Looney Tunes Collector - Martian Alert For Gameboy Colour By Paul Keating *** Copyright Notice This guide is owned by Paul Keating and is freely available from WWW.GAMEFAQS.COM. If you wish to post this guide on your site feel free to do so, as long as you keep to the following guidelines: * Do NOT remove my name from this guide. * Do NOT modify, alter or change this guide in any way, shape or form. This includes modifying this guide to HTML format. * Do NOT attempt to make any money from this guide. This means no placing banner adds on the same page as this text. No packaging this guide with the game. * Let me know that you are posting this guide and where you are posting it. *** Update Information FINAL RELEASE Yet another major change. I have completely rewritten the guide from scratch. Also there should be some GIF files located around the guide, also created by me. These may help to fill in any blanks there may be about this guide. *** Introduction Welcome to the latest Looney Tune game. Instead of the usual platform game that is churned out for the Looney Tunes we have an action game, similar in feel to Zelda on the GB. Also there is an element of Pokemon in here as well. In fact it adds up to a fun, if somewhat short, game. Before going on this guide only covers the basic game itself. I have no way of creating a guide for the 2 player game so this guide will take you all the way through the single player game to the final showdown with Marvin the Martian. *** The Walkthrough NOTE: This guide only takes you through what you need to do in the game to complete it. Because the game is very linear I will only give vague directions like follow the path. For the more intricate areas I will give a more detailed guide. Also I won't tell you where all the items are, what enemies are in the way or what side areas to go to. Half the fun is the exploration of a game. What I will tell you is how to complete the game, how to beat the bosses and so on. So explore all those side areas, examine all the rabbit holes and hunt down all those martians. *** Bugs' Warren ENEMIES: None Simply follow the path around, collectiong the map, until you come to the hole that leads to the Forest. *** The Forest ENEMIES: Hunters Snakes Porcupines Martians Once again follow the path, as it is pretty linear. Along the way you will bump into Marvin having a go at K-9. Once this is over carry on and you will then bump into: ELMER FUDD - Simply jump on him several times and he will run off. Watch out for his shotgun though. Once he runs off carry on with your trip. Eventually you will bump into Elmer Fudd again. Simply repeat the above and he will soon be beaten, but this time he will join you. Carry on following the path and you will them come to the Lakes. *** The Lakes ENEMIES: Above Water - None Below Water - Fish On the first screen you will find the Martian Radar. Head to the right and Daffy Duck will warn you off. Follow him up to the next screen and you will have to fight him. DAFFY DUCK - Another simple fight. Daffy stays between two of the islands. Simply wait for Daffy to surface and when he resurfaces you can jump on his head. You can actually time it so that he doesn't get any attacks off. Once beaten he will join you. So head to the left and up. Here you will be back in a forest area. *** The Forest 2 ENEMIES: Hunters Snakes Porcupines Martians Head up and enter the house. Here you will bunp into Witch Hazel who will send you on a quest. You have to locate five items for her: Jar of Honey Sulfur Palm Oil Can of Worms Crystal The easiest way to collect all these items is to do the following: Head right and up to leave the house. Once out of the house you want to go up, right, up two screens, back down on the left hand side of the screen and then to the left. Enter the house and go to the left. Here you will find the Jar of Honey. Once collected leave the house and aim for Bugsy & Mugsy's House. So head up as far as you can and then to the right and back down. You should now be outside their house. Enter the house and collect the Palm Oil. Now head right and you will be in a room and about to fight: BUGSY & MUGSY - This is the first fight that can't be beaten by jumping on the enemy. Bugsy is the one in the hole throwing dyn-o-mite at you while Mugsy is the one chasing you. The trick here is to lure Mugsy on to the stick of dyn-o-mite so he takes the damage. Just be careful not to get caught in the blast yourself. If you can do this three times he should go down. Once defeated they will join you as pictures in the gallery. NOTE: Before going down the rabbit hole enter the cellar. In here you will find some dyn-o-mite. You will need this in a bit so collect it. It is also worth pointing out that if you leave the cellar and then return you will find more dyn-o-mite. Now head down the rabbit hole. This is probably the largest rabbit hole in the game. So head right as far as you can and then head back left on the upper half of the screen as far as you can. Once there head up and then go up on the right hand side of the screen. You should now be able to head right. In here you will find the block of Sulfur. Head back left and down. This time you want to head up on the left hand side. Carry on up to the rabbit hole. Along the way you will spot the crystal, unfortunantely you can't collect it yet. Once out of the rabbit hole you will find yourself back in the lakes. Change to Daffy Duck and head up a two screens. Here you will see Porky Pig whod doesn't take to kindly to Daffy. Now you have to fight him. PORKY PIG - Porky Pig is throwing cans of worms at you. The easiest way to beat him is to stay at the bottom of the island he is standing on. As he throws the cans at you move out of the way. Then when he comes near you splash him. After several splashes he will be beaten. Porky Pig will join you as a picture in the gallery. But he also drops the can of worms you need so collect it and then head back down two screens. Once back dive under the water and plant a stick of dyn-o-mite next to the boulder. Once it blows you will see a hole in the floor enter this. NOTE: As you are swimming you will notice that there is a number slowly counting down. This is how long Daffy can hold his breath. Simply run into an air bubble to replenish this. After swimming to the right for several screens you will come out in another part of the rabbit hole. Head up two screens and to the right two screens. You will now be near the crystal. Collect the crystal and that is all the items Witch Hazel wanted. So return to Witch Hazels house. Once back at the house Witch Hazel takes all the items and runs to the next room. Follow here and you will have to fight her. WITCH HAZEL - Witch Hazel is another fight where you can't just jump on her. Instead you have to make her hurt herself. To do this go over to the right hand side of the screen and stand by the closed door. She will then charge at you, simply move out of the way. After repeating this several times you will beat her. Once beaten she will join you as a playable character. Also the door is now open so head through it and go to the town. *** The Town ENEMIES: Night - Thieves Day - None Night falls as you enter the town. The police advise you to head over to the hotel. If you choose to explore the town you will find some of the house are locked up for the night. From the entrance to the town head to the right for 3 screens and then head up. Here you will find the hotel. Enter it and the receptionist tells you that you can stay for free. While you are asleep a flying saucer flies over head. So Bugs decides to go and investigate. Once you leave the hotel head down and then to the right. Here you will be at the docks and heading right takes you to the boat. *** The Boat ENEMIES: Sailors Martians The boat is made up of four parts: The Deck The Cabbins The Hold level 1 The Hold level 2 You start out on the deck so head right and enter the cabins. Now keep going left for about eight screens. Along the way you will notice two rooms in the centre cabbins have hatches. These lead to the hold level 1. Unfortunately they are locked. When you get to the end of the cabbins go up the ladder and you will be back on the deck. Head right 3 screens and then down. You can see a switch by you so activate it and you will see a hatch opening up. So head back to the cabins and back through the cabbins. Once out head right and you should be next to the hatch. Enter the hatch and you will be in the hold level 1. The hold is something of a maze and there is a switch that needs to be activated and a key to be found. So head to the left as far as you can and then head up as far as you can. You should now be on a screen with a set of stairs. Climb up the stairs so you are on the raised area. Head back down as far as you can and then to the right as far as you can. Head up and then to the right and you will be near the switch. Activate the switch and return to the stairs. Once back at the stairs DO NOT GO DOWN THEM. Instead head to the left until you reach the door. Once there head down, left and down again. Here you will find the key. Return the door and go through it. You are now back in the cabbins. Remember the hatches you saw before? Well you have just come out of one. Head to the right and enter the next hatch. You will drop down in the hold level 1. Head down and you will find Sylvester. A little odd this one as you don't have to fight him. You are now in control of Sylvester and have been transported to the hold level 2. NOTE: there are boxes that will block your way in this hold. Simply kick them out of the way. So head all the way up and then all the way to the left. Head down and then right. Now go all the way down, to the left and back up. Here you will bump into Bugs. Once you have finished talking to him head up and you will have to fight Yosamite Sam YOSAMITE SAM - An easy fight this one. Sam is standing behind a large counter and throwing cannon balls at you simply kick it back at him. After several of these Sam gives up. Once beaten you will be back at the docks. Sam asks you to deliver a parcel to Count Bloodcount in Blood Mountain. *** Blood Mountain ENEMIES: Viscous Trees Vines Martians NOTE: Some of the trees in this area actually fire at you. These are the trees with faces on them. Also there is a lot of switching between Witch Hazel and Bugs. You will now when to do it so I want bother telling you when you need to switch. Before entering the mountains you need to get some bird seed first. So head left two screens and then down. You should now be outside the shop so go in and buy some birdseed. Also I would recommend you stock up on hearts as there is an awkward fight part way through. Once you have done your shopping leave the shop and go down. You are now in the mountains. Head down, right and down again. Enter the rabbit hole and follow the path to the right and you will come out in a different area. Go up two screens and enter the next rabbit hole. Head left two screens and you will bump into Marvin the Martian. MARVIN THE MARTIAN - Marvin fires a bubble at you from his bubblegun. You have to jump on the bubble, or at least hit the bubble while you are in the air. When you hit it it will return to Marvin and if it hits it will damage him. After several hits like this he will go down. This is the fight that you will need all the carrots for. Once defeated he will disapear and drop a piece of Teleporter will disapear. So go down and then to the right until you come to the exit of the rabbit hole. When you come out head up, right, up, left and up. Enter the next rabbit hole. Head left and come out through the exit of the rabbit hole. Once out head left and up two screens. You will pass the Count's castle, but you can't enter it. So when you reach the rabbit hole enter it. Head to the right until you come to the exit. Leave the rabbit hole and speak to the bird, who joins your gallery, and he will open the castle. Return to the castle. *** Castle Bloodcount ENEMIES: Spectre Martians NOTE: The spectre's can't be harmed by Bugs' jump attack. BUT you can use Elmer Fudds shotgun attack. Two shots will kill the spectre. Head up as far as you can and then to the right as far as you can. Go down and to the left and activate the switch in here. Now head right, up, left and down. Activate the next switch. Head up, right and down as far as you can. Head back up on the right hand side of the screen and go up a level. Head right, down and left to get the green key. Head back to the stairs, this time go up and through the door. Head left, down and back up on the left hand side. Stand on the grill floor and you will drop down to the level below. Head down and collect the key and activate the switch. Now head back up to the next level. Once back up on level 2 head up, left, down, right, left on the lower half of the screen, down and back up on the left hand side. Go down the stairs and you will return to level 1. Here head left and you will see a ghost trapped between the walls. Simply head above the ghost and you will find a secret passage on the left hand side. Once freed head up and up the stairs. You are in a new area in level 2. Head down two screens and you will see Gossamer playing with a piece of the teleporter so pick it up. Unfortunately Gossamer doesn't take to kindly to this. GOSSAMER - Gossamer will come walking towards you to attack. There are four small holes in the floor, so the aim is to lure Gossamer into the hole and then you jump on his head. Keep repeating this until you beat him. Once defeated Gossamer joins your gallery. Head to the left but don't step on the grilled floor, otherwise you may fall to the previous level. Then head up. Here you will see the Count who attacks for no reason. COUNT BLOODCOUNT - He will sweep across the screen while boulders drop from the top of the screen. He will stop part way across the screen. Jump on him when he stops. After three off these he will stop attacking. Once beaten he will join your gallery and give you a package to give to Sam. You will then return to the docks. Bugs will hand over the package and will then go to have some fun. *** MEANWHILE *** The Farm ENEMIES: Porcupines You are now playing as Foghorn Leghorn. He is rudely awakened by the dog and he decides to get revenge. This is pretty straight forward level. Simply follow the path around. There are no side paths to follow. Eventually you will bump into the Chicken Hawk who will join you in the gallery. Carry on and you will eventually reach the Dog's kennel. Plant a stick of dyn-o-mite next to it to flush him out. DOG - This is a simple fight. He will run around trying to hit you with a stick. When he stops to catch his breath you want to charge attack him. After a few of these he will go down. Once beaten Foghorn Leghorn joins you as a playable character and the dog joins as part of the gallery. Once completed it is back to Bugs. *** BACK TO THE STORY *** Once you are back in control of Bugs head to the boat and you will gain control of it. You are to deliver a package so head south and keep going south until you hit a storm. *** The Boat You are now in control of Tweety Pie, who is feeling a little hungry. Unfortunately so is Sylvester, he will be all over the place trying to catch you. So head right until you hit a locked door so enter the hatch. You are now back in the hold. You just have to repeat what you did previously. The hold is something of a maze and there is a switch that needs to be activated and a key to be found. So head to the left as far as you can and then head up as far as you can. You should now be on a screen with a set of stairs. Climb up the stairs so you are on the raised area. Head back down as far as you can and then to the right as far as you can. Head up and then to the right and you will be near the switch. Activate the switch and return to the stairs. Once back at the stairs DO NOT GO DOWN THEM. Instead head to the left until you reach the door. Once there head down, left and down again. Here you will find the key. Return to the door and go through it. You will come out on the other side of the door. Keep heading right until you reach a room with a yellow key and some bird seed. Collect them both and return to the screen where you started. This time you have the key to open the door. Once back you will find your self stranded on the beach of a Mexican village in need of a generator. *** Mexican Village Not much to do here and no one has a generator. Speak to the man in the bottom right corner of the village. He has lost a chest and wonders if you can look for it. *** The Desert ENEMIES: Martians Viscous Carrots Whirlwinds Once in the desert you want to go up, left, down on the left hand side, left and down two screens. Here you will find Wile E Coyote. WILE E COYOTE - You would be forgiven for thinking that this was Taz. Wile spins around. Unlike Taz he can't keep this up long so has to stop and catch his breath. This is when you attack. Repeat this several times and he will be beaten. Wile E Coyote will join your gallery. Head left and you will enter the swamp. *** The Swamp ENEMIES: Martians Viscous Trees Whirlwinds NOTE: The swamp will slow you down as you move. If you are playing as bugs you can try jumping to speed you up. Or you could try playing as Foghorn Leghorn who has the dash move. Head left and you are already in for the next fight. This time K-9. K-9 - K-9 roams around firing false teeth at you. While the teeth are moving K-9 won't. You need to catch K-9 in a dyn-o-mite blast. If you don't have any dyn-o-mite simply jump on K-9 to get some. You only have to catch him in the blast once to win. Head up, right, and up two screens. Enter the rabbit hole and follow the path around. When you come out head up and you will have to fight Marvin the Martian again. MARVIN THE MARTIAN - This is the same as the last time you fought him, except the bubbles move faster. Return several bubbles to Marvin and you will win in no time. Once beaten head to the right and you will find that Marvin has destroyed the generator. The only consolation is that the large chest is here. Collect it and return to the village. Once back return to the man who had lost his chest and he will open up a hatch in his house. Follow the path this leads to and you will come out in the desert next to a lamp. Collect the lamp and the genie will grant you a wish. Lo and behold you get your generator. You will return to the boat and travel on to the next location. *** Town 2 You only need to deliver the package to the hotel so head to the right for two screens and then up. Enter the hotel and it will now cut to Mot's House. *** Mot's House Welcome to Metal Gear Looney Tunes. The idea of this next bit is stealth. As Mot you are trying to escape the planet. If you get caught by his adoptive parents they will take 1/2 an energy of you and return you to your room. The aim is to look for shadows from the furniture. Head up and then immediately to the right. Avoid your parent and head down. In here is the green key and Mot's UFO. Unfortunately he needs his Atlas, Vitamin Pills and Electricity. Head back up and to the left. Go up, avoid the parent and head right. Again avoid the parent and head right. From here you can only go down so go that way, avoid the parent and carry on down. In here you will find the Atlas, but also a parent. Try and get the Atlas and then head up. Now go to the right and get the yellow key. Head down and you will find the vitamins. Unfortunately your parent is in here as well. Try to get the vitamins and head back to the door that was locked. Go through it and you will find the electricity supply for the UFO. Activate this and return to the UFO. Once there you will return to Bugs'. *** Once back in contol you now have to look for some more pieces of the teleporter. Head down from the hotel and to the right and you will be in another forest. *** Forest 3 Head up two screens and then to the right as far as you can. Here you will find another Rabbit Hole. Follow the path around to the first exit you come to. Use it and then head down and back up on the left hand side and then to the left. Here you will find an owl who wants to return to town. So take him back to town and when you are back go down a screen and enter the building. The owl will part company, but tell you about a UFO that landed to the south east. Head to the boat and go south until you reach a T-Junction. When you get there head to the right and follow the river until you get to a dock. *** Tropical Island NOTE: You will need a decent supply of Dyn-o-mite. There are lots of obstacles in this area that require you to blow them up. Also you will be running in to Taz through out the course of this level. Head to the left and you will have to face Taz for the first time. Simply lure him into the boulder a couple of times and he will destroy the boulder. Move on down quickly as Taz doesn't run away. Head to the right and then down. Once again you have to fight Taz. Just repeat the above to defeat him. Then head down twice and guess who is waiting here. This time lure Taz into the palm tree several times. Head to the left and then up. Once again Taz is here again and it is the same old story. Lure him into the boulder and then escape quickly. Go up the screen and you will see Taz again. This time you can't seem to beat him. The tree in the top corner can be destroyed with dyn-o-mite and underneath is a rabbit hole. Enter it. Follow the path to the far left and then back to the right on the upper half of the screen. Then head all the way up and you will come to another rabbit hole. When you come out head right and you will come across Marvins UFO. Also there is Taz. Lure Taz into the UFO and he will take damage. Watch out though as a Mysteron... Sorry a laser circle at you. So avoid this while trying to lure Taz into the UFO. Once defeated Marvin turns up and steals all the teleporter pieces and flies off in the UFO. Head back to the ship. Once there head to the right and you will see another dock. Enter here and you will be at Hollow Mountains. *** Hollow Mountain This is it, the final showdown. You are at the base of Hollow Mountain. Go up, down on the right hand side, right, right again, go down as far as you can, head left, up, right, up, left, down, left and go through the rabbit hole to the other side. Once out head right and you will see the bubblegun (don't now what it does). Position yourself just to the right of the gun and you should find a secret passage, this will get you to the gun. Head back to the rabbit hole and back through again. When you come out head to the right and down two screens. Head to the right and you will see the teleporter. It is now time to fight Marvin the Martian. You will fight Marvin, K-9 and then Marvin again. These fights are repeats of the previous times you have fought against them. MARVIN THE MARTIAN - Marvin fires a bubble at you from his bubblegun. You have to jump on the bubble, or at least hit the bubble while you are in the air. When you hit it it will return to Marvin and if it hits it will damage him. After several hits like this he will go down. K-9 - K-9 roams around firing false teeth at you. While the teeth are moving K-9 won't. You need to catch K-9 in a dyn-o-mite blast. If you don't have any dyn-o-mite simply jump on K-9 to get some. You only have to catch him in the blast once to win. MARVIN THE MARTIAN - This is the same as the last time you fought him, except the bubbles move faster. Return several bubbles to Marvin and you will win in no time. Once defeated the teleporter is destroyed. You have completed the single player game. *** Final Words That is it for the single player game. There are the special missionsm the first of which is given to you for completing the game. But the other missions need to be earned by trading and fighting in two player mode and completing the galleries. I won't be covering those missions as I don't have access to the two player section. *** Contact Information All though the guide is complete I can still answer some questions. Just bare in mind that I will not answer questions on anything covered in this guide. Anyway you can contact me at: HOUSHIN@TALK21.COM Well that's it. I hope you enjoyed the guide. Paul