------
H. MONSTERS/ENER-CUBES
------------------------------------------------------------
Most of the monsters in this game are either red or blue, so they are magnetic.
That kind of monster is like candy to you because they can be changed into a
weapon you can use! That weapon is called an ‘Ener-cube’ because of the magnet’s
energy in the cube. Wanna to know how to transform a baddie into a weapon? Easy.
You just press the opposing magnetic polar to attract the monster and the magnets
will do the rest. Amazingly simple!

When you have a green Ener-cube on your head, you can throw it forward by
pressing A or B. You still can jump while holding an Ener-cube.  It can be
used to force walls down, destroy other monsters, or to damage the bosses. I
suggest you practice with the monsters and the Ener-cubes in the first level to
get comfortable with them.

Also, there are some monsters that cannot be absorbed or repelled because they’re
not magnetic. Some examples: yellow frogs and the monster with an electrical
bolt around it.


------------------------------------------------------------
I. NEO'S HOME
------------------------------------------------------------
Yes, Neo does have a home! The Professor must be very nice, considering he even
gives his own robots their own home! At first, the room has only a chair and a
TV (for saving), but the rewards you get will be used to decorate this room into
a beauty! To find it, go to the Center Hallway and go to the place between
the Jungle World and the Future world.


------------------------------------------------------------
J. CENTER HALLWAY
------------------------------------------------------------
Center Hallway is like 'hub' that connects to all of the worlds and your home.
You start off in the Center Hallway. The worlds are placed in order, clockwise.
You use the transporters that will move around the Hallway to get around in this
galaxy.


------------------------------------------------------------
K. CHALLENGES
------------------------------------------------------------
One of the most fun things in this game, the Challenges. They are very similar
to the bonus levels, only this time they are put in order of difficulty. You
can access this mode via the main menu, and select the 'Challanges' option.
There are 5 difficulties in total and each difficulty has 20 levels. Therefore,
the total of the Challenge levels are 100. The difficulties are:

-Kid's Stuff
-Lil' Tricky
-This Hurts
-Don't Even!
-Impossible!!!

I do not know if beating all of the levels unlocks anything because I've only
gotten to Impossible!!!-05.

However, two people has told me what the reward was for beating all of the
challenges... Guess what it is? The ever-loyal PRIDE! No, it's not an item
that makes you invicible. It is the pride, you know, the pride. Nothing
like beating the hardest difficulty and bragging about it. THANKS to
Steve Schiro and Bumbry88!!!!!!!!!!!!!

By the way, you can only get a certain difficulty, other than Kid's Stuff, by
beating all 20 levels in the pervious difficulty. So if you want to play in
the Lil' Tricky difficulty, then you would have to beat all 20 in the Kid's
Stuff.

******************************************************************************
VII. WALKTHROUGH
******************************************************************************

The levels itself are divided by its own checkpoints in the game so you can easily
know where you are in the walkthrough in that level. Say, if you have had gotten
2 checkpoints already in that level, then go to the third part of that walkthrough.
Do not include the intro for that level as a section. Thanks!

***************
A. JUNGLE WORLD
***************

------------------------------------------------------------------------------
1 - 1
------------------------------------------------------------------------------
Here begins your long and arduous journey as the Super Magnetic Neo! Make sure
you know your controls!
***IMPORTANT NOTE: (This section 1-1 will be devoted to learning the controls
and the game play, so this level will be slow to you, further levels will be
more faster, less explaining because I will assume that you know the controls
and what I mean.)

Here goes:
Go forward to the red magnetic boxes. Remember, North (red) will repel North so…
press A to repel you while on the box to make you skyward. If you do this, you
get some coins above! Do this for the next box too. However, you should get a
‘Pinki Medal’, a pink medal with a logo that looks like Mickey Mouse on it. Read
the FAQ for more information on that. Now, use the X to jump onto the platforms
up ahead. You’ll get some coins (Silver coin equals 5 coins, while bronze coins
only yields one.) on the way.
Now you encounter your first monster! To destroy it, press the same button
of color as the monster. The monster is blue so, press the B button to destroy
it! However, you can press A to bring the monster onto you, making it into an
Ener-Cube! It can be used to throw at objects or destroy other monsters! Use it
well.
There’s a Pinki Medal on a stump, don’t miss it. Jump to the next stump and you
see a blue dot with several yellow dots forming a line. It’s a transporter! You
can go from one place to another using this! The dot is blue and you want to attract
to it so press A!  Suddenly Neo came from one place to another! How convenient! Now,
press A or B to drop from the transporter when you get to the end of the line. Up
ahead is yet another blue transporter so press A again! Walk further and there’s a
checkpoint!

Now, when you die, you will be taken to the last checkpoint you touched.
You see a yellow frog…. And some coins above it. How do you get to those coins?
It’s too far up! You just press the X button to jump ONTO the frog! Neo will bounce
up to the coins! Make sure you don’t hit the frog by the sides or you’ll die! Move
forward and you pick a 1-up! Yay! Now, proceed to the red magnetic box. You have to
press A to jump to the blue transporter above. You have to press A twice, once on
the box and once near the transporter… There’s another one kinda like the one you
just did up ahead. Pass the blue monster, ignore it. *gasp* there’s a broken bridge!
What do you do? Use the R button to dash and X to jump while dashing! You’ll do a
super jump! Try it; make sure you don’t dash into the gap! Touch the checkpoint when
you get to the other side.

Be careful about proceeding further- there’s a boulder falling. Now, jump up to the
first blue transporter you see and press A to transport! Then when you get to the
end, drop then press A again to get on another transporter! Then do it yet again to
get a Pinki Medal! When you finally drop to the ground level, you see an I.D. card…
what’s that for? Read the FAQ to find out. Now move forward some more. You see a
blue monster on a platform. And a monster on the left platform guarding a 1-up and
a pinki medal! What do you do? Absorb the blue monster into an Ener-Cube and throw
it at the monster guarding the items! Now the items’ yours! While on the platform,
jump up to the transporter and attract yourself to move to the other end. Now when
you’re at the other end, move on to a boulder. Jump on the top of the boulder and
jump to a transporter above and transport yourself to a bundle of coins and a Pinki
medal. Now, touch yet another checkpoint then transport using the next transport you
see to a Pinki medal.

Be careful of the flowers; just pass them carefully while moving on.  Now, use the
red magnet to jump up to the transporter that connects to another transporter… and
at the end of that is the gate… Congrats! You’ve beaten the first level of Super
Magnetic Neo! I hope you liked it!

***NOTE: From now and on, I won’t be this descriptive because you must have already
know what you do when you see a transport and what color you need to use… You
should be able to figure out what you need to do. END NOTE***


------------------------------------------------------------------------------
1 - 2
------------------------------------------------------------------------------

Go forward and drop to the recess below, it’s safe to go down and grab the I.D. card.
Go backwards and jump back up and jump across the chasm. Go past the 2 red monsters.
Now, jump on the white rock/bone on the left. Wait until a transporter comes and
attract yourself to it. You could go around the line, collecting some coins. Jump
over the log and run… and stop before the cave. You can see some caves ahead of you.
Wait until some animals that look like some kind of ostrich comes across the path and
you’re good to go. Use the blue panels to get the coins above. Proceed ahead; remember
to look for the ostrich-like animals crossing across the path. You come across yet
another round-n-round transporting line… Do the same thing you did earlier in the
level, collect all of the coins all around. Go ahead and drop on the other side. Now,
this is a new thing to you. There is a wall blocking your path and a monster on your
left. What do you do? That’s right, you make the wall fall down by throwing an
Ener-Cube. Do so and you have a free path now! Now, when you confront your next
monster, don’t kill him, turn him into an Ener-Cube so you can easily kill the
upcoming frog. Kill the frog, and then jump to the next plank. Make sure, you immediately
press B to absorb the monster that’s on the edge of the plank to get an Ener-Cube.
Again, use the Ener-Cube to kill another frog. You come across 2 transporters, you
know what to do. Now, there’s the same wall you saw earlier, the wall that you forced
to fall. Now, get the red monster into an Ener-Cube and force the wall down. Finally,
you reach a checkpoint!

Now this is a tricky part. You go up along with the transporter AND DO NOT DROP!
Be patient and wait until another transporter comes beneath you. Now, drop and
attract into that transporter. This may take a few tries if you’re not fast enough.
Congrats if you made it! Now, just proceed while jumping the platforms and using a
transporter. You come upon a checkpoint, enter it. A checkpoint is the first
thing you see, so take it.

Proceed and jump the acid gap, make sure where you land, there’s no monster lying
there. Jump to another platform before the monster catches up with you. The
platforms are narrow so be careful. The next part has some rolling rocks and there
are many of those coming. Actually there are 3 parts where some rocks are coming.
Be careful, my friend. Just walk across the black places where the rocks landed on,
when you think it’s safe to cross. Here comes your first swinging pendulum. You
have to attract to the first pendulum then wait until the pendulum is about ¾ of
the way to the other side and jump off! Neo should fly to the next pendulum and
you have to attract again! I hope you made it! Actually if you miss, the floor is
composed of some liquid that doesn’t even hurt you so don’t worry if you fail. Yet
another round-n-round is up ahead! Use it to get to the other side for a checkpoint.

Now the upcoming platforms that you must jump onto are pretty narrow so be careful.
Then scale on a thin green wood, then jump left to a transporter, attract to it
and move to path with blue panels waiting for you. Use the B button repeatedly to
jump across multiple blue panels. At the end, you come upon a red transporter so
use the B button again and…. Voila! You’re at the end!


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1 - 3
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Huh?!?! Snow in the Jungle World? Something’s wrong in the Pao Pao Park, indeed.
Anyway… pick that invincibility pill up right front of you. Now you will start to
slide, you still can use the magnets, but you can’t jump anymore. You just dodge
the icicles, gaps, monsters, until you stop sliding. You will know that you have
reached the end when you see a ramp then you crash on your head >.< When you flew
out off that ramp, you should have had gotten a I.D. card on the way. Now pick up
that checkpoint… and go right.

Before you go any longer, you should be able to see some black dots which are
shadows of icicles above you, just get close but not on those shadows and let the
icicles fall and crash n BURN! Haha! Do this again for all of the other icicles.
When you’re done with the stupid pointy ice things, you can use the panel to get
the coins then go to the pendulum to get to the other side. When you reach the
other side… get ready for a snowman-smasher! It’s some kind of crusher and you
have to get under it in a hurry. Wait until the crusher drops and get back up and
you dash through!!! The next pendulum is trickier. Know why? If you drop from the
pendulum, you’re going to be on the place where another crusher will crush. So,
you have to time it perfectly, jump from the pendulum only when the crusher just
have had crushed then press B to attract to a transporter to move you into safety!
Finally! Now, move along until you see a checkpoint. Get to it.

The next part is filled with icy surfaces. You have to jump in the opposite
direction if you’re going toward an undesired direction! Remember that, that
will save you!  Jump across some gaps until you meet a red monster. Now, suck
him up to make an Ener-Cube. Use that Ener-Cube to break down an ice wall on
the other end. When you broke the wall, jump over the ice fragments to the
place where’s there’s absolutely ice everywhere! Be careful in this area! Remember,
jump to re-direct quickly! When you have passed that area, good for you because
you have reached yet another checkpoint!

You’re almost at the end! Now, use the red magnet panels to propel Neo up to
the air to other panels. When you finally end up on solid ground, turn back!
A flowerpot is chasing you! ^_^ He won’t chase you all of the way. He’ll stop;
you can stop near the edge. Then sneak past that pot by walking past his right
side. Then you have only 2 platforms to jump before you reach the end!!!!!!!!!
You’re ready for the final level of the Jungle World!!!


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1 - 4
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Uhhh????  First, a snowy land in a tropical Jungle Island and now back to a nice,
regular Jungle environment? OH, how I love this game ^_^ Before you go much
further, there is a camouflaged blue transporter to the left. Look for it. Then
use the transporter to the right, after a few platforms, to fly to yet another 2
transporters, leading to a platform behind a monster. Take the monster into
Ener-Cube and use it to knock down a wall up ahead. Then use the red planes to
bounce off and land on an I.D. card and pick up that checkpoint afterwards.

*gasp* You’re in an electrical field now! Use the pendulum to swing over the
electrical field to the other side. Now, you can either use the transporters or
the walkway to get to the other side. It’s up to you. In the third electrical
field, you just cross it by using the glass walkway. Easy said, easy done. Now,
as you move along, you see a red switch to the right. Turn that switch on by hitting
it with the red magnet. A series of platforms will appear, forming a bridge for
you to across. Go across the newly formed bridge and use the 3 transporters to
get onto a platform with a tree. Them do a super-jump to get to a checkpoint and
a cave.

Pick up that invincibility and jump on the blue/white egg to the right. Use the
pendulum to get to the other side, where a monster resides. Get that monster into
an Ener-cube for a wall-breaking-down yet again. After you made that wall fall
down, go across the bridge to yet another NARROW bridge! You have to tiptoe if you
want to survive. The problem: there’s a duck/flower trying to hit you off to death!
You can wait a bit for the duck to attack, and then it will retreat. That is
the chance for you to go on. Do this for all of the ducks, if necessary. Then
you get out of that narrow bridge, the level’s done!  Time for your first
boss!!!!!!!!!!!!


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Jungle World BOSS: Giant Venus Neotrap
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There is no turning back when you cross the bridge. You will pick up that
invincibility capsule on the way and you will need it. The attacks that the
boss has are:

Bite (the Plant will try to bite you by lunging his head forward at you)
Calling forth some spores (monsters)
That’s it… Simple boss.

What you have to do are go to the sides (left or right) when the plant try
to bite you, it will usually miss you if you are *moving* to the left or right.
Keep moving all of the time. When the plant rests his head, which means that
he is calling forth his spores. The spores might hurt you if you’re not careful
but think those as ‘ammo’! Absorb them into an Ener-Cube and use it to throw at
the Plant and injure him! If you get hit or hurt somehow, there’s 2 invincibility
capsules, one on the left, one on the right. Rinse and repeat. The plant only needs
3 Ener-Cubes to beg for mercy. When you’ve beaten him, you own Jungle World!!!!
TO THE ANCIENT WORLD!!!!


*****************
B. ANCIENT WORLD
*****************

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2 - 1
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All right, welcome to the Ancient World. This first level of this world won’t be
any ordinary one. You will have to ride a toy horse with wheels all of the way to
the end. This level can be difficult… try to follow what I’m writing.  You still
can use the X button for jumping, also the magnets too. A and B can be used in this
level although you can beat it without ever using a magnet.

First, Neo will get on the horse and give you a sly look ;)  Then the first
adventure with your lovely horse will begin!  You go down the hilly road, collecting
some coins and dodging some cacti. After a pool of water, you come in a cave.
In this cave, be careful of the pillars. Go between the pillars, collect the coins
and look out what’s ahead. There’s a pit that you have to jump across, remember that.
When you get out of the cave, 3 rolling rocks will come rolling down toward you.
Go left of the first rock, then go right of the second, then _go RIGHT on the
last one_!  A lot of people might have this conception: go left on the last one…
it’s not safe; you will usually end up back to the start if you select to go left.
Just go right, you’ll be fine. Stick to the wall! Now, when you get out, try to
think fast and press A to flip the switch on the right! If you did it successfully,
some blocks will come up, allowing you to reach some silver coins and a Pinki medal.
That is, if you can do it! After that phase, there comes your first checkpoint
of the Ancient World.

Now there are some stiff competition: some horses with some weird guys are
going slowly, slower than you are so be careful and don’t crash into them! You
can look for blue panels and use it to jump skyward to a sky bridge. The bridge
is very valuable, since it contains an I.D. card, some major coins, and a 1-up!
Now think fast yet again: another switch will be your right. But, this time,
it’s blue so press B to flip that switch. Make sure you’re close to it though.
If you’re successful… you can get 2 Pinki Medals. Proceed _very carefully_ between
the horses while dashing. If you’re okay, you should see a ramp with a blue panel
on it. Of course, if you use it, you’ll end up on a higher ledge. Do so, and then
3 rolling rocks are coming down! AHHHHH! Relax… just go right of the first rock
then immediately go between the last 2 rocks and you’re fine. Now… all you have
to do is dash down the hill, up a ramp and the level’s done!!!!


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2 - 2
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Welcome to the second level of the Ancient World. This level is the smallest
of all levels, yet… it is one of the hardest and one of the longest levels in
the entire game. Scary thought, isn’t it? That’s because you have to go backwards
way back to the beginning. You’ll see why.

You start off at the front of a black greasy slope, as you go down, you can go
back up so try to get all of the coins or a Pinki Medal on the run. Then walk
across the tar pit and do a Super-jump to the far platform, and do a jump to get
to the other side. Proceed and you will find an alley with some end-less pits. The
trick here is that the tombs will come crashing down as you go near them! So, go
near the tombs and get out of the way! There are four of them and when you made it
all of the way past that tombs part, you can see a checkpoint just there, past a pit.
It’s the only checkpoint in all of the level! So be happy!

Now, flip that switch on the left and jump the platforms to get an I.D. card. Then
go ahead and jump the thin platforms leading to an invincibility capsule. I bet
you’re wondering why it’s there. That’s because it’s for a tough part coming up.
Jump across the last pit… and suddenly the spikes come up, blocking you way back!
What do you do? You have to flip 2 switches, left and right. They will trigger a
block that will come up randomly on the stone face in the front of you. If you get
2 thunderbolts on the eyes, you will get 2 yellow monsters; get rid of them by
attacking them with a magnet or jump on them!!!!! If you got otherwise, like a
thunderbolt and a blue eye/red eye, you get some monsters. Use those monsters to
get Ener-Cubes to attack the face. Repeat! If you attack the face 5 times, it’ll go
down. However, if you’re lucky and get a 7 and a 7... You get TONS of gold coins and
the face will break down! Hooray! Hey… wait… a firewall’s coming at you!

You have to run all of the way back to the pit you was in earlier, near the
beginning. On the way, there are no platforms that got you an I.D. card so you’ll
have to swim across the long tar pit. When you’re finally over that tar pit, _run_
to the area where’s the tombs’ at. Ignore the tombs and jump immediately over the
chasms! Then run all of the way to the pit and wait there. The firewall will be
gone when it comes near that pit so you’re safe! When the fire was extinguished,
the path ahead changes! Now there’s two bats hovering! Try to avoid them, just wait
until they attack and retreat back. Now you’ll have to jump the tombs again… No
problemo. When you see two statues moving around seemingly randomly, be calm.
It’s not random at all. Just wait until a statue comes on the bottom right corner
and takes off. That’s your chance to _dash_ to the other side. You can flip the
switch to bring up the platforms if you want. The rest of the level is nothing so
the exit’s yours! Congrats!


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2 - 3
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When you began this level, you may have noticed something different… yes, there
is something different: a side-view instead of a camera behind you. If you ever
play games like **Klonoa 2** you’ll LOVE this level! I played and beat Klonoa 2
and I think this level is my favorite. Difficult, yes, but fun! I will try to
give you more detailed walkthrough for this level than I did in the pervious
levels because this level is pretty difficult.

Jump over the gap, grab the 3 coins, and then sneak past the mummy monster.
You can’t absorb or destroy him since he’s not magnetic. Now, get on the flying
platform to move to a platform with a red plane leading to another panel. Follow
the panels to transporter, which will lead you to a switch. Flip that switch and
go quickly up the newly formed stairs, killing the red monster on the way.
Here’s your first checkpoint!

Get on the pendulum and fly to the next platform. You see those purple blocks?
If you step on one, that block will fall after a while so you have to move quickly!!!
Jump to the next platform and move on using the blue panels. When you’ve used
the pendulum to land on another set of purple blocks, move fast and get that
monster out of the way! Try to get that 1-up too. Go ahead and get on that flying
platform. That platform will connect to yet another flying platform. Get on that
platform and it will lead you to yet another checkpoint…

Now, see that I.D. card above you and the checkpoint? How do you get to it? You
use the pendulum ahead. Get on the pendulum; fly the other way, when your momentum
is going the fastest. When you get the card, use the pendulum again to move on.
Grab the 1-up and jump t the next flying platform. Now, you have to jump a set
of flying platforms. Jump when the platform you’re on are at its highest peak.
Do this with all of the flying platforms in this set. You see that switch? Flip
that switch, and get on the top _step_, don’t jump yet. When you see the pendulum
above you, jump up to it and attract yourself to it. Now you can go to the next
platform. There are two ways to move on: one is use the monsters to break down the
walls (3) or: use the panels and the pendulums to fly to the next area. It’s up
to you.  Either way, you will end up at a checkpoint.

Think fast because you have to jump on a purple fallible block then immediately
jump off to a blue panel. Use that panel to jump up to a pendulum. Try to take
off the pendulum to the next transporter and attract yourself to it. If you can’t
do it, you can use the blocks (purple fallible ones, so be careful) to get to
the other side. When you use the next blue panels, you’re literally above the
clouds! Whoo!!! Now, see those two switches? Flip them tow and _IMMEDIATELY_ go up
the stairs to the next switch but _DO NOT STOP_! Flip that switch on the way,
without stopping. Go up another set of stairs. Dash to yet another set of stairs!
If you’re fast enough, you can get to the end! If you’re not fast enough, you have
to go back to the 2 switches and try again. If you made it, the only thing ahead
is the GOAL!!!! GOOD JOB!!!



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2 - 4
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You’ve been noticing that the levels in the Ancient World have been tough, right?
Well here‘s the bad news: the last level of this world is no exception. Yes, that’s
right. It’s going to be a long and a tough level. The good news: it’s the last
level of this world.

Go ahead and jump to that narrow set of blocks on the left, picking up some coins
on the way. Now jump over to the thick-block platform. Make sure you’re on the
upper-right corner of the elevated section. You should be on a purple block. Now,
do a Super-jump to the platform with 3 blocks to the right of you. If you made it,
jump to a blue transporter and it will lead you to another platform _safely_. Now,
find another transporter and use it again. After you’ve used the last transporter,
drop and make a _Super-jump_ to the next platform. You see some platforms leading
to a row? Don’t bother. Instead, use the round-n-round transporters to move yourself
to the upper left path, not the upper right. It’s safer that way. Oh, before you
go there, go around the transport line once to pick up a 1-up. Back to the path:
you will see some blocks forming a ‘stairs’. You see the yellow/black platforms?
They’re fallible like the purple blocks you saw earlier in the third level. So
jump fast! When you get to the top, there lies your first checkpoint!

Before you get any further, flip that switch to your right. Then proceed quickly
to the next transporter, which is at the end behind the window. Make sure you take
the left path. If you made it, congrats but the level’s hardly over. Use the
pendulum to get to the other side of the chasm. Then use the farthest blue panel to
jump up to a swinging pendulum. Use the pendulum to land on a platform with a blue
switch on the right. Use the switch to make the stairs come up. Go up the stairs,
avoid the spike monster. Use the transporter, and then move along until you see a
monster. Turn that monster into an Ener-Cube to force the wall down. Go across
the fallen wall; be aware of 2 monsters flying around. Walk carefully until the
end of the platform, where you will find a checkpoint.

Now here comes a very tricky part. Listen to the directions carefully. Get on
a moving red panel. Stay on the panel until you’re fairly close to a mummy
monster. Press A when you are close to it. Neo will jump and fly over the monster
and land on the moving panel, perfectly. Don’t worry about the landing; Neo
will land on the panel for sure. Now time for yet another scary part. You have
to walk across slick ice with blocks moving all around! You have to move fast,
jump to redirect your footing. If a block hits you, jump quickly to get your
footing back on the line. When you finally get to the solid surface, you see a
blue switch on the right. Use it to open a glass door on the other side of the
room. You can either use the pendulums/transporters to get to the other side or
use the ice on the left side. I recommend using the ice path despite the moving
blocks. Jump over the blocks and walk fast to the other side. Now, avoid the spike
monster and pick up that 1-up on the left. Stay near where the 1-up was, and wait
for a panel to come. Then get on it, and do the same thing you did earlier in
the level, the jump-over-the-monster-and-land-on-the-panel-again thing. Now do a
Super-jump or a jump to get to a checkpoint.

Use the switch on the right to bring up a set of stairs. Now, do this _FAST_:
while going up the stairs, flip on the blue switch on the way, use a transporter
and fly off it, landing by another set of stairs. Then go up the stairs. If
you’re slow, try again by going back to the first switch by the checkpoint. If
you made it, read on. *groans* not another icy path! Well, this path is the
last path of this level so be happy! ^_^ There’s some bullets coming across.
When you see one coming at you, jump out of the way! When you get to the end,
an icy slope blocks you. What do you do? You hold on the dash button and do 2 or
3 Super-Jumps to get across the icy slope! Congrats, you beat the last level of
the Ancient World! Only 2 worlds to go!

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Ancient World BOSS: Ruby Cube Bear
------------------------------------------------------------------------------

All right, here’s your second boss. This boss isn’t really hard, pretty easy
actually. The boss itself is actually a black cube. The cube has the ability to
become a hand, a pair of legs, or a giant cube.

Go and use the transporter and pick up that invincibility capsule. Then do another
transporter and you’re in the battle area.

The first form will be a hand. You just have to dash past it when it’s winding
up to slam you. Do it fast and _DASH_! You don’t want to waste that capsule.
(There’s 2 more capsules on that arena but better keep it for later use.) Now when
the hand slammed, 2 monsters will be coming down from above. Grab one of those
into an Ener-Cube. The hand should be a single black cube now, but not for long.
You have to attack it with an Ener-Cube pretty quickly because the black cube will
be back into a hand soon. Just throw the Ener-Cube at the cube. If you hit it,
the black cube will transform into a giant pair of legs. Its attack: jumping high up
in the air and try to stomp you. Just dash/run to some other place when the legs
jump. Again, the legs will turn into a wimpy black cube again. Also, another set
of monsters will come down like before. Likewise, take on of them and throw the
Ener-Cube at the black cube. Now, it will change to its final form: a giant cube.
It will roll to various places. It’s up to you where you want to go. Just don’t
get squeezed by the cube. When the cube ends up at the bottom of the arena, it will
once again change back into a black cube. Again, monsters will come crashing down.
You know what to do: make the monsters act like ammo. If you hit the black cube
for the third time, you’ve won! Gold coins will come out of the exit! Hip, hip,
hooray! Time for the Cowboy World!!!!!!!!!!



****************
C. COWBOY WORLD
****************

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3 - 1
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Ahhhh…. The world’s theme is the Wild Wild West, and the environment from the
starting point sure shows that way! Good job, whoever made this game! This level
is pretty short, and the challenge is okay… not too hard. To the walkthrough!

Go through the buildings and stop before the wood street ends. You should see
some cows coming after you, but they’ll turn away before they reach the wooden
street so don’t worry. But hey…. A COW STAMPEDE???? Why not bulls? *shrugs*
Anyway… when both cows gets away, immediately run to the nearest red panel. Then
wait for the cows to come. The jump using the red panel over the cows and
proceed to the next red panel. Repeat. Then go to the next red panel and do the
same thing. Ignore the panels/transporter above, not worth it. Then when you
land, go straight and left and enter a pub. Nice pub, isn’t it? Go up the stairs
and grab the blue monster into an Ener-Cube and use it to break down the door/wall.
Don’t forget the 1-up on the right part of the room, though. Now, go out of the
door. You will land on a horse. Remember that horse in the first level of Ancient
world? Yep that’s the same horse. Grab that checkpoint.

Now, the real riding begins! Hee-HAW!!!!! Now, jump over 2 sets of crates and
make sure you stay at the right side because there will be a cow coming from
the left side. Jump yet again, over some crates. Dodge the barrels, and _dash_ all
of the way to the next cow. Immediately turn left or right after you go past the
barrels to avoid the cow. Then stick _right_ to go past the next cow. The cow was
jumping so you don’t have to jump. Jump across the chasm and stay right and let
the cow go past you. Now, jump diagonally from left to right when you reach the
next chasm. Don’t bother using the blue panel in the chasm. Just jump over the
narrowest part. Then jump to the next blue panel, use the panel to go to the area
with rising/falling tombs. Just use the path to proceed. Don’t use the first
red panel; just jump using the X button, diagonally. Then jump over the 2 holes
with the tombs. You may be stuck when the tombs rise at the same time… Too bad,
you’ll have to do it again. Another double-tomb holes are coming up so be ready.
When you’re finally out of that tombstone hell, use the panel to get on the
next platform. Go to the extreme right and wait for the cow to pass you, then
_immediately_ go all of the way left, passing that damn cow and jump the crates.
Then use the blue panels to jump over the crates. Then go up the ramp and the
level’s done! So much for so little…


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3 - 2
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*shivers* That’s me when I had to do a FAQ on this level. This level is the
longest, baddiest, and most merciless level yet! I needed *****16***** minutes
to beat this level alone for the first time through! That meant I had to go
through this level AGAIN! AHHHH! This level has no mercy. You should be grateful
you have this Walkthrough to help you! I had none to help me! Be afraid… be
very afraid.

Go forward and sneak past the ice crystal. Remember to not touch the ice crystals
in this level. One touch and you’re dead. Got it? Good. Now use the pendulum and
fly to the other side. Time yourself with the mouse that’s on the other side so
you don’t have to trouble yourself if you landed next to the mouse. Allow some
room so you can evade the mouse. Now, use another pendulum up ahead to get on a
stepping-stone. Jump to the next stepping stone and go ahead and jump to the next
platform with an electrical monster on it. Avoid the monster, and get to the other
end of the platform. You see that stepping stone? You notice anything different?
Yes, the surface is rough and jagged. That means that stone is fallible and will
fall into the water if you step on it. So jump fast once you’re on it. Remember
that, there will be more stones coming up. Now, go ahead and jump those stones.
When you come upon a transporter, use it and drop to a grass platform. See those
3 fallible stones? You have to use those stones to jump up and attract to a
transporter. Wait until a transporter comes around near the stones. Then quickly
jump on the stones and jump up and attract yourself to the transporter. The
transporter is on a round-n-round line so go around once to get all of the items.
Drop onto the north steeping stone. This stone is a fallible stone so do a
Super-jump immediately to the next platform with… YOUR FIRST CHECKPOINT! YAY!!!!

Now, go up on the top pillar and jump onto the red panel. Use the panel to jump
up to a pendulum. The pendulum leads to a transporter, use it and you will end
up in an icy area. Ice in the cowboy world? Wow, what a world. Remember, use the
jump button to redirect yourself! Do a Super-jump to get to the other side, and
then do yet another Super Jump to get back to the original side, but beyond the
ice crystal. Now, go back to the other side, past the ice crystal. Hey! There’s
an icy slope, I can’t go up anymore! Yes, you can. You use the dash button to run
all of the way up. When you’re on the top, jump across the chasm and pick up a
1-up. Now, do the dash thing again on an icy slope. And you’re out of the icy area!
Whoo! We’re doing great! Just stay with me! Now use the transporter to get on a
red panel. When you get on the panel, the panel will shift to direct you to another
transporter. Go to that transporter. When you drop from the transporter, move fast!
Why, you ask. The red block you just landed is fallible! Another fallible block?
Yes, indeed. Remember this too. Go to the other side, while avoiding the red blocks
(if you can). Now do a Super-jump to the platform with a revolving statue.
Go with the flow of the statue, and then do a Super-jump to a platform similar
to the red-block one you saw earlier. Go across this and jump to a CHECKPOINT!
Wow! What a looooooooooong level!

Try to ignore the pendulums and such because it’s not that safe. Do take the
required ones. Get on a platform and jump to another and another, while you’re
on the way, avoid the monsters. After that part, a checkpoint is ahead of you.
Why so many checkpoints? Yea, it’s that hard. The next part is tricky, took me a
while to figure it out. Get to the other side of the chasm by doing a Super-jump.
Get back and stand on the edge, and jump and absorb the flying monster above and
turn it into an Ener-cube and use that to force the wall down. Use the pendulum,
and you should see a bat hovering around. Go under it and pick up a 1-up. Then go
back up by jumping several times. Now, you use a Super-jump and try to land on the
bat to do a double jump. If you’re successful, you should end facing a transporter.
Think fast and get on that transporter. Drop from it, and do a Super-jump to the
platform with a revolving statue. Remember, go with the flow of the statue, not
against. Go ahead and jump to other platforms, you know what to do. (Try to use a
Super-Jump every time.) Also, use the pendulums. You should end up touching the
fourth checkpoint after all that! Congrats, but the level isn’t over.

Jump to the next platform and Super-jump to the one after that. Go to the thin
grass bridge. Be careful, the bridge’s thin. Go with the zigzag pattern of the
bridge. Absorb that monster in the front of you, and use the Ener-cube to break
another wall down. Here comes an icy downhill section! Go down the slope, remember
to bypass the ice crystals! When you see a pit coming up, jump backwards to stop
you from going down that hole! Walk to the other way, across a bridge. Go up to a
switch. That switch opens a cave with a monster inside. You need that monster to
kill a monster that’s above the cave. You have to use the transporter fast and grab
that monster! When you did it, use it to kill the monster upstairs. Do it again
because there are two. When you’re done with that part, proceed to the new area.
Use the pendulum, it leads to a transporter. Use the transporter and drop on a
platform. Now, you have to use the red panels to bounce off. You might have to
do this several times because the angle’s kinda wrong. Try to get on the right side
of the first panel, it should do it right. If not, try, try, again. Do not give up!
I didn’t… (Even though I ended up with 16 minutes!) Guess what’s beyond the red
panels? THE EXIT!!!!! YOU HAVE CONQUERED THE LEVEL!!!! Congrats, man! God, how I
hate this level.


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3 - 3
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This level is similar to 2-1, where you had to ride in a horse all of the way.
However, this time you see the mine cart instead. It’s pretty fun and SHORT! You
must be happy about that after that hell level 3-2!

Immediately press B to open the first door, which is a magnetic South. As you’re
going downhill, press and hold A because doing so will flip a switch so you van
get some goodies and save you the trouble of jumping! ^_^ Then jump to grab a
1-up. Then jump across 2 holes in the path. _DO NOT MISS THE SOUTH SWITCH ON THE
LEFT!!!!_ If you miss, you’re good as dead. If you miss, the path will lead to a
dead end. You die, good-bye. But if you did flip the switch, good for you and jump
across the pipes (4). Then move along and jump that last hole in the track. Then
a strange machine that looks like a crane will transport you. When you finally
get moving, you’ll touch the first and the only checkpoint in this level.

Then _DASH_ to beat the falling bars!!!! All three of those! Then flip that
North switch. Jump over 3 holes up ahead. Try to jump across 2 holes in the first
jump, landing on the track with a gold coin on it and immediately jump again to
get over the last hole. Open the upcoming door by holding down A. Then jump over
the 2 barrels by holding down the dash button and do a long jump. Two doors are
coming up: South and North. So press B for the first door and press A for the
second. Then flip that South switch and dash through 4 falling bars. If you have
done that, the level’s end is coming up! Good job! This level is short, but sweet.


------------------------------------------------------------------------------
3 - 4
------------------------------------------------------------------------------

The last level of the Cowboy World is very varied, ranging from a place filled
with lava to dark sky to a waterfall and to a river crossing. This level is pretty
tough, and also long, but I think you’re ready for this because you’ve toughened
up from that hell level, 3-2. 3-4 is like a level with a medium difficulty compared
to 3-2 so doesn’t worry. Some tricks are coming after you. It is up to you to
counter and go to the final boss of the World 3.

You start out in a lava world, jump over to the next platform. Wait until a
rolling boulder has came off the path and _DASH_ to the next panel! Do it fast,
fast! Then use the panel to jump over the next boulder and go ahead and jump off
the path to a small island to your right. Wait there until a boulder has passed,
and jump back on the path. Now, use the panel to reach the transporter above. The
platforms in front of you are fallible, but only the ones that has some grass on
the edges. But that should be nothing to you, just jump over them quickly. Use the
pendulum at the end of the fallible platforms to reach a lone ‘porch’ on the right.
Do a full Super-jump to reach the checkpoint. It has to be full, no holding back.

Move on and avoid the meteors crashing down. Do not touch the flames caused by
the impact. Flip the switch, and go up the slope by doing several Super-jumps.
You don’t want to come back down because the fire will get back up and kill you.
Then get on the panel and go up to the pendulum, get off and land on yet another
slope. So you have to think fast and do the same method: Super-jumps to get to
the top. Now, moving on. The crusty blocks you see are another fallible blocks so
be careful. Jump over to the next platform and do a Super-jump to get to a bigger
platform, over the flames. Get on the round-n-round transporter and drop off at
the right platform. From there, do a Super-jump to reach the path with a sign
behind it. Walk slowly along the path (no obstacles on the way). On the way, you
should be able to pick up a 1-up and 2 Pinki medals. On the end of the path, get
on the pendulum and land on the blue panel. From the panel, take off to the next
transporter and it will lead to your next checkpoint!

You’re around halfway to the finish line!  Take the red monster into an Ener-cube
and make that wall fall. Go down the slope. Before you go on the platforms, make
sure there are no meteors coming down at the platform you’re going. If it’s all
clear, jump to that platform and jump to the next safe location. When you get to
the end, you pick yet another checkpoint.

Jump up to the next switch and flip it. Then get on a transporter going around.
Drop off and land on the north platform. Now, be careful. The revolving statues
can get you off the path and go into your death. Proceed when the statue stops.
There are two, and when you end up passing them, jump to the last platform before
the river and do a Super-Jump to the pendulum and attract to it. Fly off the
pendulum to a transporter and wait until a tomb’s directly below you and drop off
to that tomb. Now, you have to jump very fast (can use Super-jump too) many times
to go up the river. Use the tombs as your steeping stones. When you think you can
jump to the left platform with the checkpoint, do it! Better use the Super-jump
for this occasion. If you got it, congrats!

Now, go near the jumping Aztec guy and when he goes up, you dash under his feet!
Then do a Super Jump to get to the other side to pick up 20 coins and a 1-up.
Get on a moving tomb and do the jumping process again. When you get to the solid
ground again, just do a Super-jump to get to the next elevated ground, don’t have
to use the pendulums. When you see a gap between you and the next platform, do a
Super-jump again to reach there. But stop immediately once you land there because
you could skid on the landing and end up falling to your death. If you made it
on the platform, just jump across to the bare ground and the level’s over. Time
for the 3rd boss!


------------------------------------------------------------------------------
Cowboy World BOSS: Cowboy Bob
------------------------------------------------------------------------------
Now, that’s what I call a nifty boss! This boss looks like a real tough cowboy
with that cigar and grin! And he’s a blast to play against! Have fun!

First, get the invincibility and head to the fighting platform. Now, the attacks
that Bob has are:
- Shooting some bullets randomly and the bullets will explode upon impact
- sending missiles from his hat that will look for you and try to hit you (not random)
- takes out a big-arse gun and shoots it all around, very difficult to avoid
- sends monsters to kill you

Of course, you have to avoid those attacks and get the monsters for ammo to use
against him. He needs 5 or 6 hits before he’s fumed and comes running out to get you,
physically. When that happens, you’ll know that he has only one hit more until
he’s dead!
Here are my tips:
-for the bullets that explode, stay at the bottom, the bullets usually explode
around the ¾ of the way.
-for the missiles, just run around the platform to avoid those
-for the big-arse gun: I don’t know, I can’t avoid it. I guess you have to be
hit, make sure you have your capsule on so you can take a hit. After taking a
hit, pick up another capsule immediately!

divakimmy said this: 'You can jump over the beams that shoot out of it.  For
ex, if he is shooting and the beam is going in a right to left direction, when
it gets relatively close to you jump right and you will go over it.  It's not
hard to do at all."

She was referring to the seemingly unavoidable beams of the Cowboy. Thanks,
divakimmy!!!

Pick the monsters ASAP when they come out. You can even get one monster and
throw the Ener-cube at the boss and get another one and hit him again! 6 hits
aren’t that bad! Pretty easy, if you ask me. I only died once. Enjoy!




***************
D. FUTURE WORLD
***************

------------------------------------------------------------------------------
4 - 1
------------------------------------------------------------------------------
I want to say… that this level is a S.O.B.! It caused me to lose 20 lives (out of
60), and of course that means it is very difficult, perhaps more difficult than
the level in 3-2! The sad thing: this level isn’t the hardest one. The hardest one
has yet to come. Make sure you stock your lives beforehand. Get around 60 or 70
for this world (not the level alone) and you’re good to go.

Start off by Super-jumping to the next platform with the switch. Don’t land
too long, the platform is short so if you land too long, you’ll fall. Now flip
the switch and go along the right side and so a Super-jump onto the thin walkway.
Hold B and jump to get the monster. Now _jump_ not super-jump to the stairs and
go up the stairs. Throw the Ener-cube you just got at the giant wall. The next
part is ridiculously easy for this level. Just get on the transporter and go
to the left platform, then jump over to the pendulum and fly off it. Then walk
to the checkpoint.

Walk past the plant, which won’t ‘look’ for you. The next segment are pretty
difficult, may take you a while but won’t cost you lives. Whew. Now, use the
panel to _flip_ the switch first, don’t get to that transporter yet. When you
did flip the switch, go ahead and get on the transporter. Make sure you fly off
it to a panel and bounce off the panel fast. Repeat that twice until you get to
the top. If you did it fast enough, you can beat the stairs. Go up the stairs
and use the panel to flip the switch and get on the blocks. While the blocks are
moving, grab the red monster into an Ener-cube. Use the Ener-cube at the wall
when you get to the top. Go on the moving walkway, but remember to jump back up
when you’re drifting off to the pit. Jump many times until you get to the other
side. There are no solid ground there so you’d have to get from the moving walkway
to the transport nearby. Go ahead and stand right next to the electrical field.
Learn the timing of the electrical field, because it allows only a short time for
you to pass through. There are 3 of those…but the third one is trickier. You have
to do a Super-jump when the field’s down _then_ attract to a transporter! If you
made this difficult ordeal, the checkpoint’s yours!

Get on the pendulum and fly off to the next platform. Flip on the switch, and
immediately get on the next pendulum and fly off it. While you’re flying: turn
on the switch on the way (remember to do that, the only way to flip that switch)
and attract yourself to the transporter. Again, fly off the transporter and get
up the stairs. Now, walk up to the gap and jump over it but do not walk any further!
Wait until the electrical field’s gone (time yourself with the field again). Go
through it, and there’s another one! Go through it with the same method. If you
did, there is a checkpoint greeting you up ahead!

Time for the final part of this level! Get on the pendulum and _FLY_ off it, use
the most momentum from the pendulum you can to get to the panel. However, you
cannot land on the panel, only can bounce off it with your magnet. When you do so,
skip the first transporter and attract to the second one. Then drop off to a red
panel. Walk to the further end of the panel to tilt the panel so it will send you
to the next transporter. Then time for a Frogger-style part of the level! Like
the game Frogger, you have to get on moving cars and get on the next one before
the cars runs out of space to go. There are four rows. You should know what to
do (Super-jumps). When you finally get to the other side, do several Super-jumps
to get over the slick slope. And the level’s done!


------------------------------------------------------------------------------
4 - 2
------------------------------------------------------------------------------
All right, this level’s isn’t that bad like the previous one. Tough, yes, but
shorter than 4-1. I bet if you beat this level and then try it again, you’ll
breeze through it.

First thing you do is to grab that monster in front of you and transform him
into an Ener-cube. Then dash to the wall on the other side. Use the Ener-cube
on the wall before the energy from it runs out. Get on the transporter (make
sure the line is clear of monsters) and don’t drop to the platform until the
pendulum is fairly close to it, because that platform is fallible, can’t use
it for long. Then get on the pendulum, go up the transporter, and grab the
first checkpoint.

Now, flip the switch and get on a panel _immediately_ to and jump up to flip
that blue switch up there. Get back down and go back up again to get on the
transporter up above. Run up the steps and down the hill before the glass wall
comes back up! Again, flip that switch to get the glass door down. Get on the
round-n-round transporter and land on the smallest platform on the north side
(or the platform with the I.D. card on it) and jump over the glass door before
it gets back up. Be careful with the next part. You don’t want to hit the
electrical line… Anyway, go under the first electrical line and get the
monster into an Ener-cube and immediately jump over/walk under the next 2
electrical lines and use the Ener-cube on the wall. Beyond that wall are
your second checkpoint and a capsule of invincibility!

The surface here is icy so please be aware of it. Go near either side of the
path and wait until a snow head passes you. When a head passes you, you do
some Super-jumps to go up the icy slope, until you get to the top. Ignore
the red panels, not that important. Then flip on that red switch to the right
and run to the newly opened door. Of course, get on that round-n-round
transporter and drop off at the left platform. Use the pendulum up ahead to
get a 1-up and to the next platform. You come upon another electrical hall.
Like before, pick up a monster and use the Ener-cube on the wall at the end
of the hall. Do a Super-jump to hit that distant checkpoint. Try to hit it,
doesn’t matter if you land or not because if you just hit it and fall off,
you will come back to that checkpoint!

See that platform with two flowers walking around? How do you get beyond the
flowers? You use the red panels to the right to pass them. So, you jump on the
platform and wait until the first flower is coming and jump off to the red
panel and use it to bypass the flower. Repeat this with the second flower.
There are two ways to get over the large gap up ahead. One is to use red
panels to jump over the electrical lines, or you can use a red panel to jump
to the high transporters and panels that will lead to the end of the gap if
you do it correctly. Either way is fine. When you finally get to the end,
flip on the switch and _DASH_ and pick up the monster for an Ener-cube and
_DO NOT STOP_ and go up to the wall and use the Ener-cube. Immediately jump
out to the new area before the electrical field comes back up! If you did
this part successfully, you’re done with the level! Not too bad…



------------------------------------------------------------------------------
4 - 3
------------------------------------------------------------------------------
This is the level that you’ve been waiting for. THE level! This level is the
HARDEST, yes the HARDEST level ever. Easily. Other levels doesn’t compare with
this. When you finally (if ever) beat this level, all of the other levels seem
like a child’s play. Be prepared to cringe and cry. The first time through, I
lost 40 to 50 lives on this level alone. I had to load the file again so I
didn’t get that much lives lost. Restock your lives, for this level will
bite your nads and never let go.
*prays*

Hmmm? You say something? Different camera angle? Oh yeah, I forgot. The camera
here is like Klonoa 2’s and like the one level you did earlier. Maybe that’s
the reason why this level is so difficult. My suggestion: stick to the
jumping the platforms instead of using the transporters/ panels. Try to use
the feet as much as possible (more safer). Now, see the green platforms? They
dissolve over time once you step on it. They dissolve after about 5 seconds.
Remember that, this level is full of this sort of platform. Now, jump
repeatedly on the green platforms, bypassing the moving stones. Once you
get on the solid ground again, grab the I.D. card and flip the red switch.
Go one platform backwards and jump up to the transporter. Use the transporter
to fly off to a fighting platform. You will encounter your first No-No. It’s
a huge white monster that cannot be injured, but when it transforms into a
little red magnetic No-No, it can be destroyed. For now, get out of the way
when it runs after you. After some chasing, the No-No will shrink into a
smaller red No-No. Now, you use the A button to push him into that blue
light at the top of the platform. The light will destroy the No-No. When
you finally destroy it, grab the 1-up and jump across the hole where the
light was and touch your first checkpoint!

The easy part’s over. Time for the HARDEST part of the all-time! You can use
the transporters and the pendulums to beat this part but I won’t. It’s safer
my way. Use the shifting platforms to move on. Get on the first one and wait
until it shakes a bit then you jump when the platform move to the other side.
Repeat this with the other platforms like this one up ahead. ****NOTE:
I didn’t notice it when I played this level for the first time, but if you
die in this part and get back to the checkpoint, turn around and retract
your steps to the 1-up! That way, you won’t lose any lives! Whoo!**** When
you land on the solid platform, do a Super-jump and attract to the next
transporter and _FLY_ off it, do not stop there. Press B or A again before
the transporter stops! That way, you can get to the next transporter. Do
this again for the next two transporters. Now, drop to the platform with
revolving electrical lines. Jump over the lines or go under it if needed.
It’s not that hard. Now, use the transporter to get to the first pendulum.
FLYYYYYYYYYY off the pendulum to the next one. Do this again for the next
two. It’s tough so you may have to do it many times. You can also use the
moving platforms too but it’s pretty tough… You should reach your next
checkpoint when you’re done with the pendulums or the platforms.

The next switch is a bit difficult to use. The panel that you need to get up
to the switch is loose so if you stand on one end, the panel will shift to
that direction. So you jump to that panel and press A _BEFORE_ you land on
that panel! Then flip on the switch and land on the panel. Walk a bit to the
right of the panel so it will shift to the right. Jump off it and attract to
the transporter and land on another fighting platform. This time, it’s a
So-So, the southern one. The strategy is the exactly the same as the one you
did against the No-No but you use the B button to push since it’s South.
Kick his arse, and then grab the 1-up. Now, you have to jump over some glass
platforms with some laser guns below it. Wait until the first laser in the
front of you disappears and that’s your cue to jump on. The next platforms
are green so it’s ‘fallible’ but there’s some moving rocks that may block
your way. You have to wait until the path is clear (the platform won’t
disappear right away, needs some time to do so) and do a Super-jump to the
far platform, which is not fallible AND no laser gun is below it! You’re
finally in a safe zone! Take a break or something… Jump to the next platform
when there’s no laser coming from the gun below and move on, do not stop no
matter what until there’s a moving rock in the front of you. There’s a gun
below you but do not panic. Calmly wait for the rock to move out of the way
and do a Super-jump to the next platform where’s there’s a checkpoint.

Again, you will encounter that revolving electrical lines. Like before, jump
over the lines or go under them. Don’t forget the red switch on the third
platform. Then jump across to the fighting platform. The fighters this time:
a No-no _AND_ a So-So! Do the same thing as before, only this time with 2
fighters. Be calm, don’t run unless you have to. Remember to not touch the
blue light unless you want to be deep-fried. After beating this duo, the
level’s over!!!!!!!!! AHHHHHHHHHHHHH! What a long walkthrough I’ve done
for this level!



------------------------------------------------------------------------------
4 - 4
------------------------------------------------------------------------------
The last level should be tough, right? This conception partly holds true in
this game. The level isn’t that hard but it does give you some challenge, take
some lives off you… Anyway, time for the level FAQ.

The first platform you see has a crusher at the top of it, so wait until
the crusher lifts off, then you can do a Super-jump to get on the platform.
Then immediately jump off to a small lone island to your right. Wait for the
crusher on the other platform to get off and again, get on the new platform.
Yet again, go to the island on the left and do the same thing for the next
platform. Proceed until you see a rainbow road, go to the left, while doing
some jumps/Super-jumps to stay away from the bottomless pit. Go around the
road to get to a path with a checkpoint.

You see that electrical field with pistons coming up and down? Wait until the
first piston comes up and jump onto it and jump immediately to the next one
and so on. When you get to the last one, jump to the transporter to move on
to a place with all of the pistons coming up and down at the same time. You
have to jump to the second one quickly to jump up to the blue panels, then
bounce off them continuingly until the pistons comes back up. Do the same
thing with the next set of panels. Then jump to the end of the room. In the
next room, the middle part is gone so you have to use the side paths. The
problem: lasers protect the sides. The lasers won’t stay on all of the time,
so you wait until a laser goes off and run to the next panel and use it to
jump off to the other side. Then do the same thing with the next panel. After
all that, run to the end of the room. After that, there lies a checkpoint
waiting patiently for you.

Then get on the moving red circle platform, then jump off to the right to a
stone platform and get the monster above into an Ener-cube. Then get back to
the red platform and throw the Ener-cube at the wall with a cross on it. The
wall will go down, allowing you to use it as a stepping-stone. Do the same
thing in the next 2 areas. Then you should see a pendulum swinging. It leads
to a blue panel. If you use that panel, it will lead you to another blue
panel. Use that too, for it leads you to the final pendulum.  Jump off the
pendulum to the solid ground up ahead and pick the final checkpoint in the
game.

Flip the switch; it will open up a door leading to a place with spotlights.
Do not get seen by the spotlights because if one saw you, a laser will shoot
and it may hit you. Just try to avoid the spotlight the best you can and get
to the other side. It is a good idea if you use Super-jumps to get from a
platform to another. After you’ve gotten to the other side, congrats because
you have beaten the final level of Super Magnetic Neo! Time for the fourth
boss!

------------------------------------------------------------------------------
Future World BOSS: The Pinkinator
------------------------------------------------------------------------------
Welcome to your fourth boss! This boss ain’t too hard, once you memorize
its different forms’ attacks. Remember to use the capsules well! This boss
has 3 forms, each needs 2 hits from the Ener-cube, meaning the total to
beat him would be 6 hits. The forms are:

Dino Head
Attacks:
- fire missiles at you
- lasers
- red monsters

To beat this guy, just stay at the lower-right corner of the room to
avoid the missiles. When he goes down under, that means there are lasers
coming. Avoid the lasers by jumping over them if they’re low. If they’re
high, don’t bother doing anything; it’s too high to hit you. Use the monsters
as ammo (Ener-cube) to hit the boss. Do it twice and he changes to this form:

Mecha Head
Attacks:
- swing his arms around 360 degrees while the lasers are coming at you
- red monsters

Avoid his arms by jumping over them. And you will have to avoid the arms
twice in the same attack. However, at the same time, the lasers will be
coming after you. The lasers are high so you need to stay low. But you
have to jump over the arms! What do you do? You go to the bottom edge and wait
for the arms to come and jump over them. That way, the lasers won’t hit you
while you’re jumping over the arms. Again, use the monsters as Ener-cubes to
damage the boss twice. After you’ve done that, he turns to:

Scream Head
Attacks:
- Fire cannons
- lasers
- searchlights
- Red monsters

The last form is the hardest, the attacks come from everywhere. The flame
cannons start at the bottom of the platform, then it will work its up north.
Lasers will come too, but you know what to do. Searchlights will hurt you,
but just stay at the bottom of the platform to avoid them. Wait until the red
monsters come out and hit the boss with 2 Ener-cubes and he’s done for the
day! Onward to the FINAL BOSS!!!!!!!!

------------------------------------------------------------------------------
Final BOSS: The Pinki Gang
------------------------------------------------------------------------------
Congrats to you for making thus far. The Pinki Gang will get together to
become a big mecha ballerina! Hahahaha! It should be easy after all… I’ll
give you some luck to help you.

Pick up that capsule in the front of you. Then get on the battlefield!
The boss’ first attack will be a laser fired from its mouth, so avoid it by
running across the battlefield, from left to right or right to left. Repeat
until the boss brings out the monsters. Get the monsters into Ener-cubes to
hit the boss with. When the boss have had taken enough, its next attack will
be some bombs, and the bombs will send ripples of waves. You have to jump over
the waves to avoid being hurt. Again, do this until the boss brings out the
monsters. Hit the boss with Ener-cubes yet again. The boss’ next attack will
be some missiles firing at you and some lasers coming from every way (north,
south, east, or west). Jump over the lasers and run to avoid the missiles.
Take the red monsters and throw them to the boss. Then the boss will get
mad and stomp on the floor, causing the back gate to break down. Go through
that newly formed opening and stay back at the alley. Wait until a blue
monster comes down. Grab it and throw it to the boss, and that will be its
final blow! Congrats! You’ve beaten ***SUPER MAGNETIC NEO***!!!!!!!!!!!

Enjoy the ending!


******************************************************************************
VIII. BOSSES
******************************************************************************
------------------------------------------------------------------------------
Jungle World BOSS: Giant Venus Neotrap
------------------------------------------------------------------------------
There is no turning back when you cross the bridge. You will pick up that
invincibility capsule on the way and you will need it. The attacks that the
boss has are:
Bite (the Plant will try to bite you by lunging his head forward at you)
Calling forth some spores (monsters)
That’s it… Simple boss.
What you have to do are go to the sides (left or right) when the plant try
to bite you, it will usually miss you if you are *moving* to the left or
right. Keep moving all of the time. When the plant rests his head, which means
that he is calling forth his spores. The spores might hurt you if you’re
not careful but think those as ‘ammo’! Absorb them into an Ener-Cube and use
it to throw at the Plant and injure him! If you get hit or hurt somehow,
there’s 2 invincibility capsules, one on the left, one on the right. Rinse
and repeat. The plant only needs 3 Ener-Cubes to beg for mercy. When you’ve
beaten him, you own Jungle World!!!!

------------------------------------------------------------------------------
Ancient World BOSS: Ruby Cube Bear
------------------------------------------------------------------------------
All right, here’s your second boss. This boss ain’t really hard, pretty easy
actually. The boss itself is actually a black cube. The cube has the ability
to become a hand, a pair of legs, or a giant cube.

Go and use the transporter and pick up that invincibility capsule. Then do
another transporter and you’re in the battle area.

The first form will be a hand. You just have to dash past it when it’s winding
up to slam you. Do it fast and _DASH_! You don’t want to waste that capsule.
(There’s 2 more capsules on that arena but better keep it for later use.) Now
when the hand slammed, 2 monsters will be coming down from above. Grab one of
those into an Ener-Cube. The hand should be a single black cube now, but not
for long. You have to attack it with an Ener-Cube pretty quickly because the
black cube will be back into a hand soon. Just throw the Ener-Cube at the
cube. If you hit it, the black cube will transform into a giant pair of legs.
Its attack: jumping high up in the air and try to stomp you. Just dash/run to
some other place when the legs jump. Again, the legs will turn into a wimpy
black cube again. Also, another set of monsters will come down like before.
Likewise, take on of them and throw the Ener-Cube at the black cube. Now, it
will change to its final form: a giant cube. It will roll to various places.
It’s up to you where you want to go. Just don’t get squeezed by the cube.
When the cube ends up at the bottom of the arena, it will once again change
back into a black cube. Again, monsters will come crashing down. You know
what to do: make the monsters act like ammo. If you hit the black cube for
the third time, you’ve won! Gold coins will come out of the exit! Hip, hip,
hooray!

------------------------------------------------------------------------------
Cowboy World BOSS: Cowboy Bob
------------------------------------------------------------------------------

Now, that’s what I call a nifty boss! This boss looks like a real tough cowboy
with that cigar and grin! And he’s a blast to play against! Have fun!

First, get the invincibility and head to the fighting platform. Now, the
attacks that Bob has are:

- Shooting some bullets randomly and the bullets will explode upon impact
- sending missiles from his hat that will look for you and try to hit you
(not random)
- takes out a big-arse gun and shoots it all around, very difficult to avoid
- sends monsters to kill you

Of course, you have to avoid those attacks and get the monsters for ammo to
use against him. He needs 5 or 6 hits before he’s fumed and comes running
out to get you, physically. When that happens, you’ll know that he has only
one hit more until he’s dead!

Here are my tips:
-for the bullets that explode, stay at the bottom, the bullets usually explode
around the ¾ of the way.
-for the missiles, just run around the platform to avoid those
-for the big-arse gun: I don’t know, I can’t avoid it. I guess you have to
be hit, make sure you have your capsule on so you can take a hit. After
taking a hit, pick up another capsule immediately!

divakimmy said this: 'You can jump over the beams that shoot out of it.  For
ex, if he is shooting and the beam is going in a right to left direction, when
it gets relatively close to you jump right and you will go over it.  It's not
hard to do at all."

She was referring to the seemingly unavoidable beams of the Cowboy. Thanks,
divakimmy!!!

Pick the monsters ASAP when they come out. You can even get one monster
and throw the Ener-cube at the boss and get another one and hit him again!
6 hits ain’t that bad! Pretty easy, if you ask me. I only died once. Enjoy!


------------------------------------------------------------------------------
Future World BOSS: The Pinkinator
------------------------------------------------------------------------------

Welcome to your fourth boss! This boss isn’t too hard, once you memorize
its different forms’ attacks. Remember to use the capsules well! This boss
has 3 forms, each needs 2 hits from the Ener-cube, meaning the total to
beat him would be 6 hits. The forms are:

Dino Head
Attacks:
- fire missiles at you
- lasers
- red monsters

To beat this guy, just stay at the lower-right corner of the room to avoid
the missiles. When he goes down under, that means there are lasers coming.
Avoid the lasers by jumping over them if they’re low. If they’re high,
don’t bother doing anything; it’s too high to hit you. Use the monsters as
ammo (Ener-cube) to hit the boss. Do it twice and he changes to this form:

Mecha Head
Attacks:
- swing his arms around 360 degrees while the lasers are coming at you
- red monsters

Avoid his arms by jumping over them. And you will have to avoid the arms
twice in the same attack. However, at the same time, the lasers will be coming
after you. The lasers are high so you need to stay low. But you have to
jump over the arms! What do you do? You go to the bottom edge and wait for
the arms to come and jump over them. That way, the lasers won’t hit you
while you’re jumping over the arms. Again, use the monsters as Ener-cubes
to damage the boss twice. After you’ve done that, he turns to:

Scream Head
Attacks:
- Fire cannons
- lasers
- searchlights
- Red monsters

The last form is the hardest, the attacks come from everywhere. The flame
cannons start at the bottom of the platform, then it will work its up north.
Lasers will come too, but you know what to do. Searchlights will hurt you,
but just stay at the bottom of the platform to avoid them. Wait until the
red monsters come out and hit the boss with 2 Ener-cubes and he’s done for
the day! Onward to the FINAL BOSS!!!!!!!!


------------------------------------------------------------------------------
Future World BOSS: The Pinkinator
------------------------------------------------------------------------------

Congrats to you for making thus far. The Pinki Gang will get together to
become a big mecha ballerina! Hahahaha! It should be easy after all… I’ll give
you some luck to help you.

Pick up that capsule in the front of you. Then get on the battlefield! The
boss' first attack will be a laser fired from its mouth, so avoid it by
running across the battlefield, from left to right or right to left. Repeat
until the boss brings out the monsters. Get the monsters into Ener-cubes to
hit the boss with. When the boss have had taken enough, its next attack will
be some bombs, and the bombs will send ripples of waves. You have to jump
over the waves to avoid being hurt. Again, do this until the boss brings out
the monsters. Hit the boss with Ener-cubes yet again. The boss’ next attack
will be some missiles firing at you and some lasers coming from every way
(north, south, east, or west). Jump over the lasers and run to avoid the
missiles. Take the red monsters and throw them to the boss. Then the boss
will get mad and stomp on the floor, causing the back gate to break down.
Go through that newly formed opening and stay back at the alley. Wait until
a blue monster comes down. Grab it and throw it to the boss, and that will
be its final blow!


******************************************************************************
IX. TIME ATTACK
******************************************************************************
One of the requirements needed for the rewards: the Time Attack. The times
look tough and they are! You have to be perfect in the levels, know every
nook and cranny in the every level. You also must be very fast, almost
always dashing through the levels. The most important thing of all: do not
waste time by dying. You must be flawless. Don’t be nervous, just play
through. Your absolute best are always in your calm times. They are tough,
yes, but if you want the rewards, you have to be tough yourself. Do not give
up! If you die or something, use the retry option in the pause screen to
restart. Also, be patient, you have the ability to learn from your mistakes.
I can’t write a FAQ for this because the levels are straightforward and I
already told the levels thoroughly in the Walkthrough section. If you want
help, use the Walkthrough section or e-mail me. Here are the Time Attack
times for each level:

-----------------------
JUNGLE WORLD
-----------------------
Level 1: 0’50”00
Level 2: 1’40”00
Level 3: 1’30”00
Level 4: 1’00”00

-----------------------
ANCIENT WORLD
-----------------------
Level 1: 1’15”00
Level 2: 2’30”00
Level 3: 1’30”00
Level 4: 1’50”00

-----------------------
COWBOY WORLD
-----------------------
Level 1: 1’15”00
Level 2: 2’30”00
Level 3: 2’00”00
Level 4: 4’00”00

-----------------------
FUTURE WORLD
-----------------------
Level 1: 1’50”00
Level 2: 2’10”00
Level 3: 4’00”00
Level 4: 4’00”00


******************************************************************************
X. HIDDEN ITEM LOCATIONS
******************************************************************************

Yet another one of the requirements for the rewards. There is only one
in each level and they can be uncovered by using the North magnet (A)
over the location. I will just state the location and you do it yourself.
FYI, the hidden item looks like a cacatur from the Final Fantasy series.
Your VMU should beep when you’re near the location of the hidden item.

-----------------------
JUNGLE WORLD
-----------------------
Level 1: Go to the place with the falling boulders. The place where the
second boulder fell on, that’s where the hidden item is.

Level 2: Near the end, go right of the pile of bones, to a seemingly empty
path. The hidden item lies there.

Level 3: You know that place with the ice and igloos? Go to that igloo
with a ‘closed’ sign and stand by that sign. The hidden item is there.

Level 4: When you jump to the fenced island (¾ of the way) go left near
the palm tree and stand on the top of a life preserver. The hidden item is
underneath.


-----------------------
ANCIENT WORLD
-----------------------

Level 1: Press A through the ENTIRE body of the water, in the beginning.
The hidden item will come up when you get out of the water.

Level 2: Jump down into the foggy pit in the beginning and the hidden
item is at the northeast corner.

Level 3: Go to the place with the walls that can be knocked down. Knock
down the third wall and go to the next platform, the hidden item is somewhere
in there.

Level 4: In the beginning, notice the single-blocked platform to the left.
That’s where the hidden item is. Good luck.


-----------------------
COWBOY WORLD
-----------------------

Level 1: The hidden item is the exact spot where you landed face-first
in the stack of the hay in the end.

Level 2: The hidden item is in the last island of the level, after the two
Aztec monsters that you had to destroy to get across.

Level 3: After you’ve jumped over the last green pipe, go down the hill and
hold A while doing so and the item’s yours.

Level 4: In the place filled with lava, go to the left, and jump to the
island in the front of a yellow sign with an arrow pointing. That’s where
the hidden item is.


-----------------------
FUTURE WORLD
-----------------------

Level 1: In the beginning, go to the thin walkway after the switch and
to the right of that, behind the wall. Of course, the hidden item’s there.

Level 2: Go to the place with the I.D. card (after the 2 glass doors), and
jump to the platform to the left of the I.D. card. The platform should have
a daisy on it. Right in the front of the daisy is the location of this
level’s hidden item.

Level 3: After beating the first No-No, go to the place south of the
hole where the flame was. Press A to uncover the hidden item.

Level 4: In the room with the lasers and the missing middle part, go
to the northwest part of the room when the laser’s off. That corner is the
location of the hidden item.


If my directions are vague to you, please feel free to e-mail me so
you can get a better explanation.


******************************************************************************
XI. PINKI COINS
******************************************************************************

No, I’m not giving you the locations of the Pinki Coins since the levels
are linear and you usually can’t miss some Pinki Coins. However, I’ll
give you some tips:

-Get plenty of lives
-Use those lives to sacrifice for the Pinki Coins (like some coins
are hard to reach, you can just jump to it and fall to the death and
the coin will still be yours)
- Look around, look around!
- Take your time!
- If you think/know you missed a Pinki coin and can’t get back to it,
just die somehow before you get to the next checkpoint.
- LOOK EVERYWHERE! Most Pinki coins are in the plain sight, but some are
hard to access so look everywhere to find a way to get some hard-to-find
Pinki Coins.

However, e-mail me if you want me to do a complete list of Pinki Locations
because if there is enough demand, I might do a list of locations for
the Coins. Please feel free to do so.  The e-mail’s at the Contact Me
section at the top or the bottom of the FAQ/Walkthrough. Thanks!



******************************************************************************
XII.REWARDS LIST
******************************************************************************

You want the rewards? Sure, if you want some furniture for your wimpy home.
Yeah, that’s the rewards: the furniture! How lame… All that hard work
spent on the Pinki Coins and the Time Attack seem like a vain. The rewards
are given in the order, each time you do all 3 requirements for a level.
For example, if you beat the first level with all 3 requirements, you get a
fan. But if you don’t do the 3 requirements on any level until the final one,
you will still get a fan. The rewards are given by the order, not the
levels. Here’s the list:

________________________________________________________________________
|             Order                 |          Reward for your Room      |
|------------------------------------------------------------------------|
|------------------------------------------------------------------------|
|             1st                                    High-Quality Fan    |
|------------------------------------------------------------------------|
|             2nd                                      Fancy Chest       |
|------------------------------------------------------------------------|
|             3rd                                      Exotic Plant      |
|------------------------------------------------------------------------|
|             4th                                      Study Desk        |
|------------------------------------------------------------------------|
|             5th                                        Chair           |
|------------------------------------------------------------------------|
|             6th                                         Rug            |
|------------------------------------------------------------------------|
|             7th                                      Side Table        |
|------------------------------------------------------------------------|
|             8th                                     Cheap Cabinet      |
|------------------------------------------------------------------------|
|             9th                                  Books and a Puzzle    |
|------------------------------------------------------------------------|
|             10th                                 Mini-Audio System     |
|------------------------------------------------------------------------|
|             11th                                    PD980001 (PC)      |
|------------------------------------------------------------------------|
|             12th                                     Nice Seat         |
|------------------------------------------------------------------------|
|             13th                                     Desk Lamp         |
|------------------------------------------------------------------------|
|             14th                                      Freezer          |
|------------------------------------------------------------------------|
|             15th                                 Fish and Bowl Set     |
|------------------------------------------------------------------------|
|             16th                                     Art Paint         |
------------------------------------------------------------------------




******************************************************************************
XIII. CREDITS
******************************************************************************

No, I’m not going to sound lame and give a million credits to everybody I
know but I want to give thanks to some groups.

-Crave Entertainment for publishing this great game

-GameFAQs for making this possible for me to make this FAQ/Walkthrough

-Steve Schiro and Bumbry88 for informing me about the prize of the
Challenges... (which was nothing about pride)

-Twink, for the ASCII art

-divakimmy for a Cowboy tidbit!

-And you! For reading my FAQ! Please give some feedback for this guide!





--FIN--
Copyright 2003 Martin Dale-Hench