===================
                             BLUES BROTHERS 2000
                             ===================
                                (Nintendo 64)

Table of Contents:

01 - Introduction/Acknowledgements
02 - Controls
03 - Walkthrough
  World 1 - Joliet Prison
  World 2 - Chicago
  World 3 - The Graveyard
  World 4 - The Swamp
04 - Tips & Strategies
05 - FAQ
06 - Other junk

==============================================================================
Version History:
==============================================================================

1.0 - December 2018 - First whack.

==============================================================================
01 - Introduction/Acknowledgements
==============================================================================

Blues Brothers 2000 for N64 is a 3D platformer in the same vein as Mario 64,
Banjo-Kazooie, etc. I noticed that it needed a walkthrough on GameFAQs, so
here it is.

As of December 2018, there is no known way to successfully play this game on
an emulator. There are certain bosses who move "too quickly," and at the end
of world 2, there is an area that is unpassable due to this issue. This
problem persists across all emulators on all platforms I've tried. If you know
a platform/emulator/settings combo that allows you to pass the "alligator"
section in world 2, post it all over the internet! Otherwise, this game must
be played on a real N64 using an original cartridge or Everdrive.

Shout-out to the community at NintendoAge, and the ongoing "beat every N64
game this year" threads. I wouldn't have played this game at all if it weren't
for that endeavor. Mission accomplished 2018!

SPECIAL THANKS to bronzeshield, a retro gaming ninja and nice guy who sent me
a copy of Blues Brothers 2000 for the 2018 NintendoAge thread. Cheers!

==============================================================================
02 - Controls
==============================================================================

Joystick - move around
C buttons - move the camera, where permitted
A - jump
B - punch
Z - slide (while running), ground-pound (in the air)
R - crawl
L - backflip
Z+R - throw your hat (attack)
Z+B - breakdance attack

==============================================================================
03 - Walkthrough
==============================================================================

 ----------------------------------------------------------------------------
 World 1 - Joliet Prison
 ----------------------------------------------------------------------------

 The yellow circles on the floor will give you information about how to play
 the game. Before you leave the first room, jump up and grab the note on the
 bed. After you leave the room, grab the crystal heart on the left, then head
 to the right and enter the first door you see, labeled with... a tube?

 TUBE ROOM
 In this room, you can defeat the inmates by sliding into them (run + Z) and
 then pound (jump + Z). There are 3 vents in the room, numbered 1-3. Punch
 the vent cover off of each one, crawl through, and pound the buttons 1-3 in
 order. This will cause another button to form on top of the guard house.
 Walk up the ramp behind it, picking up the note, and pound the red button.
 Defeat the guard using your fists (B button) and go through the door. Note
 that although you walked out of a different door than the one you entered,
 you're back in the main room as though you had just walked out of the
 entrance. This is just a hub area that connects all the rooms. Proceed to
 the next room, labeled with a lightning bolt.

 LIGHTNING BOLT ROOM
 You can punch the enemies or just avoid them. Punch the two wall switches,
 which will activate the center lift. Jump onto the high platform and walk
 toward the wall. To the left you'll see a guy in a cell, who we'll come back
 to. Follow the wall to the right, walking under the zappy things and jumping
 over the gap in the corner. At the next corner, jump down a level, defeat
 the guard, and get the key. Jump down one more level and you'll find a cell
 with a note in it. Now jump back down, get back on the lift, and you'll find
 the cell at the top is already unlocked. Play a tiny rhythm game and you're
 back in the hub world. Proceed to the next room, labeled with, uhhh, Waddle
 Dee from the Kirby games??

 WADDLE DEE ROOM
 In here, you have to use the floor buttons to guide the inmates to the
 nurse. But it seems like the controls are reversed from what you'd expect.
 Maybe because they're crazy? I don't know. Typically you can stick with the
 purple and red buttons and sort of work them over to the nurse. When they're
 close enough, the nurse will grab them, and then after a couple of seconds
 you'll control the next inmate. There is a time limit, and 3 inmates to
 bring to the nurse. After you get all 3, you have to fight the nurse. She
 takes a few hits, but it's safe to keep your distance and slide tackle with
 Z until she's defeated. Then a button will appear on the guard house. Grab
 the note and the springy-shoes thing that looks like a note, jump on top of
 the guard house, hit the button, fight the guard, and exit the room. The
 next room is labeled with a fork and spoon.

 CAFETERIA
 In this room, you have to stomp on the lunch trays and play a matching game.
 Keep moving to make sure you avoid the lunch lady's attacks. After matching
 the POWs and BAMs etc. you'll defeat the lunch lady and free Cab. Move on to
 the room labeled with an A.

 ROOM A
 Make your way through the level, defeating inmates and guards as you go. The
 straight-jacket inmates can be defeated by jumping on their heads, which can
 be easier than punching them, because they'll center themselves right under
 you while you're in the air. Jump over the gigantic arms (???) to avoid
 getting hit. Touch jukeboxes when you find them. The elevator will take you
 down to level 2. Head left to find a note, and take the elevator to level 3.
 Work your way to the right, you'll find another note and an elevator that
 takes you to a boss fight.

 WARDEN
 Talk to the warden. Run from him if you can, then slide into him when he
 gets tired. (or after he throws you.) Then pound with jump + Z to hurt him.
 Hurt him 4 times to defeat him. There are 2 hearts and a note in this room.
 Walk through the door to enter an open area.

 OPEN AREA
 In the distance you'll be able to see a small staircase made of red barrels.
 Jump on top of them and look around to find the red key. Open the gate with
 the red lock and look around for a dumpster. Use it to jump to a higher area
 that holds a white button and a staircase of boxes with a crystal heart at
 the top. Pounding the button will open a gate with ? icons behind it. Go
 there and find the guy you rescued from a cell before. Do the dumb rhythm
 game, then go back to the ?'s and look for a corner with a stack of boxes in
 it. Use the boxes to jump up to a higher platform. Look around and you'll
 see a guitar and a note. To the right of the note is the green key. Grab all
 three. If you want, you can jump across to the stack of barrels and punch
 the music box; this will turn the ? icons into coins.

 To leave this area, jump over the fence toward the ? icons (or coins) and
 Go back through the gate. Follow the fence to a completely unmarked metal
 door that will vanish as you walk into it, and it will take you to the final
 area of World 1. Apparently the green key unlocked this door?

 COURTYARD
 Avoid being spotted by a searchlight. You can literally JUMP OVER the ground
 where the lights are shining and you won't get caught. ??? There is a note
 in the corner to your right, and a note in the corner to your left. The
 corner opposite you is the exit.

 ----------------------------------------------------------------------------
 World 2 - Chicago
 ----------------------------------------------------------------------------

 STREET #1
 Start by going left down the street. Use the garbage can to get up to the
 high ledge, and follow the ledges across and up to get a 1up, and keep going
 until you find the key. Jump back down and across the street and go through
 the locked door. (hold A while you're bouncing on the garbage can and you'll
 bounce much higher.)

 ALLEY #1
 Use the garbage cans to get up to the higher ledges. On the right side is a
 crystal heart, and on the left side is a note. Keep following/jumping ledges
 past the note to the area where the skateboarders are. Make sure you drop
 down on the skateboarders side of the fence, or else you'll have to repeat
 the infuriating trek across the ledges. Garbage-jump onto the center pipe
 and head toward the ledge with a wrench on it. Grab the wrench and jump down
 to return to the street. Walk into the silver manhole in front of the dog
 and it will disappear, allowing you to fall into the sewer.

 SEWER #1
 In case you've been thinking "eh, this game is a little cheesy, but not all
 that bad," this sewer level may help change your mind. Just make your way
 forward through the sewer, ignoring all the enemies. Maybe jump on their
 heads if you like, but it's not worth spending any time on them. Jump over
 the gaps as you come across them. Extra challenge: try to complete this
 sewer area without swearing or throwing anything! There's an odd effect on
 the ledges that have water running off them, where the ledge ends before the
 water does, so you have to make sure you jump off before the edge of the
 water, or else you'll fall to your instant doom.

 If you fall down a pit, you may respawn at one of a few checkpoints along
 the way, which is helpful. If you lose all your lives, just load the Chicago
 level back up and head straight for the manhole and try again. There's a
 pair of fast-running shoes toward the end. Once you get these (or ignore
 them) and cross a couple more gaps, be on the lookout for a big grey box
 with a red valve to your left. Punch this valve to get it turning, then keep
 going to the end of the sewer. It's easy to miss this box and run straight
 out of the sewer, which will cause you to have to repeat the whole sewer.
 You'll find yourself back on the street.

 STREET #1 (again)
 Punching the red valve in the sewer turned the water on for the fire hydrant
 by the dog. Use it to propel yourself upward to the awnings above you. Jump
 from awning to awning, up to your left, to find a room with a note and a
 yellow key inside. Go back out and follow the ledges in the other direction.
 Do a flying leap across the huge gap, so that you land on a ledge on the far
 side. Make your way up to find a dance teacher and another round of the
 terrible rhythm dancing game. I don't know if you need to do these to
 complete the game, but that's there if you want it. Go back to the door
 below that takes you to the alley.

 ALLEY #1 (again)
 Climb back up/across the ledges to get back to the skateboarders area. Turn
 right and head toward the pit at the end of the alley. These square-shaped
 platforms (except the first one) will sink as you jump on them, like the
 ones in the sewer. So keep moving! Open the locked door at the end and make
 your way to street #2.

 STREET #2
 Find the crosswalk button and punch it. Wait for the laundry truck to stop,
 use it to jump to the tree, and climb up to the awnings on the buildings.
 Make your way to the left, and follow the ledge that wraps around the side
 of the building. This path will take you back to the alley area where you
 can grab another note. Head back to street 2, the way you came. As you
 approach the street, you'll see a ledge on the other building to your right.
 Jump down to that ledge, and then down to a window (on the side facing the
 street) which is where you'll find a note and a red key. Jump down and cross
 the street. Use the garbage can at the end of the street to jump up onto the
 ledge for a 1up and some money, then jump down between buildings so that you
 can reach the locked door. Go through it to alley #2.

 ALLEY #2
 Garbage-jump onto the ledge on your left. Press up-C to look around and see
 all the goodies available. Follow the ledges around the building to
 discover a wonderland of coins. Past this area is another group of skate-
 boarders. Garbage-jump onto the pipe above the skateboarders and follow the
 pipe until you see the platform with the yellow wrench. Jump to it and grab
 it. Go back to the other end of the pipe and traverse the awful sinking
 platforms. Go through to street #3.

 STREET #3
 Yep, another street. Walk toward it and turn left. Use the garbage can to
 get up to the ledges, and climb as high as you can to find a room with a
 keyboard and 1up inside. To the left, you'll need to wrap around the
 building and get to the brown platform that leads back to the alley where
 you just came from. Follow the platform to another note, then backtrack to
 the street. On your right there are some ledges you'll need to follow to get
 to another note. Now go to the other end of the street and cross to the
 other side. You should see a dog, a hydrant, and a manhole cover. Look
 familiar? Walk to the manhole cover and drop down.

 SEWER #2
 This part is terrible, since you have to dodge things and jump to platforms
 that you can't see until they're right in front of you. I recommend watching
 a YouTube video of someone else doing this part, maybe you can save a few
 lives that way. My advice is not to mash the jump button too hard when you
 get to the sinking platforms, since they're small and close together. If the
 alligator touches you, you die instantly.

 If this area seems literally impossible to you, there's an explanation at
 the beginning and end of this FAQ.

 Eventually you'll reach a springboard (or I think you can just jump the gap)
 that will take you over a chasm that the alligator falls into. Then you can
 return to a camera angle that actually lets you see where you're going.
 Touch the jukeboxes when you find them. Like the first sewer section, there
 will be a pair of fast-running shoes toward the end. Keep a sharp eye out
 for a grey box on the left, with a red valve on it. It's right at the exit,
 and it's easy to miss it and leave the sewer. Punch the valve and exit.
 You'll find yourself at Street #2. Make your way back to street #3, where
 the fire hydrant is now spewing water.

 STREET #3 (again)
 Use the hydrant to get up to the ledges. Cross the front of the building and
 wrap around the side. Keep jumping up till you wrap back around the front,
 where there's a room containing the green key. Backtrack to the inlet and
 climb the other building up to a room with a note in it. Backtrack to the
 inlet again and drop down to the ground, where you can now go through the
 door to a park area.

 CITY PARK
 You can ignore most of this area. Explore it if you like, but here's the
 shortcut to the note and the exit: make a right turn before you even reach
 the road. Use the flower boxes/cart to jump up to the bouncy awnings.
 Continue counter-clockwise around the edge of the level, using the awnings
 to make a flying leap to the ledge in the corner. Keep going, climbing up
 until you reach the highest platform with a note on it. Keep going in the
 same direction, dropping down a couple times until you reach a purple
 platform. Wait there for a cloud to approach you, and jump onto it. Ride the
 cloud to another platform, and continue in the same counter-clockwise
 direction, jumping onto higher platforms until you are suddenly transported
 to a rooftop area.

 ROOFTOPS
 Move forward until you reach a rooftop with two big black ducts sticking up.
 Jump into the first one to be launched out the other. Move forward and do
 this again on another duct/fan set. From there, look around to see a plank
 you can walk across and into a building. Touch the jukebox. Exit the other
 side and make your way to the end of the ledge around the side of the
 building. Jump to the opposite ledge, collect the note, and make your way
 along that ledge until you reach another rooftop and another room with a
 jukebox very similar to the last. Avoid or attack the angry lady, go out
 the room and head over the angled rooftop for another dance lesson.

 Exit that room and move forward over the last set of rooftops. Remember that
 when you're jumping off of a downhill slope, sometimes Elwood simply doesn't
 jump. So stop at the edge of the first jump, press A, and then move Elwood
 forward over the gap. You'll need to do this at other points in the game
 too. As you go forward, don't miss the note on a box on one of the rooftops.
 If you have all the notes, you can proceed through the broken skylight to
 the boss fight.

 BOSS
 To beat the boss, you'll have to use a new game mechanic. Don't stop running
 or you'll get hit with flying bottles. Run toward the boss and grab bottles
 that surround him, up to 5. Run to the stage, up the slope on either side,
 and jump to the orange platform. Don't get too close to the edge or else the
 boss will be able to hit you. Hit the up-C button to enter a first-person
 perspective. From here, pressing Z will fire a bottle where you're aiming
 with the crosshairs. Aim at the stage lights that hang above the boss, and
 each one will fall and hit him. You'll have to run down to stock up on
 bottles. After all the lights have dropped, fire a bottle at your tied-up
 friend Mac to deliver the final blow. Onward to the spooky graveyard.

 ----------------------------------------------------------------------------
 World 3 - GRAVEYARD
 ----------------------------------------------------------------------------

 Walk to your left past the piranha-plant ripoff and stomp (jump + Z) on the
 yellow button. That will cause some platforms to appear that will help you
 up to the next area. Stay on the path, avoiding the giant hands, until you
 reach a trampoline. Jump onto the treetops, then jump to the wiggly note-
 looking thing that lets you jump higher. Use your new hops to jump to other
 treetops holding a note and a crystal heart. On the ground among the trees,
 there is a rectangular pool of water with a button next to it. Pound the
 button to drain the water, then jump in and enter the underground cave.

 UNDERGROUND CAVE
 As opposed to an above-ground cave? Stay on the ledge to the left until you
 find a music box. Up until now, these music boxes have been completely
 optional, but this one actually makes platforms appear. Punch the music box,
 jump down, run toward the waterfall, and climb the platforms above the pool
 of water. Use the trampoline to make a huge jump, then carefully jump the
 small platforms over to a note and the drum set.

 Down on the ground, there is a row of bitey plants. Among them is a high-
 jump powerup. Grab the powerup and jump up to the platforms above you to
 find another note. Leave the area through the entrance where you came, and
 climb out of the pool.

 BACK OUTSIDE
 Run up the hill and find a fenced graveyard. Punch the doors down and start
 punching gravestones. No respect for the dead. Once you've punched the right
 ones, a platform will appear outside the graveyard and descend so that you
 can get on it. Ride the platform up and walk forward to enter what I'll call
 the uhh... Elemental Cave.

 ELEMENTAL CAVE
 If you jump down you'll see a sepulchre with a button in front of it. Touch
 the sepulchre to see the clue: EARTH, WIND, FIRE, ME... HIT IN ORDER TO SET
 ME FREE. This means there are four buttons in this cave, and the button
 right in front of the sepulchre is the last one you should press. Pressing
 the buttons in the wrong order will reset your progress and you'll have to
 start again with the Earth button. The ledges and rising platforms let you
 move around to find the rooms that hold the buttons. There is more than one
 way to get to each room, which is good, because sometimes the platforms get
 out of sync so that you can't jump from one to the other.

 The Earth button is up high, in a room halfway up the wall. The room is
 simple and greenish, with a few coins on the floor. As you enter the room,
 stalactites will fall on you and hurt you. Pound the button and run out.

 The Wind room is at ground level with the sepulchre. It's brown and grey,
 and contains a series of platforms that you have to jump across to reach the
 button. There is also a note in this room. Some of the platforms sink when
 you step on them, and some don't. If you start sinking too far, (like when
 you collect the note,) you can jump up and down a couple of times to raise
 the platform back up high enough to jump off of.

 The Fire room is also at ground level, and it's full of lava. Carefully jump
 across the moving platforms to the button. The flying rocks might hit you,
 but you can basically ignore them.

 MINI-BOSS
 Hitting the button at the sepulchre will trigger a mini-boss fight. Before
 you pound the button, try to get your health/lives up, just in case. The
 mini-boss is a flying ghost head, who can be a little tricky. Anywhere you
 go in the room, the head will follow you. Wait for him to attack you, then
 wail on the B button to punch/kick him as many times as possible before he
 backs up for another attack. The goal is to trap him in a loop of punching
 him repeatedly while he recoils from the previous punch. Keep hitting him
 until he gives up, and you'll get the skull key.

 If you haven't already, ride the moving platforms to the very center of the
 room and grab the note. Ride the platforms all the way up to the top of the
 room to exit where you came in. Jump down and make your way back to the area
 with the rectangular pool of water. Near the pool is a locked gate, which
 you can now open. Go through the gate and you'll find a note on an altar. Go
 into the building past the altar, which we'll call... the Haunted Cathedral.

 HAUNTED CATHEDRAL
 There will be some tricky platforming in this area, made harder by the
 presence of flying ghosts which can knock you out of the air mid-jump. It's
 possible to attack them until they die, but I find it better to avoid them
 and wait for them to fly away before trying any jumps near them. Also, the
 camera is not adjustable in this area; you have to maintain the same side-on
 view of everything.

 Start by using the trampoline to jump up, and use the various platforms to
 make your way to the right. Jump down on the far right and you'll find an
 area with some hearts and a pipe organ; jump onto the windowsill all the way
 to the right to find a note. Trampoline back up to the platforms, ride the
 moving platforms up, and make a flying leap to the left to continue through
 the cathedral. It's worth it to kill the ghost-hands to help make the jumps.
 It's frustrating, but keep trying if you fall down.

 You'll eventually reach an area where there is green water flowing beneath
 you. Keep jumping the platforms going left, grabbing the high-jump shoes
 and the key. Step off the platforms and come forward/toward the camera (the
 green water won't hurt you) and head all the way to the left for another
 note. There's a rising platform back up in the green-water area that you can
 use to get back up to the platforms. Enter the doorway for another thrilling
 dance lesson.

 Once you're back outside, head back toward the gate you came in through,
 then head left over the hill to the graveyard area again. There is another
 locked gate near the graveyard that you now have the key to. Go there and
 enter the last area of this world. We'll call it, uh, Cheap Death Trail.

 CHEAP DEATH TRAIL
 This area is just a path to the finish line. There are many places where you
 can instantly lose all your hearts, but there are also a few jukeboxes along
 the way, which are helpful. The bitey plants can easily get you in this
 confined path, so it may often be worth it to attack them by throwing your
 hat (Z+R) until they die. It takes a lot of hits. The skeletons are easy to
 avoid. Run to the side of the swinging axes and rocks. Remember that Elwood
 sometimes doesn't jump when you're running down a hill; jump first, then
 move forward in these spots.

 When you come to a trampoline in the middle of the path, jump straight up on
 it to collect a note. The tenth and final note is hard to miss; it's on a
 platform in the water in an unavoidable tunnel. Make your way to the end of
 the trail to fight the boss and rescue Buster.

 BOSS
 This evil tree is easy to beat. Just keep running in circles around the
 outer edge of the arena. If you see an apple on the ground, pick it up. When
 the tree stops chasing you, jump onto one of the side platforms and wait for
 the tree to finish the shockwave attack. Press the up-C button to switch to
 a first-person view, and notice the huge red target in the tree's mouth.
 Line up the crosshairs and fire the apple with Z. You'll know you got a hit
 when the camera switches briefly to the side of the arena, to show a
 platform emerging from the wall. Go back to running around the edge of the
 arena, grabbing apples. After 5 hits, all the platforms will have emerged,
 and you'll be able to climb up to free Buster.

 ----------------------------------------------------------------------------
 World 4 - SWAMP
 ----------------------------------------------------------------------------

 Take note: the Swamp has an area where you have to pay coins to play a mini-
 game, and you have to win the mini-game to progress through the level. So
 even though you can gather coins for more tries, it will be easier and
 faster to collect coins as you go, so that you have enough for a few tries
 when you reach that part.

 This first area has coins in it, and a fast-running powerup for funsies.
 When you're ready to move forward, punch the music box and run forward until
 you find a cave with dynamite in front of it. Jump and pound the dynamite;
 it will smoke for a bit, then blow up the rocks blocking your path. You
 don't need the speed powerup to reach the dynamite in time. Go into the cave
 and avoid the crazy clam-things while you grab your first note. Then proceed
 through the other side of the cave, where you'll find a shack with some more
 dance lessons inside. Talk to the old man outside, he blocks your way
 forward until you finish the dance lesson. When you're done, you can proceed
 to what I'll call... Controller-Smashing Lake.

 CONTROLLER-SMASHING LAKE
 As of right now, water is immediately fatal to you. If you touch it, you
 will die. It didn't used to be that way, and it won't be that way in the
 future, but it's true right now. Get ready to make some tricky jumps and
 fight with some silly video-game physics while you try to get through this
 area without smashing your controller. Or maybe you're better at the
 platforming than I am. The idea is to reach the island in the middle of the
 lake by jumping to barrels and platforms that are closer and closer to the
 center.

 Move forward onto the pier and wait for a barrel to pass near enough for you
 to jump onto it. Ride it until you reach a stationary platform, and jump
 onto it. Jump onto the next barrel and ride it to the next stationary
 platform, which has a note on it. The next barrel will suddenly speed up
 right when it gets to you, so it's easy to miss the jump. Maybe watch it
 pass a couple of times before you try to jump onto it. Jump from the final
 barrel to the pier on the island. Good job!

 On this island, there is a bear who is harmless to the touch, but you have
 to distract him with honey in order to calm down the guy who lives in the
 house. Grab the superhero powerup and attack the tree to make the honey
 fall. Talk to the guy and he'll tell you that you can use his raft. Before
 you leave, be sure to get the 3rd and 4th notes: one of the houses has a
 note on top of it, and one of them has a note inside it. Jump onto the raft
 and go to the next area.

 FROG MINI-GAME
 This is the only place in the game where you can actually spend your coins.
 Sure, getting 100 coins gives you a 1up, but it doesn't zero your coins out.
 It costs 10 coins to try the game, and you have to win the game to proceed
 through the level. If you need more coins, backtrack to the island with the
 bear on it and grab a few coins. Enter and exit the houses to reset the
 coins. Again, since you can do this, it's not necessary to stockpile a lot
 of coins for this mini-game, but it might make it less annoying if you need
 a lot of tries to win the mini-game.

 Talk to the guy in the chair, then jump onto the tree stump in the water to
 start the mini-game. Aim with the crosshairs and throw flies with the Z
 button. You have to feed every frog before the time runs out. It's a matter
 of getting a good arc to each frog, and sometimes a throw might look good
 but the frog doesn't eat the fly. It's a good idea to start at one end and
 feed every frog in order, because even when you get every frog, the game
 doesn't end until the time runs out. You'll be staring at frogs that
 have already eaten a fly, and won't eat another one, so you have to keep
 track of your progress yourself.

 When the time runs out, the mini-game is over. If the stump where you're
 standing stays in place, then you didn't win the mini-game and you have to
 try again. If you did win, the stump will rise up into the air. No other
 fanfare, sound, or any indicator that you won. Jump from the elevated stump
 to the nearby platform, grabbing a note in the air. Jump over the porcupines
 and head through the blackness to the next area.

 The next note is visible right from the start, just walk to it and grab it.
 Move forward and drop into the tree, where there is a huge spider. Just run
 around to the back of the spider and punch it until it flips over. Then you
 can walk to the wooden pillars and wait for a moving platform, which carries
 you up to... more dance lessons. When you're done dancing, punch the music
 box and jump carefully up the branches. Run across the leafy bridge to the
 next area.

 SPIDER TIME
 There are tons of giant spiders in this area, but you don't have to kill
 them. You'll have to explore until you find the spider key and the
 microphone. The spider key is next to a bottomless pit, so if you can see
 the key, but you're on the wrong side of the pit, just keep exploring until
 you get to the other side. (sorry this isn't more helpful. I'd need to draw
 up a map if anyone needs help finding the key, but honestly it's not too bad
 to just wander until you find it. Use the trick of following one wall until
 you find it.)

 When you find the spider key, grab it and turn around, so that your back is
 to the pit. Walk forward and you'll hit a two-way fork. Go LEFT and walk
 around the spider's web to find the microphone. It's hard to see in this
 dark area. Then go back and take the RIGHT fork, and follow the LEFT wall
 until you see a wooden door, which you can now open. Head on through.

 When you walk through the door, you'll fall down and land right next to a
 giant green spider. You do need to kill this one. This spider moves too
 quickly to let you sneak around behind him, so you have to attack him while
 he attacks you. If you have full hearts it shouldn't be a problem. When the
 spider is defeated, a staircase of platforms will appear, giving you some
 hearts and a jukebox. Jump onto the web, which will lift you up and bounce
 you to a tunnel where you can drop down a hole and grab a note. Proceed
 through the tunnel to the swamp area.

 SWAMP AREA
 This water doesn't instantly kill you! But if you fall in, try to get out
 quickly, since there are fish in the water that will come bite you.

 Hop onto the barrel and ride it a short way to the stone pillars. Jump along
 those toward a fast-running powerup (I don't know if you actually need it)
 and then back to a note that sits on a brown branch-looking thing sticking
 out from the wall. Proceed along the pillars until you see some coins
 hovering above the water. Head to the right, swimming if necessary, to find
 an alcove containing some jumping clam enemies, and a note on top of some
 rocks. This should be the ninth note of the level.

 Go back to the entrance of the alcove, and jump over to the barrel floating
 in the water. It will start to move quickly. Don't even try to jump to the
 coins in the air, beacuse the barrel will change speeds and you'll land in
 the water. Ride the barrel a short way to some other barrels, and jump over
 to the house. Activate the jukebox, then go to where the wooden sign says
 "watch your back." Entering this area starts another chase segment, similar
 to the gator segment in the Chicago sewers.

 Run like the wind, because a giant will start chasing you. Be ready to jump
 over logs, and cut corners where the path turns. This chase segment is a bit
 easier than the one in Chicago, because there aren't any bottomless pits or
 sinking platforms. Just keep running. You'll reach a springboard that
 launches you over a final log. Jump up to the platform, go toward the house,
 then jump to the barrel in the water. You'll be taken to a waterfall area.

 WATERFALL AREA
 This is an interesting segment. The camera is fixed again, and your goal is
 to reach the BOTTOM of the area. But even though there's no fall damage in
 this game, you can't jump down too far or the game will just kill you. So
 you have to make your way down carefully, jumping from platform to platform.
 There's a definite "path" that you're "supposed" to take, zig-zagging your
 way down, but you can always safely take a shortcut down to the next row of
 platforms beneath you, if you can see where you're landing.

 There are lots of high-jump powerups here if you want them, but again, they
 aren't necessary. The very bottom row of platforms leads down and to the
 right, where the exit is. But the last note of the level (and whole game) is
 toward the left side of this bottom row. Make sure you get the note before
 going through the exit.

 THE LAST BIT
 You're at the last bit! Walk forward and start climbing the spiral path up
 the mountain. There will be some rolling rocks to dodge, but as long as you
 have even one heart by the time you reach the top, it doesn't matter if you
 take damage.

 At the top of the mountain, some queen lady will make sure you have all 40
 notes and all 4 instruments. If you're missing anything, you'll have to go
 back to whatever world isn't complete and find everything. Otherwise, you'll
 be allowed in to the Battle of the Bands.

 But wait! There are too many contestants and you have to do a dance battle
 with this cowboy dude if you want to enter! ????????????????? This is the
 hardest dance-off in the game, but it's also the last thing you have to do.
 See the dance-off section in Tips & Strategies if you need to.

 THE END
 Finally, you can perform with... a group of random NPCs from the game, and
 not your band members that you worked so hard to rescue. ?????

 Congratulations!

==============================================================================
04 - Tips & Strategies
==============================================================================

Save often!
Save your game every time you collect a key or note. If you lose all your
lives and re-enter a level, your location and coins will not be saved, but
your notes and keys will. In many cases, the keys represent your progress
through the level, and you can quickly-ish return to where you died. Notes are
sometimes placed in tricky areas and it's not fun to have to re-collect a note
you already got.

Rhythm/Dance-off sections
These are annoying, since they're not actually rhythm games. But you need to
get good at completing them because the very last section in the game is a big
multi-round dance-off. The key to getting a WIN each round is pressing the
final A (or sometimes B) when the bar is flashing blue (or green for B). In
the hardest rounds, you'll have to enter 4 directions and press A or B before
the blue (or green) bar fades away. This means you have 4 beats to enter 5
inputs. It's annoying, but not too bad as long as you don't miss an input. You
can still win a round even if you miss a couple of individual dances, so don't
give up. Even when the colored bar is just about faded away, you can still
press the button and get a win.

1-ups from enemies
I find that if I'm down to 1 or 0 remaining lives, enemies are much more
likely to drop a 1-up when I kill them. A good way to combat the many, many
insta-death areas of the game is to ignore the enemies until you need a 1-up.
The coins they drop when you don't get a 1-up are comparatively useless, so
just run past enemies until you need a 1-up to keep from getting a GAME OVER.



==============================================================================
05 - FAQ
==============================================================================

Help! How do I get past the alligator/crocodile in world 2?
- If you can't get past the first few steps before the gator gets you, then
 I'm guessing you're playing this game on an emulator. There is no known way
 past this part, since no known emulator/setup combo can fix the problem.
 The gator just moves too fast. Even an invincibility cheat code doesn't work
 because you immediately die when the gator reaches you, it has nothing to do
 with your health. You'll have to play this game on a real N64.

 If this doesn't seem to be the case, and you just keep dying on this
 section, then I'm sorry to say that you'll just have to practice until you
 get it, since there's another section just like this in a later world :)

And that's the only question in this FAQ. It's basically the only question
I've seen online about this game.

==============================================================================
06 - Other Junk
==============================================================================

This FAQ was written by me; my name is Splain. Copy it if you want, but credit
me.

Comments, questions, or corrections can be sent to peoppozo.msn@com. But, you
know, switch the . and @ around.

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