KEITH COURAGE IN ALPHA ZONES
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                             TABLE OF CONTENTS
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SECTION  1: TABLE OF CONTENTS
SECTION  2: LEGAL INFORMATION
SECTION  3: VERSION HISTORY
SECTION  4: INTRODUCTION
SECTION  5: STORY
SECTION  6: GAME BASICS/ CONTROLS
     SUB-SECTION 6A: Game Basics
     SUB-SECTION 6B: Controls
     SUB-SECTION 6C: Characters
SECTION  7: ITEMS
SECTION  8: WALKTHROUGH
     SUB-SECTION 8A1: Rock Zone Overworld
     SUB-SECTION 8A2: Rock Zone Underworld
     SUB-SECTION 8B1: Reverse Zone Overworld
     SUB-SECTION 8B2: Reverse Zone Underworld
     SUB-SECTION 8C1: Fire Zone Overworld
     SUB-SECTION 8C2: Fire Zone Underworld
     SUB-SECTION 8D1: Toxic Zone Overworld
     SUB-SECTION 8D2: Toxic Zone Underworld
     SUB-SECTION 8E1: Glacier Zone Overworld
     SUB-SECTION 8E2: Glacier Zone Underworld
     SUB-SECTION 8F1: Magic Zone Overworld
     SUB-SECTION 8F2: Magic Zone Underworld
     SUB-SECTION 8G1: Robo Zone Overworld
     SUB-SECTION 8G2: Robo Zone Underworld
SECTION  9: ENEMIES
SECTION 10: BOSSES
SECTION 11: REVIEW
SECTION 12: FINAL COMMENTS
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                              LEGAL INFORMATION
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This FAQ is the property of Tommy Templeton, AKA Deathwave21. It may be
downloaded, printed, or saved to disk, drive, or any other such data device.
It however, cannot be posted on any site, altered, or used in anyway without
my permission. If you ask, I will more than likely grant you permission to do
what ever you so desire. "Keith Courage", and "Keith Courage in Alpha Zones"
are trademarks of NEC Home Electronics (USA) Inc.

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                               VERSION HISTORY
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VERSION 1.00 8 JULY 2006

This is the first and probably only version I will write for this guide. It
is my intention to have it 100% complete before posting it. It will include
strategies for all enemies and bosses and a complete and comprehensive walk
through for all 7 levels.
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                                INTRODUCTION
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Keith Courage in Alpha Zones was the original pack-in game for the North
American Turbo Grafx 16 Entertainment System (TG16). It was released in 1989
and was a very bad choice to include with the system. The game was basically
a very poorly developed action platformer with some borrowed Zelda-style
elements. While the game played nothing like any of the Zelda games, it did
feature hearts for HP, bombs, sword up-grades, and an overworld/underworld
combination. Shortly before the death of the system, in an effort to compete
with the soon to be released Super Nintendo Entertainment System the game
was replaced by Bonk's Adventure, another platform adventure, as the pack-in
title for the TG16.
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                                    STORY
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The following is taken directly from the instruction manual and is not my
original work:

You are Keith Courage. Struck by a giant meteor, the world has been invaded by
strange creatures from another planet. Burrowing deep within the Earth's
surface, the planet of B.A.D. (Beastly Alien Dudes) seeks to take over the
world. As a member of N.I.C.E. (Nations of International Citizens for Earth),
your mission is to defeat B.A.D. and bring peace back to the world.
Armed only with a sword, you must first defeat the outpost guards. Then, enter
the Underworld. Here you activate the awesome Nova Suit. A secret force left
to you by your fallen father, you are half man, half mechanical monster.
Nearly invincible, your sword cracks with the power of lightning, as you
wreak havoc on the fearsome Dudes. Your goal is to reach the Robo Zone (the
seventh Alpha Zone), headquarters of B.A.D. Succeed here and you will have
won the game, recapturing the Earth and restoring humanity's place in the
universe. You have help along the way. Four friends offer you advice, swords,
bombs, and extra lives. Collect the stolen riches left behind by the invaders
and buy your way out of trouble with money.
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                            GAME BASICS/ CONTROLS
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                         SUB-SECTION 6A: GAME BASICS
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Keith Courage in Alpha Zones consists of 7 worlds, called zones. Each zone is
divided into two areas: (1) an overworld and (2) an underworld. While in the
overworld Keith only faces minor enemies, who are easily defeated with one
touch of his sword. His primary objective in the overworld is to collect gold
to upgrade his sword, purchase bombs, and replenish his HP. Once Keith
descends into the underworld he'll be pitted against much more powerful foes.
His primary objection here is to navigate the labyrinth and assassinate the
underworld boss of each zone.
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                                 GAME CONTROLS
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The Game controls are as follows:

D-Pad Left/Right:     Moves Keith in the respective direction.
D-Pad Down:           Crouch
D-Pad Up:             Transport between over and underworld areas, enter shops
Button I:             Jump Button
Button II:            Swings Keith's sword
Run Button:           Starts and pauses the game
Select Button:        N/A
Run+Select:           In Game Reset
D-Pad up+Button II:   Fires Bolt Bombs
D-Pad Down+Button II: Crouching sword strike

*NOTE: The Turbo switch for Button I must be in the lowest position, other
wise Keith will be unable to perform a maximum jump. If turbo jump is desired
simply switch it to a higher position. Like wise, for turbo attack, switch the
Turbo switch for Button II to the highest position. This will also enable
turbo shot for Bolt Bombs.
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                                   Characters
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The Prophet

Offers advice and words of wisdom to Keith throughout his quest. Can be found
in the overworld.

Nurse Nancy

A healer, she can completely restore Keith's HP for an outrageous fee. Her
office can be found in the overworld.

Wise Wizard

Also located in the overworld, the Wise Wizard offers Keith relatively
useless Bolt Bombs. Of course, the bombs are not free. The prices vary from
100 Gold to 400 Gold.

Weapons Master

The only useful shop in the overworld, the Weapons Master too is out to screw
old Keith over. He offers sword upgrades for astronomical rates.

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                                     ITEMS
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Heart: 1 unit of Keith's HP. Hearts can replenish 1 or all of Keith's
vitality. Often times collecting a heart can increase Keith's maximum HP.
Keith can have a total of 8 hearts. Only found in the underworld areas by
defeating an enemy with 4 HP or greater.

Bolt Bombs: Can only be acquired from the Wise Wizard in the overworld areas.
They can only be used in the underworld. A numerical indicator can be
collected in the underworld to determine the strength of the bombs. Keith can
hold a maximum of 99 bombs. The number of bombs Keith has is cut in half with
each continue.

                                     GOLD

The currency used in the game. Keith can hold a maximum of 9999 Gold. With
each continue the amount of Gold Keith holds is cut in half. Used to purchase
swords, bombs, and HP. Gold can be found in two denominations:

(1) Gold Coin: Worth 50 Gold. Found in the over world areas and can often be
produced by defeating randomly selected enemies. Sometimes appears in groups
of 2 or more.

(2) Red Coin: Worth 200 Gold. Found only in the over world of the Fire, Toxic,
Glacier, Magic, and Robo Zones. Only be produced by slaying a Golden Cat.

                                    SWORDS

Keith Courage starts his quest with the Nova Sword. For various rates Keith
can purchase upgrades for his sword. The total cost of upgrading the sword to
the maximum is 9300 Gold.There are 5 upgrades available through out the game:

(1) Brave Sword: The 2nd sword of the game. This sword glows red and is twice
as powerful as the Nova Sword. It can be purchased in the Reverse Zone
overworld for 300 Gold.

(2) Thunder Sword: The 3rd sword of the game can be found in the Fire Zone.
Glowing with a bluish silver this bad boy has 3 times the strength of the Nova
Sword. The Weapons Master will hand it over for 600 Gold.

(3) Laser Sword: With 4 times the strength of the Nova Sword, the Laser sword
can be acquired in the Toxic zone. It glows with a red similar to that of the
Brave Sword. Its price is 1200 Gold.

(4) Jewel Sword: Shining with a brilliant blue, this rare gem cost a whopping
2400 Gold. The 5th sword of the game can be purchased in the Glacier Zone.

(5) Alpha Sword: The most powerful sword in the game. The coveted Alpha Sword
is 6 times as powerful as the Nova Sword. Though it's really expensive, it's
really not that rare. This red sword can be purchased for 4800 Gold in the
Magic Zone, or you can collect 9600 Gold for the Weapons Master in the Robo
Zone.

                             BOLT BOMB ENHANCERS

Determine the number of Bolt Bombs spent/fired at one time. Can only be
acquired by defeating randomly selected enemies of 4 HP or greater in the
under world areas. Appears as a dark colored circle with a white number
within. The number displayed is the actual number of bombs spent. The number
does not represent how many bombs are actually fired. The greater the number,
the greater the level. There are five levels:

(1) Level 1 Bolt Bomb Enhancer: The default Bolt Bomb level. Fires a single
Bolt Bomb in a forward horizontal path.

(2) Level 2 Bolt Bomb Enhancer: Spends 2 Bombs, however only fires a single
shot in a forward horizontal path. It should be noted that at level 2, the
rate of fire is doubled. This can only be initiated if the Turbo Switch above
the attack button is on the highest setting.

(3) Level 3 Bolt Bomb Enhancer: Spends 3 bombs, however only fires 2 shots.
One in a forward horizontal path and one in a forward inclined path.

(4) Level 4 Bolt Bomb Enhancer: Spends 4 bombs, however fires a total of 6
bombs. 1 in each of the four diagonal directions, 1 forward horizontal, and 1
backward horizontal.

(5) Level 5 Bolt Bomb Enhancer: Spends 5 bombs; fires 5 bombs in a forward
arc. The highest level and most powerful attack.
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                                  WALK THROUGH
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                      SUB-SECTION 8A1: ROCK ZONE OVERWORLD
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ITEMS: Gold Coin, Bolt Bombs (100 Gold)
ENEMIES: Red Zakko, Cheetah, Green Possum
BOSS:N/A

Head east and you should come to a building. You can find the Prophet behind
the door on the west side of the building. He will introduce himself and tell
you that he can warn of danger and that you have entered the Rock Zone. The
Weapons Master can be found in the room to the right, but he sells no weapons
here. He simply introduces himself and tells you his function in the game.
You can find Nurse Nancy in a hut to the right of the main building. She will
replenish your HP for 200 Gold. She suggests that you jump up when you get to
the hut to get Nova Force. I have found that doesn't work, so I simply press
up.

Any who, continue east and climb the mountain. Here you find a set of 2
horizontally moving platforms above a thorn trap. Contact with these spikes
means instant death, so be careful. Once across you find a set of 3 vertically
moving platforms. These are much easier than their horizontal counterparts.
Just wait till the platform is low before jumping onto it. After completing
the platform challenges, continue east down the mountain. Enter the hut for
your first encounter with the weak Wise Wizard. He will sell you 30 relatively
useless Bolt Bombs for 100 Gold.

Exit and you will see a pyramid of floating platforms above a bed of deadly
spikes. Once you leap to the top, you can simply hold right on the D-Pad and
walk off the edges of the platforms on the east side of the "pyramid". You
will find the Nova Force hut at the foot of the pyramid. Press up on the D-Pad
while standing on the platform to activate the Nova Suit and descend into the
Rock Zone underworld.
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                      SUB-SECTION 8A2: ROCK ZONE UNDERWORLD
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ITEMS: Heart, Bolt Bomb Enhancer
ENEMIES: The Skulls, Crypt Creature, Titan Guard
BOSS: Dragon Knights

Ahh, the 1st dungeon. Now the fun begins! This area is pretty simple, I
believe it could be the only underground level that is not a maze.
Start by going east. You will have to battle the skulls while you're on the
highest point of the labyrinth. Watch for the Crypt Creatures as you near the
ledges, they like to hurl themselves at you as you approach or climb up. When
you can no longer go east, drop to the bottom and make your way to the far
west. Fight your way through the Titan Guards and Crypt Creatures until you
cannot go west any longer.

Descend deeper into the labyrinth and once again head east. Soon you'll
encounter a thorn trap identical to the ones in the overworld. Yes, they have
the same effect: instant death. As you leap the pits watch for the Titan
Guard on the opposite side who will try to force you into the thorns. The 3rd
pit has a Crypt Creature who serves the same function.

Soon you will hit the wall and once again drop and head west. More Titan
Guards and Crypt Creatures will obstruct your path down this last stretch. At
the western wall, descend one last time into the crypt and slowly head east to
find the Dragon Knights. If you advance slowly, you can fight them 1 at a
time; there are only 2.
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                      SUB-SECTION 8B1: REVERSE ZONE OVERWORLD
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ITEMS: Gold Coin, Bolt Bombs (200 Gold), Brave Sword (300 Gold)
ENEMIES: Green Zakko, Dakkon
BOSS: N/A

This level is much more difficult than the last one. The Reverse Zone
overworld features areas that are actually inverted. The level starts off
with a thorn trap to the right of the zone entry point. If you're not paying
attention, you could die at the start. Traveling east you soon come across the
office of Nurse Nancy, who offers to restore your HP for 400 Gold as well as
warn you that you are on your way to the Reverse Zone.

Once you exit and continue east you will find the first of two floating
platform gauntlets. This one consists of 10 platforms hovering above the sky.
The earth is above you, as well as a pair of thorn traps (which are actually
out of your reach). The platforms are defended by Zakkos and Dakkons. The 4th
platform is the trickiest, as it is guarded by a Dakkon that will knock you
into the sky if you don't yield the right-of-way to him!

Once you are safely across the platforms, you will come across the Wise
Wizard's shop. He will offer 40 Bolt Bombs for 200 Gold and give you a heads
up on the Brave Sword. You might want to consider purchasing some Bolt Bombs,
as they really come in handy if you're looking to retain HP during the boss
battle. Exit the shop and head east to a mountain with a building at the top.
Inside you will find the Weapons Master, who will offer you the first sword
upgrade of the game, the Brave Sword, for the low low price of 300 Gold.

He'll thank you for your patronage and tells you that a hut with Nova Force is
near, (which it is...) but first we have to cross the second platform
gauntlet. Once again, watch yourself on the 4th platform. There's a Zakko who
seems to be getting paid to obstruct your path. Cross the last 2 platforms and
you'll reach the Nova Force Hut. Press up on the D-Pad to descend into the
underworld.
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                      SUB-SECTION 8B2: REVERSE ZONE UNDERWORLD
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ITEMS: Heart, Bolt Bomb Enhancer
ENEMIES: The Skulls, Devil's Foot, Dr. Sting, Big Face
BOSS: Stitch

I guess the designers got lazy or just didn't care when they inserted this
area. There is nothing that I could find that was reversed or inverted about
the underworld. Anyway, like its overworld counterpart, it's a lot trickier
than Zone 1. Strike out east, battling the Skulls. Two new enemies here: Dr.
Sting and the Devil's Foot. The latter is found near most every thorn trap in
this dungeon so beware before leaping.

When you find that you can no longer proceed east, descend and journey west.
You'll eventually come to another drop off; do so, and travel east once more.
There will be a phasing platform above a large thorn trap. It will disappear
at a regular interval, so if you don't know how long it's been solid, wait for
the phase cycle to reset. From the ledge above the thorns, you should see
another phasing platform to the lower right. Ignore it, and just leap out as
far to the right as you can. Watch the Devil's Foot as you land and continue
east.

At the eastern wall there is no option but to climb back up. This could be the
most frustrating part of the entire game! You must use the phasing platforms
while avoiding the Big Faces. The platforms phase at different
intervals, and it's hard to predict the angle the Big Faces will fall. Start
by leaping as high as you can on the lowest ledge, closest to the wall. This
will allow you to see above you. A Big Face will fall from the left, leap over
it and onto the pillar. Quickly shift to the right edge of the pillar and
watch the Big Faces falling on the left. You can strike them easily with your
sword or simply leap over them. They will not stop falling until you leap onto
the ledge to the left. You're safe there so relax.

Your next goal is the ledge above you. There are 2 phasing platforms leading
up to it. Wait until both platforms are in sync, and have just phased in.
Quickly leap onto the first, immediately onto the second, and onto the ledge.
Again, this is a safe resting point. Your goal now is a ledge to the upper
right, which is only accessible, via the 2 phasing platforms leading up to it.
Disregard the third phasing platform for now. Again, wait for the platforms to
synchronize and phase solid and then quickly make your move. From this ledge
your final goal is the ledge directly above you.

*NOTE: You must use the phasing platform or you will land on the thorns! Wait
for the platform to solidify then leap onto it and from there to the highest
platform. Hop over the exposed thorns and descend to the east. You'll find
yourself in the crypt where you will shake hands with Stitch.
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                      SUB-SECTION 8C1: FIRE ZONE OVERWORLD
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ITEMS: Gold Coin, Red Coin, Thunder Sword (600 Gold)
ENEMIES: Blue Possum, Cat, Golden Cat, Big Face
BOSS: N/A

Just to the east of the starting point is a hut with the Weapons Master. While
he offers no weapons just yet, he does welcome you to the Fire Zone and drop
a dime on the Golden Cat. As we step outside and proceed to the east you see
that it is raining Cats. If you are patient, the 16th Cat that you slay will
yield a Golden Cat. Slaying this creature produces the Red Coin. The cycle
will continue indefinitely. Enter the hut to find the Prophet, who will tell
you to go to the Fire Zone when you feel strong enough to cross, also to watch
for fire hazards.

Not getting any stronger sitting here, head east. The volcanoes here fire 3
bursts of flame, and then sit dormant for about 3 seconds before the cycle
begins again. Cross the lava stream, taking care not to stand still to long as
it tends to wear down your HP. If you are in need of HP restoration there is a
hut with Nurse Nancy. 400 Gold and you will be good to go. She'll also speak
of the Thunder Sword.

Soon we'll stumble on an elaborate mansion. Cross the lava and make your way
up the starboard side of the structure. You will find a room containing the
Thunder Sword, which can be yours for the low price of 600 Gold. Again, the
Weapons Master will thank you for your patronage. If you feel like getting
ahead in the Gold gathering chore, this area at the top of the mansion is an
excellent place to do so. The respawning Cats quickly drop multiple coins.
Unfortunately there is no Golden Cat bearing Red Coins in this area. Be aware
though, that if you lose your life, your Gold will be reduced by half.

When you're ready, strike out in an eastwardly direction bound for the Great
Fire River. This body of lava is quite long and is littered with islands,
platforms, and enemies. You will find Nurse Nancy to replenish your HP on one
of the islands, for 400 Gold of course. On the far side of the river there
will be another volcano as well as the Nova Force hut. Climb aboard and ride
the rainbow to the fiery depths of the Fire Zone!
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                     SUB-SECTION 8C2: FIRE ZONE UNDERWORLD
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ITEMS: Heart, Bolt Bomb Enhancer
ENEMIES: Long Bones, Titan Guard, Dr. Sting, The Skulls
BOSS: Baron Chairman

This area is pretty easy, even more so if you can get the timing down. Start
by heading east, where you will meet a new enemy: Long Bones. Rather
predictable, he's not much of a threat. You will also notice flame geysers
erupting from the cavern deck. There is a pattern to them, but I usually
ignore them, as the damage they inflict is insignificant.

When you arrive at the edge of the cliff, drop to the lower platform and make
a running leap to the east. If you time it right, you should land on a phasing
platform. Quickly leap up to the cliff on your right. Continue east through
the flame geysers and enemies to another cliff edge. Again drop to the lower
ledge and perform a blind leap of faith. If you land on the phasing platform
hop up to the right before it vanishes.

Now you'll be assaulted by Skulls as you travel east. At the next cliff edge
just drop straight down as you will be forced to traverse the lower area for
the time being. Push your way through the flame geysers until you come across
a floating platform flanked by a pair of levitating fireballs. There is also a
thorn trap below the platform. To the left of the platform is a pillar. Jump
straight up to land on the pillar. When the left flame is down leap towards
the platform. Press left on the D-Pad when you are directly above the platform
and you should land on the platform. From there leap to the pillar to the
right of the second flame, and then to the next pillar.

Make your way back up and to the upper right ledge via the 2 phasing platforms
and the permanent ledge on the port side. At the top, go east and jump towards
the thorn wall and "ride" it down into the crypt. The lord of the labyrinth of
fire awaits to the west.
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                      SUB-SECTION 8D1: TOXIC ZONE OVERWORLD
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ITEMS: Gold Coin, Red Coin, Bolt Bombs (200 Gold), Laser Sword (1200 Gold)
ENEMIES: Cat, Blue Zakko, Dakkon, Golden Cat
BOSS: N/A

This zone must be the ashtray of the Fire Zone. The chimneys function
identically to the volcanoes of the previous overworld. Just to the right of
the entry point, the Prophet will welcome you to the Toxic Zone and suggest
you watch for the Laser Sword. In the area between the 4 active chimneys,
you'll be showered by Cats. Patience here will be rewarded with a Golden Cat,
after about 16 kills.

A little ways off to the east you'll find the Wise Wizard, who seemed to be
absent from the Fire Zone. He'll make up for it by providing you with a
bargain on 50 Bolt Bombs for 200 Gold. After you finish with the old man head
east to play with some more moving platforms over a thorn trap. These are
identical to the ones in the Rock Zone, only now the horizontal and vertical
platforms have been combined. Not too bad, but watch for a Blue Zakko as you
jump off the last vertical platform.

Nurse Nancy and the Weapons Master can be found to the far east. Nurse Nancy
will of course replenish your HP for 400 Gold and the Weapons Master will
provide you with the Laser Sword for the reasonable sum of 1200 Gold. Both
will claim that a hut with Nova Force is near. They would be correct, it lies
just to the east. Climb up and enter the 4th labyrinth.
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                      SUB-SECTION 8D2: TOXIC ZONE UNDERWORLD
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ITEMS: Heart, Bolt Bomb Enhancer
ENEMIES: Crypt Creature, Dragon Knight, Titan Guard, Long Bones
BOSS: Mr. Roboto

This area is pretty simple, but the boss is the most difficult one in the
game. This dungeon, like the second, bears no resemblance to its name nor its
overworld. I'm starting to feel cheated. Oh well, watch the thorn trap as you
step off the Nova Force hut, as well as the Crypt Creature who will hurl
himself at you in an attempt to knock you back into them.

Ride the thorn wall down to the east and then head west across the ledges.
Drop down when you get to the thorns at the western wall and travel east
again. Defeat the Dragon Knight and then use the phasing platform above the
seventh pillar to climb up one level. Continuing east, you'll soon come across
3 pillars arranged in a step pattern. Use these to reach the phasing platform,
and from there, the upper right ledge.

This next sequence is similar to the last dungeon, as you must make a couple
blind leaps onto phasing platforms. Just keep heading east. At the thorn wall,
descend, but do not ride the wall down, for there is a thorn trap placed along
side it. Go west again, descend once more and head east. You should notice a
set of 4 pillars. To the right will be a hole, and to the right of that is a
thorn trap. You will discover that you cannot go much further east, so drop
down the hole to enter the crypt. You will find the mighty Mr. Robot in
western area of the crypt.
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                     SUB-SECTION 8E1: GLACIER ZONE OVERWORLD
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ITEMS: Gold Coin, Red Coin, Bolt Bombs (400 Gold), Jewel Sword (2400 Gold)
ENEMIES: Pink Possum, Cat, Dakkon, Big Face, Golden Cat
BOSS: N/A

As you head east, the Prophet will welcome you to the Glacier Zone, where it's
cold and icy! He'll also give you the 411 on the Jewel Sword. Just outside his
door to the east you'll see a thorn trap and a frozen pond. Traverse these
obstacles and make your way up the ice mountain. Watch the thorn traps at the
bottom and onto the east you'll come across a 2 door building.

Behind door number 1 is the green haired liar, Nurse Nancy. She'll restore
your HP and claim you can get more lives from her and that the hut with Nova
Force is near...All LIES! Door number 2 houses the Weapons Master, who,
regardless of the amount of Gold you possess, tells you to look for him later
when you have Gold.

Further east lies the shiesty Wise Wizard who'll rip you off on 40 Bolt Bombs
for 400 Gold, and to close the damn door. Again, if you're looking to save
some HP during the boss battle, you might consider forking over the Gold for
the bombs. Carefully make your way across the slick terrain watching your
footing near the thorn traps. Enemies like to dive from odd angles attempting
to take your life. The Weapons Master can be found in the room on the left of
the 2 door building. He'll offer the Jewel Sword for the not so reasonable
rate of 2400 Gold. The slaying of the felines outside will yield a Golden Cat
if you are low on funds.

Nurse Nancy lurks within the door on the right. As usual she request 400 Gold
for her services. After you get done with the Nurse, hit the road and head
east. One more ice sheet and then it's on to the underworld.
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                     SUB-SECTION 8E2: GLACIER ZONE UNDERWORLD
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ITEMS: Heart, Bolt Bomb Enhancer
ENEMIES: The Skulls, Dr. Sting, Long Bones, Devil's Foot, Dragon Knights
BOSS: Stitch Clone, Chairman Clone

This level is very tricky! It does feature a pair of slick patches, but other
than that it's really no more glacial than any other dungeon in the game. The
bosses are borrowed from zones 2 and 3 and like all the rest, is filled with
turns, thorn traps, and phasing platforms. Well, let's start by heading down.
Just to the right of the entry hut is a hole. As you descend, hold left on the
D-Pad and ride the western wall down.

Once on solid ground head east toward yet another thorn wall. Ride this one
down as well and continue east. You'll be greeted by a pair of Dragon Knights.
Slay them, or run if you're a coward or just lazy. At the far eastern wall,
you should notice a set of 2 phasing platforms, leading up. This part can be
tricky because there is a thorn trap below, and if you don't run far enough
out off of the pillar before you leap, you will hit your head on the ledge
above. Make sure the platforms are temporarily synchronized and when you feel
comfortable, head up and west.

There will be another set of phasing platforms between the 8th and 9th pillars
in this area leading up. There are 3 platforms here, and they all must be in
sync if you hope to get to the eastern ledge. It's best to leap up off of the
lowest platform so that you can see all 3. Once up, continue east until you
stumble across a thorn trap. You should notice another trio of phasing
platforms leading up. Use the same methods as the previous set and once up,
head east again to face another duo of Dragon Knights. When you get to the
wall leap to the east but try not to run into the thorn trap if you hold
right. I usually land on the ledge right next to it.

Continue east to the wall, descend and head west. Go west to the wall, drop
and head east. Ride the eastern wall down into the crypt. Here you'll face the
bosses from the second and third dungeons. If you want to fight them one on
one advance slowly, otherwise rush headlong in to battle.

------------------------------------------------------------------------------
                      SUB-SECTION 8F1: MAGIC ZONE OVERWORLD
------------------------------------------------------------------------------
ITEMS: Gold Coin, Red Coin, Bolt Bombs (400 Gold), Alpha Sword (4800 Gold)
ENEMIES: Red Zakko, Cat, Golden Cat, Dakkon, Green Possum
BOSS: N/A

Ahh...the Magic Zone! I really like the colors on this Level, but I fail too
see what's so magical about this zone. The only thing that is even remotely
related to magic is Nancy's annoying continued failed attempts at achieving
such a feat. Any how, as always, head east and kill the kitties to produce
some Golden Cats bearing Red Coin fruit. You're gonna need them to purchase
the final sword up-grade of the game.

The first house you come to features Nancy's 1st attempt at magic. The door
on the west side of the next house holds the Prophet and his words of
encouragement, while the room on the east side has our beloved lying, failure
of a Magician, Nurse Nancy. In the next hut the Weapons Master suggests that
you give Nurse Nancy some magic lessons... hmm, for a price! Maybe we could
get our money back for all those extra lives she promised us...

Up ahead a little bit you come across a strange metal structure of sorts. It
looks kinda dangerous, but the only thing of concern are the thorn traps at
the bottom. You can find the Prophet in the next house as well as Nancy,
who will finally offer to replenish your HP. Her fee is the regular 400 Gold,
and she can be found on the right side of the house. Wise Wizard is in the
next shop peddling Bolt Bombs; 40 for 400 Gold. Next up is the Weapons Master
with a strange statement, but no weapons.

On an island between a pair of thorn traps, we find that the Magic Zone has
reduced the Wise Wizard's powers...what ever the hell that is supposed to
mean. Cross the thorn trap pits to the east and don't even waste your time
with the next 2 door building. Nancy's still practicing her magic on the left
and the Prophet wants you to keep searching for the answer on the right. After
another pair of vertically moving platforms you will stumble along yet another
2 door building.

This one has a weaponless Weapons Master on the left and you will be pleased
to know that the Wise Wizard got his powers back on the right. For 400 Gold
40 Bolt Bombs will be yours. There is a certain enemy in the underworld, who
this particular item is very handy for... After a pair of horizontal
platforms, you can visit Nurse Nancy again. She will cure you for 400 Gold and
insist that the hut with Nova Force is near. Next house, you can finally claim
the coveted Alpha Sword. It's priced at only 4800 Gold. Get it here or you
will have to pay 9600 Gold next time. Exit the shop and ride the rainbow to
the underworld.
------------------------------------------------------------------------------
                      SUB-SECTION 8F2: MAGIC ZONE UNDERWORLD
------------------------------------------------------------------------------
ITEMS: Heart, Bolt Bomb Enhancer
ENEMIES: Titan Guard, Dr. Sting, Stitch Clone
BOSS: Dongoro

No magic to be found down here either, but at least the stage looks tight. I
especially like the sky line on the top deck of the dungeon. Head east as
usual and watch the thorn trap. Fight your way through the Titan Guards and a
Stitch Clone. If you purchased Bolt Bombs in the overworld area, know that
there is a Stitch Clone here and if you approach him slowly, you can take him
out from a distance, unscathed. Drop down the hole and go west. Face another
Stitch Clone, drop down the hole and go east.

You will soon spy a set of four inverted pyramid shaped ledges. To the right
will be a phasing platform. Leap onto this platform and then out as far as you
can to the east. You should land on a ledge next to a thorn trap. Again, off
to the east is another phasing platform. Jump to it and again out to the
eastern ledge hidden from view. This time though, drop down and go west.

Drop down again when you come to a phasing platform. Now go east. Face off
against another Stitch Clone. Climb up to where he was and then drop to the
lower ledge next to the thorn trap. Utilize the lower of the two phasing
platforms to access the eastern ledge. Continue east and down the hole into
the crypt to face the awesome demon-lord Dongoro!
------------------------------------------------------------------------------
                      SUB-SECTION 8G1: ROBO ZONE OVERWORLD
------------------------------------------------------------------------------
ITEMS: Gold Coin, Red Coin, Bolt Bombs (400 Gold), Alpha Sword (9600 Gold)
ENEMIES: Purple Zakko, Red Possum, Big Face, White Dakkon, Cat, Golden Cat
BOSS: N/A

As you journey east the Wise Wizard will confirm that you have reached Robo
Zone and offer some strategy to defeating the B.A.D. Boss. Further along
you'll be introduced to the conveyor belt surfaces, which usually dump you
into thorn traps. These can be found by themselves or as part of the strange
metallic "mountains" up ahead.

The next hut to the east houses the Weapons Master who will advise you to
listen to the old man, for "he has seen the strength of the boss". Speaking of
the devil, the old man can be found behind the door on the right of the same
building. If you like Bolt Bombs, he's got an awesome deal: 80 for only 400
Gold! Buy, Buy! Nurse Nancy will offer her advise on the conveyor belts in the
next house.

After traversing a pair of horizontal and a trio of vertically moving
platforms, the Weapons Master will warn that your danger will be greater than
before, here in the Robo Zone. Continue eastward to the final shop of the
game. There are 2 doors. Nurse Nancy has her goods on the left while the
Weapons Master has his on the right. The Golden Cat can be found outside this
structure, but I do think it strange that even if you were to max out your
Gold at 9999, you still would not have enough for both shops. One more short
conveyor belt, and then dive into the last dungeon.
------------------------------------------------------------------------------
                      SUB-SECTION 8G2: ROBO ZONE UNDERWORLD
------------------------------------------------------------------------------
ITEMS: Heart, Bolt Bomb Enhancer
ENEMIES: Long Bones, Titan Guard, Chairman Clone, Stitch Clone, Crypt Creature
BOSS: Titan Warrior

Here it is, the last dungeon. This one features the conveyer belts from the
overworld, which basically serve as another way to cast you into the thorn
traps. Start out by traveling to the east across the conveyor belts. Take out
the Chairman Clone and after the next conveyor belt, descend and head west.
You'll soon find a conveyor belt which serves no real purpose, except for a
landmark for my guide. Walk to the edge of the ledge and look out to the west.

There is actually a safe spot between the thorns. Jump to it and jump again to
reach the western cliff. Continue west and jump on the conveyor belt and then
off the edge of it to safety. You'll then face a Stitch Clone, which can as
usual, be taken out from a distance with Bolt Bombs. Further to the west you
face another Chairman Clone. Drop down the hole when you see a 2nd Stitch
Clone and now go east. Here you can use either the conveyor belt or the "safe
spots" to traverse this thorn trap area. Again, descend when you see the
Stitch Clone and continue east. You'll encounter yet another Stitch Clone, who
will unfortunately obstruct your path. He can easily be blasted with bombs, so
deal with him, however you see fit, and presss on.

In this thorn trap area, you must utilize the safe spots. Strike with your
sword as you leap, as there are crypt creatures here that will hurl themselves
at you as you land. Continue to the east and climb up when you see the phasing
platforms above the pillars just to the left of the eastern wall. It should be
defended by a Chairman Clone. At the top, keep making your way east and face
off against a Stitch/Chairman duo. When you see the hole, descend and
journey west. Drop down the hole, head east, and face the Titan Warrior! Slay
the beast and enjoy the motivating ending.
______________________________________________________________________________
______________________________________________________________________________
------------------------------------------------------------------------------
                                    ENEMIES
------------------------------------------------------------------------------
ENEMY: Cheetah

The Cheetah is only found in the Rock Zone overworld. It is yellow in color,
and can easily be struck as a ball while falling from above. Once this feline
touches down it bolts like a scared rabbit. 1 HP

ENEMY: Zakko

The Zakko too is an overworld inhabitant. It comes in a variety of colors:
red, green, blue, and purple. This creature simply walks aimlessly, almost
always in the way. 1 HP

ENEMY: Possum

The Possum is also a chameleon enemy; this creature can be seen in the
following colors: green, blue, pink, and red. This fellow simply walks his
post, which usually happens to be on a ledge you need to access. 1 HP

ENEMY: Dakkon

This enemy resembles an octopus of some kind. It can be seen bouncing all over
most of the overworld stages. Although it usually comes in shades of violet,
there is a white variety found only in the Robo Zone. 1 HP

ENEMY: Cat

These creatures rain down from above in the overworlds of the Fire, Toxic,
Glacier, Magic, and Robo Zones. They are a good resource for gathering Gold.
Often times if you kill enough of these felines, they will yield a Golden Cat.
1 HP

ENEMY: Golden Cat

The Golden Cat only appears after you kill 16 of its brethren in a certain
area. Once you kill him as well, a ruby Red Coin, worth 4 times as much as the
Gold Coins will appear. 1 HP

ENEMY: Big Face

Big Face is usually found in the overworld, but makes his debut appearance in
the Reverse Zone underworld. This guy resembles a small boulder and often
times likes to knock you into places you'd rather not go. 1 HP

ENEMY: The Skulls

Found in the underworlds of the Rock, Reverse, and Glacier Zones, these guys
patrol the top deck of the labyrinth. They fly to the corners of the screen
in formation,descend, and then fly straight forward. 1HP

ENEMY: Crypt Creature

The Crypt Creature can be found only in the Rock Zone and the Robo Zone. This
robot like creature hides in the blind spots of the screen and hurls himself
at Keith when he draws near; often times around thorn traps. 1 HP

ENEMY: Titan Guard

A giant walking pistol. He fires massive bullets at our hero and even
sometimes tries to push him into thorn traps. Titan Guards shot can be ducked
but landing on it does hurt. His HP varies with the sword you have; typically
4 HP

ENEMY: Devil's Foot

The Devil's Foot can only be found in the Reverse Zone underworld. He is
always found near (and most every) thorn trap in this labyrinth. He appears
as a hopping imp like creature. He tends to follow you around if you don't
take him out quickly. 1 HP

ENEMY: Dr. Sting

This enemy can be found in the underworld of the Reverse, Fire, Glacier, and
Magic Zones. He flies over head and bombards Keith with syringes. Like the
Titan Guard, his HP varies with each sword; typically 4 HP

ENEMY: Long Bones

Flitting about in a wave pattern, these mutated skulls haunt the underworld
of the Fire, Toxic, Glacier, and Robo Zones. They don't really have a specific
post, they usually just fly aimlessly about. 1 HP

ENEMY: Dragon Knights

These mighty warriors are equipped with jet packs that enable them to arc from
left to right. They fire spiked balls out of their arm cannons. They often can
be found in pairs. Can be found in the underworlds of the Toxic and Glacier
Zones, and also as the guardians of the Rock Zone crypt. See the Boss Section
for detailed strategies. Their HP varies with each sword, but typically 5 HP

ENEMY: Stitch Clone

A clone of the Reverse Zone guardian, Stitch, this guy attacks with a sickle
and chain. Can be found in the Magic Zone and Robo Zone underworlds. Like most
of the large underworld enemies, his HP varies with each sword; but typically
6HP

ENEMY: Chairman Clone

A clone of the Fire Zone guardian, Baron Chairman, this guy attacks with
deadly throwing cards. His teleportation ability allows him to appear often
times out of reach from Keith's sword. Can only be found in the Robo Zone
underworld. While his HP, too varies with each sword, if you have the Alpha
Sword: 8HP

______________________________________________________________________________
______________________________________________________________________________
------------------------------------------------------------------------------
                                    BOSSES
------------------------------------------------------------------------------
DRAGON KNIGHTS

The Guardians of the Rock Zone crypt. These rocket propelled warriors arc
from side to side. They are equipped with arm cannons that fire spiked
spheres. It's best to move slowly through their crypt and take them out, one
on one. When the first appears and arcs to the left, slash him when he lands.
Allow him to arc back to the right and prepare for him to fire. He will fire
either or two shots, when he does leap straight up. He'll then arc back to the
left; strike with your sword when he lands. Repeat until he perishes. After
the first one falls, repeat on the second. The Dragon Knights can also be
found in the underworld of the Toxic and Glacier Zones. 12 HP

STITCH

The Guardian of the Reverse Zone crypt. Stitch attacks by swinging a sickle on
his chain-arm in a horizontal forward motion. He stands about the same height
as Keith, and his attack is always chin level. While his strike can be avoided
with a well timed jump, by the time you position yourself close enough to tag
him with your weapon, he's hit you multiple times. The easiest way is to
purchase some Bolt Bombs in the overworld, traverse the labyrinth without
losing your life, and slowly make your way to the east side of the crypt. You
will see the boss' profile on the right edge of the screen. As soon as you see
him, let loose with a volley of Bolt Bombs. While enhancer level one is the
most economical, any number will take him out. Clones of this boss can be
found in the Magic and Robo Zone undergrounds, as well as the Glacier Zone
crypt. 8 HP

BARON CHAIRMAN

The only character in the game who knows magic! The good baron shows off his
teleportation abilities as well as a nasty card trick. The guardian of the
Fire Zone can appear and vanish at will, randomly all over the crypt,
including within walls. He attacks with razor sharp throwing cards. The only
real strategy is to leap when he fires and strike him when he's near and in
reach of your sword. His cards can be destroyed with a sword slash. Clones of
this boss can be found in the Robo Zone underworld and in the Glacier Zone
crypt. 10 HP


MR. ROBOTO

The most difficult boss in the game! This beast of a machine can be found in
the crypt of the Toxic Zone. He flies about his lair diving, and bombarding
Keith with energy cubes. What makes this battle so tough is that the cubes and
contact with the guardian himself take off a whole heart! The best strategy
I've come up with for dealing with this monstrosity, is to run in the same
direction as the boss, and when you get far enough ahead of him, jump up, face
him, and smack him with your sword. Immediately assume a crouching position
upon landing. The boss will fly overhead and although his exhaust will
actually contact you, you will remain unscathed. Continue the pattern until
the guardian perishes. 16 HP

STITCH/CHAIRMAN CLONES

These guys are the guardians of the glacier Zone. Their attacks are identical
to the guardians of the Reverse and Fire Zones, who they are cloned after.
Their individual strategies are listed above. I find it's best to fight them
one at a time. Once you land in the crypt and slowly make your way to the
west, you'll face off against the Chairman Clone first. Once he appears do not
go any further west. Take him out and then slowly continue west until you see
the Stitch Clone's profile on the left edge of the screen. Take him out with
Bolt Bombs, just like last time. 18 HP

DONGORO

This guy looks awesome! He holds a mace in his left hand and his right arm
resembles a lion's head. This demon initially paces back and forth casting
spheres of fire. When you attack him he'll launch a clone of his lion head arm
to chase you in a circular pattern. Only the lion head attack can be blocked
with your sword. There are several strategies you could implore for this
battle. You could go in the crypt with a stock pile of Bolt Bombs and advance
slowly to the west side of this demon's lair and take him out while he's
frozen. Of course you'll still have to face his lion's head attack, which can
be either ducked or jumped. The problem with this, is that the lion's heads
continue to increase in number as you assault him and once they push you
toward the boss, then you must face his fire attack as well. Also it takes
about 48 Bolt Bombs to take Dongoro out.

Another method you could use is the old "hit and Run" strategy. You simply
rush in, strike with your sword, and then fall back. You still have to deal
with the lion's heads, but not the flame sphere, as long as the boss isn't on
the screen. This method has potential and requires fewer strikes, but in order
to limit the number of lion's heads, you have to constantly strike them with
your sword, which inflicts no damage to the boss. There is no room for error,
for every time you screw up, you lose HP.

Which is why I recommend the following strategy: Just go head to head with
him. By now, you should have a max HP meter (8 Hearts). If not, I've found the
Magic Zone is the easiest underworld to acquire this level. Simply go into the
crypt with a full, maxed-out life meter, walk up to Dongoro, and just keep
striking him with your sword. Take his attacks, but make sure if you get
turned around, you face him and never stop swinging. He will go down, and
Nurse Nancy can heal your wounds in the next over world. Make her earn her
money! 24 HP

TITAN WARRIOR

The ultimate B.A.D. boss and the guardian of the Robo Zone underworld crypt.
Titan is a gold plated version of Mr. Roboto, the Toxic Zone guardian. The
same strategies would apply, however this time he has an indestructible rover
that also utilizes the cube attack which too, depletes an entire heart.
Contact with the rover guardian also costs you 1 heart. This fight can be the
most difficult conflict of the game, or the easiest! I'll cover the difficult
one first.

                                    DIFFICULT

Approach the boss from the west. As soon as the boss is entirely on the
screen, Titan will separate from his lower rover portion and launch an energy
cube. The rover will then charge to the west, about face, and also launch an
energy cube. The Titan will then follow his rover to the left side of the
screen, rejoin his lower half, launch another energy cube, and the pattern
will repeat to the east. This sequence will continue for the entire battle.
You must evade the cube attack, leap the rover, and strike the Titan 20 times
to defeat him. The best time to strike is when the Titan is "rejoining" his
rover half. But there is a much easier way...

                                      EASY

Instead of leaping down the hole into the crypt, leap over it. From the left
side of the crypt entrance run at the hole. You will enter the crypt, falling
at a 45 degree angle. Hold right on the D-Pad until just before you hit the
boss. The Titan Warrior will be frozen and you are free to do what you wish.
Know that the lower portion (the rover guardian) is indestructible; you must
strike the Titan's upper portion to destroy it. Also, the Titan can still kill
you! He's frozen, but if you bump him more times than you have hearts or only
have 1 heart and strike him upon entry of the lair you will perish! 20 HP
______________________________________________________________________________
______________________________________________________________________________
------------------------------------------------------------------------------
                                    REVIEW
------------------------------------------------------------------------------
                                    STORY

A lot of development obviously went into this story. I mean after all, the
HuCard even came complete with a comic book to explain the background of our
hero, Keith Courage. It's more original than a lot of other games in the genre
at the time, and I even believe it was based of a Japanese anime.
Unfortunately, development isn't everything. The story has to be, well...good!
It's just blah. The characters are supposed to be his friends, but instead of
offering interesting dialogue, they charge him out the ass for stuff he
doesn't really even need to complete his quest and speak only nonsense to him!
I have to wonder, if Keith is this world's only hope, why does HE have to
finance the mission. Shouldn't the "nice" people of Earth pay him?

SCORE: 3/10

                                    CONTROL

The control is good. Simple, but good. Keith moves when you press the D-Pad,
he attacks when you press the attack button, and he jumps when you press the
jump button. That's really all you can ask for. No complaints from me.

SCORE: 10/10

                                    SET-UP

Keith Courage in Alpha Zones has a some what generic setup. It's got your
overworld where you acquire funds, gear, and items; and it's got your dungeon
where you fight a stage boss. This is generic of course, for RPG's. Keith
Courage however, is not an RPG. It has an overworld for each and every level.
It has an underworld for each and every level. It is consistent. But one final
element I look for in the set-up, is flow. Keith Courage does not flow. What I
mean by flow, is gradually increasing in difficulty throughout. The 1st level
is simple, as it should be. The 2nd level can be frustrating.The 3rd and 4th
levels are easy. The 5th can be confusing and once you solve that one, final
levels are a breeze. That's not flow.

SCORE: 6/10

                                    BOSSES

I love bosses! Keith Courage has some good bosses. Unfortunately the bosses
are all recycled, except the 6th Zone guardian. The bosses offer a decent
challenge. Strategy is not necessary for most of them, but 1 does require it,
and it can be applied to all of them. It depends on how you approach the game.
If the bosses had all been original for each crypt, this game probably would
have received a perfect score.

SCORE: 7/10

                                    ITEMS

The items in this game suck. Collecting money is tedious and none of the items
are even necessary to complete the game. The sword upgrades are not essential,
the bombs are not required, and giving the healer all your money does not
increase your life. The only useful item is the Heart, which is free in the
dungeon areas. This item can restore anywhere from 1 to all of your HP, or
increase your maximum HP. There is no difference in appearance between them.
That in my book is cheap. Yes, the game does have items, but I think a lot
more implementation should have been sought.

SCORE: 3/10

                                    SOUND

The sound in this game is just ok. The victory theme is awesome. The Boss
theme is tight. It really fits the mood of the crypt. The rest of the game
consists of only 4 tracks. There is an odd zone overworld track, an odd zone
underworld track, and even zone overworld/underworld tracks. Of the four, the
only one that is any good is the odd number zone underworld track. At least
there are an odd number of levels, so we get to here that one more! The sound
effects are nothing to write home about. Just your basic 8-bit video game
sound effects.

SCORE: 6/10

                                   GRAPHICS

As with most TG16 games the graphics are colorful and well done. Keith is
rather detailed, the bosses are fairly large, and detailed as well. Some of
the environments, like the ice and fire worlds are very well drawn. The
skyline on the upper decks of the underworlds are interesting. The back ground
in the crypt is awesome. Unfortunately the games graphics, while impressive,
are a little too repetitive.

SCORE: 8/10

                                  CHALLENGE

Keith Courage was a little too easy. The bosses offered most of the challenge.
The only challenge in the overworld was avoiding the enemies next to spikes
and pits. This challenge was mastered after Zone 2! Mazes were the primary
source of challenge in the underworld areas and zone 5 was the breaker of that
game. After the overworld of zone 2 and the underworld of zone 5, the whole
game could be predicted. The bosses became stage enemies requiring less hits
to defeat and most of the bosses could just be defeated by standing your
ground and slashing. If you wanted more challenge you had to invent it
yourself, for example not collecting hearts or sword upgrades, utilizing only
bolt bombs, implementing strategies for the bosses, or going through the zones
blindfolded.

SCORE: 6/10

                                   LENGTH

Keith Courage in Alpha Zones has a descent length. It consists of 14 levels.
7 levels where you collect money and travel across a horizontally scrolling
obstacle course, and 7 levels where you navigate a fair sized labyrinth. In
calculating the rating I consider the time it takes to traverse each course,
collect the money needed to acquire all items (necessary  or not), and time to
develop a strategy and defeat the boss with said strategy. I then compare that
time to other games in the genre. The final boss actually took me several
hours to defeat without using the freeze glitch. So including that difficult
battle I'd say the game took me about 8 hours. Without that battle the
game could easily be completed in under 2 hours. That is about average.

SCORE: 5/10

                                   ENDING

I was impressed with the ending. It's simple, but it is motivating. I really
felt a sense of victory, especially after my first time defeating the game
boss without the glitch. The end theme and the flashing colors are awesome.
The game completes the story at the end, although it does insinuate a sequel
which thankfully never came. There is actually reason to replay this game: I
decided to try it without upgrading my sword. It was actually more enjoyable
because I didn't have to slay generations of cats to collect coins. The only
real difference is that the enemies require more hits and that the final boss
requires 36 hits as opposed to 20. It's not a true 2nd quest, but it was
interesting.

SCORE: 7/10

                              TOTAL SCORE: 6/10

______________________________________________________________________________
______________________________________________________________________________
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                                FINAL COMMENTS
------------------------------------------------------------------------------
Keith Courage in Alpha Zones was the first videogame I ever owned. I got my
TG16 for Christmas in '89 and it was so expensive that I did not receive any
game in addition to this pack-in title. I had no choice but to play the game
if I was to play the system at all. I figured I'd beat the game and then get
another one. That was the start of my gaming experience. I can't explain how
I felt, the day I completed this game. My first videogame victory! Over all,
the game sucked and was very tedious and quite annoying. The crypts were tight
though, the spooky boss music and I will never forget the explosion of the
Titan Warrior and the flash of color on my TV screen, followed by that awesome
victory tune. Many gamers would not enjoy this classic game. Many would say
that Keith alone killed the system. Was it a poor choice to include with this
pricey system? Yes! But many TG16 owners, including myself would never have
bought, or even played, for that matter, Keith Courage in Alpha Zones. Thank
you Keith.
------------------------------------------------------------------------------
To access the "Debug Menu" for Keith Courage in Alpha Zones:

Restart the system or perform a software reset (Run+Select) and immediately:

Press Button I+Button II+Run+Select (in that order)+up on the D-Pad 8 times

*NOTE: Insure that both Turbo Switches are in the lowest position
------------------------------------------------------------------------------
If you have any questions, comments, advice, words of encouragement, praise,
wish to post this document on your website, make other use of it, or are
simply interested in joining the United States Marine Corps feel free to
contact me at [email protected] Please be specific in the subject line
or I will cast your message into the black abyss of the deletion zone. Thank
you for reading this document. As this is my 2nd FAQ I welcome any
suggestions.