_______ _________ _______ _______ ( ____ \\__ __/( ___ )( ____ ) | ( \/ ) ( | ( ) || ( )| | (_____ | | | (___) || (____)| (_____ ) | | | ___ || __) ) | | | | ( ) || (\ ( /\____) | | | | ) ( || ) \ \__ \_______) )_( |/ \||/ \__/ _________ _______ _______ _______ _________ _______ _______ \__ __/( ____ )( ___ )( ____ )\__ __/( ____ \( ____ \ ) ( | ( )|| ( ) || ( )| ) ( | ( \/| ( \/ | | | (____)|| | | || (____)| | | | | | (_____ | | | __)| | | || _____) | | | | (_____ ) | | | (\ ( | | | || ( | | | | ) | | | | ) \ \__| (___) || ) ___) (___| (____/\/\____) | )_( |/ \__/(_______)|/ \_______/(_______/\_______) STAR TROPICS FAQ/WALKTHROUGH For play on Nintendo Entertainment System Presented by BoredGamer Version: 3.41 Last Updated: 11/12/02 Phase: Technically Complete THE FOLLOWING SITES HAVE BEEN GIVEN HOSTING PRIVILEGES: GameFAQs- (www.gamefaqs.com) RoyalRanger's NES Site (nessite.myrmid.com) GameForms (www.gameforms.com) IGN (www.ign.com) If you are e-mailing me about feedback, questions, or anything having to do with any FAQ, please send it to BoredGamerAdvanc@cs.com. If any e- mail is sent to BoredGamerAdvanc@cs.com that does not concern a FAQ, it will be deleted/ignored, as I primarily use this address for FAQ-related stuff. Another new note: DO NOT put my name in your address book. I'm not doing this to be mean, and I extend my full apology to those of you who know how to take care of your computer who have had my name in their books. The person you can blame is whoever it is that just will not get rid of their klez problems (as well as other e-mail viruses). I'm sick and tired of opening my e-mail and seeing more than a dozen messages from MAILER DAEMON saying that e-mail I set was not accepted, especially when it was to somebody I've never sent mail to in my life; or when I get mail from newsletters I've never signed up for. If you are reading this and know you're responsible, PLEASE GET SOMETHING TO TAKE CARE OF YOUR VIRUSES. I don't mean to come off as sounding mean, but it's seriously irritating the bejesus out of me. Please stop sending me files. I will not download them unless they are someone I know, and by this I mean someone I know -personally- like family or best friends. I have suspected that some files that have been sent to me are viruses (with good justification after being persecuted) and did not download them. This also means not to send me FAQs or any other material to critique. INFO INVOLVING PUTTING MY NAME IN ADDRESS BOOKS: It has come to my attention recently that some of you out there have been putting my name in your address books. This is all fine and dandy by me. However, one, maybe more, amonst you have contracted the Klez virus (or something similar). I know this because I'm constantly getting e-mails sent back to me by MAILER-DAEMON and the like that certain e-mails that I didn't personally send are not going through because they have viruses in them. This is usually how viruses like Klez operate; they get into your address book, find a name, and begin sending e-mails using that name. I will say this loud and clear... CLEAN YOUR SYSTEMS!!! Download FixKlez or AVG Virus Scanner Free Edition. They're free, much emphasis on FREE, which means costs you nothing but time and hard drive space. You can probably find them on Download.com, if not do a Google search for them. This FAQ is technically complete. If there are any corrections, please send them in! _______________________________________________________________________ UPDATE HISTORY 8/30/01- Just began the FAQ today. Started FAQ, Thank You section, and Legal Bit is up. Started walthrough and completed the sub-sections for Prelude and Dolphins. Added Yoyo, Torch, and Bat to weapon section. Added Heart Star, and Big Heart to immediate useage item section and Medicine and Snowman Doll to the stored items section. Added C-Serpent and Octo the Huge to the boss reference guide. Started the section on characters and added Mike, Dr. Jones, Baboo, and Nav-Com. 8/31/01- Just a few updates before heading to Seattle for the weekend. Got a major start on the introduction, but it still seems a bit "naked," so I might add a little more. Added the Bola to the weapons section. 9/3/01- Just got back from a long weekend with my family. Had absolutely no chance or way to work on this. Oh well, today is the day of revamping everything that has been written (which right now is up to MiraCola). Also added a new Enemies section based on whatever I can get from my NES Game Atlas which I've had for years. Added a little part to Section 3C dedicated to Sub-C and it's controls. Added some enemy names. Added slingshot to the weapons section. Added the sign and the Magic Watch to the items section. Added Magma the Fierce to the Boss Reference section. Got the walkthrough all the way up to SheCola (the first visit). 9/4/01- Added Rod of Sight and Magic Lantern to the Item List. Added Miracle Mirror to the weapons list. Added Maxie to the boss reference guide. Added a new "Event Items" section to my items list with both pass codes on it and the crystal ball. Added Shooting Star to the weapons section. Got walkthrough up to the West Cave. Added new questions to FAQ. 9/4/01 (second update)- Finally got permission from JHarring to use the enemy list, so I added some new enemies to it. Still haven't gotten any descriptions for some of the new ones, but that will change shortly. Added some new enemies. Added Scroll of Obob to the item list. Walkthroughs for chapters 3, 4, and 5 are complete. Added some names to the character list. 9/6/01- Took a day off from FAQ writing. Added Magic Anklet and Delicious Apple to the item section. Added Purple Looper to the enemies. Added Giant Turboss and Broken Joe to the boss reference area. Now have walkthrough past the Turboss Caverns. I'm still in the middle of chapter 6. Expect that to be finished soon. Well... Enough tonight. I feel like playing a little PS2 right now and I'll add more updates tomorrow in the afternoon. 9/6/01 (second update)- Back to work. Added Asterisks to the weapon list. Added a new gadfly and a new rocky to the enemy list. Added Hoodoo Doll (both single and multiple battles) and the Statues of Twin Sumocho to the boss section. 9/7/01- Added a new mini-section into the enemies section for those found in chapters 7 and 8. The official names are not quite known to me, so if anyone has them, please e-mail them. The only official names I have are for the bosses thanks to NES Game Atlus. I also created a map for the first level in chapter 7. Added Blaster to the weapon section. Added Grey Jet-Pack Jumpers to the boss section. Will make more updates after I get home later tonight. 9/7/01 (second update)- Finally settling down for the night to add some more. There probably won't be any updates again until 9/9. Added the Super Nova and Super Laser to the weapon list and the Orange Cube to the items list. Added some new enemies. Added Red Jet-Pack Jumper and Ostroid to the boss section. Walkthrough now covers through chapter 7. Chapter 8 coming soon. 9/10/01- Okay, so my estimates on my next update were off by a day. Sue me! I got an e-mail telling me of a heart I forgot. Added the first battle against Zoda to the boss section. I apologize for the shallow update. I will continue later as the date turns 9/11. 9/11/01- FAQ technically complete. Walkthrough, enemies section, item section, and weapons section all completed. It's even spellchecked! How 'bout that!? 12/10/01- Ulfalizer has given me an alternative method to defeating the C-Serpent. Thanks a lot! 11/12/02- FAQ-wide update... 8/27/03- Another FAQ-wide update... Reference credit goes to... NES Game Atlas for cave and monster names. Star Tropics instruction manual for some enemy names, weapon names, and item names. JHarring for allowing me to use his enemy list. rkinloch for the e-mail information. (I don't know what name you want to be accredited by, so I'll keep it at this. If you'd like a different name, just e-mail) Ulfalizer for the C-Serpent method. Contents According to Joe ------------------------- Section 1: Introduction 1A: Mike's Journey 1B: Characters 1C: Playing the Game Section 2: Items 2A: Immediate Usage 2B: Stored 2C: Event Items Section 3: Weapons 3A: Main Weapons 3B: Consumable Weapons Section 4: Enemies (Non-bosses) Section 5: Walkthrough 4A: Prelude 4B: Dolphins 4C: Storm and Calm 4D: Confession 4E: Captain Bell 4F: Reunion 4G: Alien Spaceship 4H: Final Battle Section 6: Boss Reference Guide Section 7: FAQ Section 8: Legal Bit Section 9: Thank You and Goodbye ------------------------- / SECTION 1: INTRODUCTION \ ----------------------------- 1A: MIKE'S JOURNEY Mike is a young boy from the United States whose uncle is an archaeologist. His uncle, Dr. Jones (also referred to as Dr. J, like the basketball player) is on an assignment researching a strange stone. With his base of operations set up at C-Island, Dr. J invites his nephew to come out to C-Island for vacation via helicopter. As soon as Mike arrives, he heads to the village near his research facility, CoralCola. There, he finds his uncle has been abducted by an unknown assailant. Equipped with a yo-yo and whatever he finds out in the caves and dungeons, Mike now must find out what has become of his uncle, gathering what little clues he can along the way and meeting many different people. Along with your island-hopping comes your Zelda-bred dungeon crawling, full of monsters, perils, and unknown items to help you defeat the evil lurking behind each corner. I really enjoyed this game. I got it for Christmas of '91, just a year after I got my NES. It was probably the best game I got that year. It actually took me quite a while to finish this game, especially considering that I lost special letter that came with the game that a password on it that you need later in the game. 1B: CHARACTERS Mike- The main character of the game. He is embarking on a long journey to find his uncle who has been abducted. Dr. Jones- Mike's uncle. A researcher who has turned up missing. Baboo- Dr. J's assistant. He introduces you to the Sub-C. He will appear a couple times in the game, mainly chapters 1 and 4. Nav-Com- The main computer of Sub-C. It's a tiny robot that makes a rather annoying noise. Dolphin- Asks you to save her son in chapter 2. Bananette- A young girl in chapter 3 who has had a curse put on her. Po- A poet who knows a little something about the Hermit's Mountain. Peter- A bird who knows the secret of Captain Bell's Cave. Hook- Lives east of BellCola. Gives you a worm if you talk to him. 1C: PLAYING THE GAME The game has two basic screens: travel and dungeon. Travel screens include the world map, towns, or any other little structure you can enter like a house or a temple. Here, there are no hazards or enemies, so you don't lose any life on this screen. You can use this screen to travel between areas of the game. Pushing A on this screen is usually used to initiate a talk between people. Eventually, you will get a mini-submarine called Sub-C. You can use Sub-C to go from port to port if necessary. You can also submerge with it at certain areas and emerge once again in a different area. -Travel Screen Controls- D-Pad: Moves Mike/Sub-C B: Submerge with Sub-C A: Talk Start: Not used Select: Chapter Display To aid Mike to go from island to island is a mini-submarine called Sub- C. Sub-C can go in many places Mike cannot, but mainly through water. You can also use Sub-C to submerge for a small amount of time. Submerging in the right areas can trigger certain actions. For instance, submerging on a darkened square of water in the second chapter can allow the sub to work through underwater tunnels and emerge in a different area nearby. -Sub-C Controls- D-Pad: Move Sub-C B: Submerge (need ID code) A: Talk (not used very often) Start: Not used Select: Chapter Display The dungeon screen, or action scene as it is also called, takes place within various dungeons, caves, etc. Here, you can perform more actions than in the travel screen. There are also hazards and enemies here. Don't worry. You can actually fight off the enemies with your weapons of mass destruction! Okay, so they're not massively destructive, but they still help. Here you can die, if you're not careful, by falling into the water. Watch your jumps, but most importantly, watch the sinking platforms. Each dungeon is but a series of rooms and screens. In each, there are a bunch of enemies and platforms. Opening the door to the next room sometimes takes a special condition. Sometimes, the condition is defeat all the enemies or just certain ones. You also may have to open the door jumping on a button. The only way to make a button appear is to jump on the right platform. -Dungeon Screen Controls- D-Pad Left/Right: Moves Mike, changes weapons and items D-Pad Up/Down: Moves Mike, toggles between weapon list and items list B: Attack A: Jump, use weapon from item list Start: Pause Select: Not used ------------------ / SECTION 2: ITEMS \ ---------------------- There are two kinds of items in the game. You find each one a different way. Immediate usage are the ones that are used right when you grab them like hearts or stars. You can gain these by killing enemies. Stored items are found at different times in the game and can be used at different sections. Some can only be used in the dungeon they are found in. 2A: IMMEDIATE USAGE Hearts- Restore one heart to your life bar. Stars- Grab five of these to restore 1 heart to your life bar. Big Hearts- Found on the world map. Add a heart to your max life. Sign- Can either give lives to Mike or take some away. Magic Watch- Can be used to slow enemies down or even stop them. Delicious Apple- Found in chapter 6. Does absolutely nothing. Magic Anklet- Allows you to jump further than before. Pill- Will bring your hearts all the way up to the max as far as it can go. If it goes past your standard maximum capacity, then it will slowly decrease until it reaches said capacity. So, if you have a capacity of seven hearts, then it will slowly decrease until you have seven. 2B: STORED Medicine- Can only be used in dungeons. Restores a little life. Snowman Doll- Freezes the area. Can only be used in dungeons. Found in the cave on chapter 2, a few rooms before the boss. Gives you two uses. Rod of Sight- Reveals any hidden enemies in the room such as ghosts. Each one gives you four uses. Magic Lantern- Restores light to a usually dark area. Have five uses in one package. 2C: EVENT ITEMS Code 1492- Starts Sub-C Code 1776- Allows the Sub-C to submerge Crystal Ball- Can be given to the old fortune teller at SheCola. Scroll of Obob- Has the spell that can be used to awaken Bananette. Lighter- Needed to get out of the whale's stomach. Worm- Can be given to Peter in exchange for information. Orange Cube- The first of the three cubes. Upgrades your weapon to the Super Nova. Blue Cube- The second cube. Gives you two full rows of hearts. Green Cube- The final cube. Gained after defeating the final boss. -------------------- / SECTION 3: WEAPONS \ ------------------------ You'll get quite an array of weapons which you can use against enemies and bosses all throughout the game. Each one ranges in power, range, and other stats. You get two kinds of weapons: Main and consumable. Consumable can only be used for a certain amount of shots before they disappear. They also disappear if you leave a dungeon. Main weapons are permanent. Which main weapon is used relies on how much life you have. 3A: MAIN WEAPONS Yo-yo- The first weapon you will obtain. Found on C-Island in CoralCola when you talk to the chief. Shooting Star- A chain mace much more powerful than the yo-yo. Can only be used if you have more than six hearts full. Found in MiraCola on chapter 3. Super Nova- The strongest weapon. Must have 11 hearts full to use. Found in the alien spaceship when you grab the first cube. 3B: CONSUMABLE WEAPONS Torch- Allows you to use fire against your enemies. Found first in the first dungeon on C-Island. 25 shots per torch. Bat- Swing this at enemies to cause a little more damage than the yo-yo. Extremely slow, though. 30 shots. Bola- Not very powerful, but what they lack in power they make up in speed and range. They're necessary for actually defeating a boss, so they can't be that bad. 40 shots in one. Slingshot- Shoots projectile at enemies, but does so at a fairly short range. It's actually quite powerful. 10 shots. Miracle Mirror- Can be used to reflect back magic shots. Get 80 uses for one package. Horsehides- Baseballs that can be thrown from afar. 30 shots. Spiked Shoes- Use them to attack all the enemies on the screen once. 10 shots. Asterisks- Twin throwing stars hooked together. Push B to throw them once. Push B again to separate them and have them fly in two directions, horizontally if thrown up or down and vertically if throw left or right. 20 shots. Blaster- Shoots bullets extremely fast. Only found in the last two chapters. 50 shots. Super Laser- Shoots extremely powerful bolts of energy over a wide span of area. 20 shots. -------------------- / SECTION 4: ENEMIES \ ------------------------ Not a surprise that when traveling through caves and dungeons you would run into some vile critters. Most of the enemies are similar to common animals we meet in everyday life. Others are more supernatural and others still are a bit more... strange. Just take notice that they are not in any particular order. Jelly- A slug creature. Very common and very weak to boot. Rattus- A viscous rat. Runs around all over the place. Looper (orange)- A cave viper. They will run straight at you the instant you get in their path. Looper (green)- Unlike it's original cousin, this one doesn't sit still. It is always in motion all over the screen. Looper (purple)- Just like the green looper, only stronger and faster. Nocto (purple)- Flying bat creatures. They fly around the room for a little while and eventually slow down a bit. Nocto (orange)- Like the purple breed, only faster. Octot- Small octopi. Jump around all over the place. Mud-O-Fish- The lethal version of Muddy Mudskipper. It comes up out of the water and runs towards you. Avoid it by timing a jump and nailing it with some well placed shots as it passes by. Spinistar- A killer starfish. Whirls around the room then stops. It's actually quite weak as the yo-yo can kill it with one shot. Puff- A giant pufferfish. It leaps out of the water and spits projectile at you. Dodo- Tiny birds that move a bit like rattus. Bonehead- An ostrich with a skull for a head. Very tough and fast. Ninja-Monkey- Winged monkeys like something from Wizard of Oz. Jump around like octots. Mad Muddy- Mud monsters that rise up out of the... mud, of course. Gadflies (brown)- Giant flies found in some caves. They will fly around random areas then charge at you from nowhere. Can be quite troublesome. Gadflies (blue)- Faster versions of the pesky insects. Bone Dog- Skeletal mutts that run around the room. Muumu (blue)- A slightly tough mummy monster. Walks around the room and chases after you. They can actually be quite a pain. Muumu (pink)- A significantly tougher and stronger version of the blue ones. Skull- A skull that hops around the room. Minie- Small, annoying ghosts. Cannot be seen without a Rod of Sight. Pirate Ghoul- Living dead pirates that teleport around the room and shoot at you. Mr. Armstrong- A huge arm that comes up out of the ground and pulls you under. Okay, so he actually throws projectile at you. Yeah, this isn't Zelda, but I guess I'm getting a bit carried away. Dimhags- Wizards like the ones from Legend of Zelda. Disappear and reappear around the room while firing projectile at you. Can only be defeated with a Miracle Mirror (can be used to reflect their attacks back at them). Froppa- Strange creatures that come up out of the lava and attack you. Gogglin- Floating eyeball creatures. Each time you hit one, it will charge at you. They're quite a pain. Big Bully- A purple, bull-like demon that's pretty tough. Walks around the room trying to kill you. Silver Ball- A silver ball that hovers in place. Hit it and it will move back and forth violently. Armet- A small, ammonite-like creature that hovers around the room. It doesn't do much other than that. Okay, so it's slightly tough. Squido- Squid-like creatures that roam about the room. They're quite weak. Some even stand still. Urchin- Acts just like a silver ball. Attack it and it will move in two directions, back and forth. Biter- Small, purple creatures that run around chomping at you. Fuzz- Like the bubbles from Legend of Zelda, they stop you from using your weapon for a brief amount of time. They're indestructible and they move at random. Rocky (brown)- Rock beasts that teleport across the screen and can only be killed when they appear. Rocky (red)- Walk around the room rather than teleport. Megaton- A gigantic bowling ball-like trap. Blue and green ones only go back and forth. Red ones will actually try to follow you. Both can only move horizontally. ***hint, hint**** Since the official names for the enemies within the spaceship are not quite known, I will give these names instead so you know which enemies I'm referring to. Turrets- Small blasters in the floor that open up and fire projectile at you. Trooper (gold)- A robotic, alien troop that fires at a short range and runs around randomly. Trooper (green)- Same as gold, but this one can shoot further. Trooper (dark gold)- A lot like the golds, only tougher. They don't shoot as far as greens, though. Trooper (red)- A trooper that fires from the walls of the final dungeon. Space Rider- Troopers riding around on levitating vehicles. Fly across the screen and can be quite annoying if you're not careful. Mobilized Turrets- A lot like the regular turrets, but they can move. Can only be destroyed when they let their guns out. Death Discs- Launched out of holes if you are in line with them. Spinners (grey)- Tiny, spinning robots that fly around the room. Spinners (red)- A lot like their grey counterparts, only these ones shoot projectile. ------------------------ / SECTION 5: WALKTHROUGH \ ---------------------------- NOTE: If you're having trouble identifying or placing enemies with their names as they appear in this section, please refer to the enemy section above. 5A: PRELUDE You'll start out on a helipad on a place called C-Island. You'll notice a few C puns in this area. Head left a little ways and you should eventually come to a village. Enter the village. -CORALCOLA- This village is called CoralCola. First thing's first! Head a little further to the left. You should see a big building. Enter it and talk to the guy on the inside. This is the chief of the village. He'll give you the unfortunate news that your uncle has been abducted. He'll then ask if you wish to help discover what's become of him. Just answer "yes." He'll then give you your first weapon! A... yo-yo? Ah, but it's a special yo-yo! Now, leave his hut and talk to everyone (yes, everyone) in the village. You don't have to talk to the pig, but you can if you want. If you do, it'll oink at you a couple times, then turn around and moon you. Eww! Nintendo, did you have to get THAT detailed! Walk up and talk to the guy at the top right of the screen with the bluish hair/helmet (I really can't tell which). If you did so before you talked to everyone, he won't let you in. If you did talk to everyone, he'll realize you're Dr. Jones' nephew and let you by. Walk in and down the stairs. This is the Shaman. You'll see her a lot in this game, especially if you get a lot of game overs. -ISLAND TUNNEL- Move up the bridge and into the next room. There should be three jellies here. Kill them all with your yo-yo. The door should open, so walk through it. Now you should be to a place with six jellies and some water in the middle. Jumping in the water will cost you a life. Then again, it's not like you'd have a reason to jump in the water here unless you really do have a death wish. Be that as it may, attack and kill all six jellies. Go through the door and you should emerge in a room with a rattus at the very top and four jellies, two on each side of the room. Jump on the platforms that lead to the left side of the room and kill the jellies there. Jump on the green platform on the upper section where the jellies were on the left. This should bring out a button. Jump on the button and the door will open. Kill the rattus if you need to. You can also kill the jellies if you feel you can gain some stars or hearts from them. Jump into the next room. There should be two sections in this. You'll start out in the bottom section which is nothing but ground. Kill the rattuses if they are too much of a bother and head right. You should bump into a few more rattuses on your way to the right. Now, walk up and around onto the upper section. There should be some platforms leading to the left. Jump along them. When you get to the platform right in front of the door, jump on the platform below it to make the button appear. Jump on the button and jump out the door. There should be some rattuses and jellies in the next room. Defeat your enemies and jump through the door. Now, there should be a complex layout of platforms all over and some jellies hither and yon. Near the middle of the screen are a couple of platforms with a ton of water between them and the land at the very top. Jump on those will make different buttons appear. Do not jump on either of these buttons. If you jump on the right button, it'll open the right door and take you into a room full of bats. There is no real point to this room except to throw you off. If you jump on the left button, you will suffer a similar fate as you would on the right. Instead, head to the ground in front of either the right or the left door and jump on the platform above the land. Use the platforms around it to jump onto the land at the very top. Now, jump on the platform at the very top left and it should reveal a third button. Jump on the button and it should cause the wall to burst. Next should be a long hallway with a chest in it. Jump on the platform on the top right of the bottom section to reveal a button. Jump on the button to open the chest. Now, claim your prize of a torch. Head to the upper section and jump on the platform on the lower right to make the next button appear. Jump on that crystal and open the door. A couple noctos and a couple rattuses. You only need to defeat the rattuses, though. Do so and move ahead. There should be a jelly nearby with a looper near the top of the screen. Kill the jelly and walk right. If you stand in the looper's way, it'll charge at you. What you should do is walk in its path and quickly walk out. When it reaches the area in front of you, unleash on it. Two hits with your yo-yo should finish it off. Do save your torches for the boss. At the top should be a few platforms. On the second platform you jump on should be the one that reveals a button. That button opens the door. Jump on the two after the door to get another button to open the chest and give you more torches. Do not go through the door yet unless you want to pass up free items. On the platform to the right of the one directly in front of the door, you can reveal a button. Jump on the button and walk through the door at the end of the hallway on the right. Grab the medicine and jump on the lower platform of the two on the right of the small island. Jump on the button and go through the door. Another medicine. Grab this one and leave. If you should happen to find another button and open another door, don't jump through it or it's your funeral. Head back the way you came and through the door I told you not to go through earlier (near the last set of torches you got). The next room should be quite small with a few noctos and a couple of loopers. Kill the enemies and go through the next door. There should be one huge snake there. Yep, it's the boss alright! BOSS C-SERPENT Difficulty Rating: Fairly easy You can do this the careless way or the careful way. Either one works, but the careless way could cause you to use the medicines. Oh well, not like you can keep them after this battle. Anyway, the careless way requires you to stand directly in front of C-Serpent and throw torches into his mouth when it opens, disregarding the fact that you're getting pummeled by his flames. The careful way requires you to jump on one of the platforms off to the right or left and equip the torch by pushing select. Jump in to the middle platform with your torches and throw one at C-Serpent when his mouth opens. Only one, though, or you'll get hit by the flames. Which ever way you choose is up to you. [THIS JUST IN] Ulfalizer reports: "There's one additional method to defeat the c-serpent whish doesn't involve jumping to side platforms OR getting hurt. You begin by placing yourself on the middle tile. You then wait until the serpent opens it's mouth. When (if) flames appear, you simply jump straight ahead, over the flames, and then begin pummeling the worm (I prefer using the yoyo with this tactic). When the snake closes it's mouth, you jump back to the middle platform, and begin the procedure all over again. Tada!" Thank you for that info, Ulfalizer! After you've defeated C-Serpent, run to the next room and reveal the crystal with the platform. Grab it and make your way to the next room, which is the exit. After exiting the dungeon, walk around to the right and talk to the guy near the stairs. His name is Baboo. You won't see him too often in this, but he does make a couple of small appearances. He'll give you a password to a vehicle called the Sub-C. It's 1492, but you really don't need to remember. He would join you, but... but... Well, spit it out already! Bah! You're no help! Go past him and head to the research facility. Once you get there, you'll instantly find yourself inside the Sub-C. You'll meet a robot here named Nav-Com. This is the Sub-C's computer. Mike will enter the password and you'll be on your way. Congrats! We're through chatper 1! 5B: DOLPHINS As you start, you will be out at sea with the Sub-C. Head right and you will eventually be approached by a dolphin. Nav-Com will translate what she is saying. She'll ask you to find her son. Agree and she will leave. Hmm... A dolphin in search of her son. Keep heading right and you should come to an island. Go through the tunnel and exit at the dock (should be the white U-shaped thing on the beach). Walk into the lighthouse and talk to the guy. He'll tell you to visit his wife back at the house. Go back into Sub-C. You may notice while you're moving Sub-C around that there are some areas that are bubbling. This means there is a tunnel you cannot see there because of the game's relative position. There should be one to the right of the visible tunnel (it should be above a tree that is on the island). That should lead you to a nearly square-shaped, enclosed area with another. On that little piece sticking out should be another hard-to-see tunnel. Go through it and dock on the beach and head to the house. The woman inside is the wife of the maintainer of the lighthouse. Talk to her and she'll tell you she saw a bottle on the beach. Talking to her should've made one appear to the right and up a little ways from the house. To get this, go out on the beach just below the house and walk all the way to the edge of the beach closest to the bottle. Walk to the left of the very edge and this should take you into a secret tunnel that will take you to the bottle. The bottle is from Dr. J! Read it... Hmm, quite interesting. It'll also tell you a secret code 1776 (notice the codes tend to coincide with important dates, especially to American History). Board Sub-C yet again. The 1776 code gives you the ability to submerge. Yay! You can do so by pushing B while in the sub. Above the house should be some squares of water that are darker than others. These are ones that connect to other dark patches that can be accessed when you submerge. Do so until you get to the upper right side of the island. Go through the tunnel and land at the dock. Get out of Sub-C and head towards the cave, but not in it. You should see a big heart surrounded by rocks below the cave. To the left of the heart is three rocks all in a row, horizontally. You can walk through these rocks to get to the heart. Yipee! Now, walk into the cave. -OCTO'S LAIR- Walk along the bridge and into the first room. You should see a long strip of land surrounded by water. As you cross the strip, heading to the right, a strange fish should come out of the water. That's a mud-o- fish. If you time your jumping just right, you can jump over the fish. You can also try to kill it, but jumping might be a bit easier. Jump onto the next strip and avoid the next mud-o-fish that comes up out of the water. Now, jump onto the little piece of land and grab the bat. Now, walk into the next room. There should be a couple noctos flying around. At this next part you'll have to be quick. I recommend killing all the noctos near your area. Watch out for the sinking platform. Time your jump. Jump onto the platform while it's above water and immediately jump to the next strip. Only do this when the looper is nowhere near the edge of the next strip of land. When the looper comes at you, strike it quickly as you can with your yo-yo or completely destroy it with your bat (I personally use the yo-yo and save the bat). Do the same for the next platform and jump onto the next piece of land. Walk into the next area on the left. The next platform on the left does not sink. You can jump on it and jump to the next strip, but be careful. There should be a couple of mud-o-fish that come out on either side; one from the left first, then the right. Jump over them both if you can. Timing is the key. Make your way to the next strip of land and do the same here, dodging the fish there as well. Jump into the next screen. More noctos. Kill them and the door will open to the next room. There should be a spinistar at the top-right of the screen. Kill it if you wish. If it starts running around, dodge it as best as you can. Head left and there should be a sinking platform with a bunch of other platforms around it with octots jumping around on them. Jump onto the sinker quickly when it emerges and then quickly onto a permanent one. Kill the octots. To the left of the sinker should be a platform that reveals a button. Jump on it and jump on the button. In the next room, head left and kill the looper as it's coming at you. There should be some more loopers on the left, so kill them as well. See those darkened areas on the ground? Those are secret tunnels. You can walk through the walls there. Walk through the one on the far left side, kill the nocto and grab the bat and the hearts. The bottom right platform of the cluster of four should bring up a button on the other side of the room. Go through the secret tunnel near the darkened area that was just above the bat you picked up. Kill the nocto in there and hit the button. Go through the door to the next room. Kill all four of the spinistars in here. This could be a bit frustrating with these things moving a lot. Just hit them when they're still. Kill all of them and move to the next room. Beware the puff here. He's quite a... never mind. Anyway, head left and dodge the puff's projectile. Kill all the octots and the door will open. Next room! Walk up the hallway and grab the hearts. Now, jump on the lower right platform on the upper section to reveal the button. Jump on it and move on. So many noctos and only one is the one you need to kill. It's the first one on your left. The one that's closest to you. Kill it and the door will open. You can kill the other noctos if you wish. Go through the door. Avoid the spinistars and just head straight up. Empty room, go left. Kill the looper on the far left to open a passage to the room below. Go down there and grab the medicine. Yay! Reveal the button by jumping on one of the platforms on the right side and go through the doorway. Back to the spinistars. Ignore them again. Notice a dark area on the upper right side of the room. Go through it and there should be a chest with a bunch of platforms around it. Jump on the right platform to bring up a button on the left that opens the chest. Get the snowman doll. Jump on the top platform to get a button on the bottom. This one opens the door. Go through. There should be a short of O-shaped dealy here. Watch out again for the puff. Kill the octots to open the door. Next room, you should notice the dolphin! Hey! There he is! Kill the octot in here and walk through the door. It looks like someone is a little ticked about you slaughtering all those littler octopi. Talk about a big, bad momma! BOSS OCTO THE HUGE Difficulty Rating: Moderate This one can be a bit of a challenge if you don't know what you're doing. What I usually do is jump back and forth among the platforms, dodging the ink balls Octo shoots. It's best only to jump when they seem to be getting close rather than just jumping at random. Jump over the ink balls as they come at you and wait for Octo to move forward. When she does, freeze the water with a snowman doll (pause the game, push down, and push A on the snowman doll). This should freeze everything. Now, you can either use your bat or your yo-yo. I like to use the yo-yo because it's quicker. When the snow thaws, you can either let Octo go back or you can refreeze the place. If you're quick enough, you should be able to defeat this one before the second use of the snowman doll wears off. If you run out of dolls, then fret not. Keep doing your usual dodge routine and wait for Octo to come forward. When she does, begin to unload yo-yo/bat shots at her as much as you can before she backs up. After enough shots, this ones ready for the deep fryer. After the battle, you should see the dolphin swim by. You should then be automatically taken outside the cave. The dolphin will be outside, in front of Sub-C. Board Sub-C and talk to the boy dolphin. Nav-Com will send a signal to his mother. She will thank you and show you the way out of the area. You'll then be on your way to the next chapter. 5C: STORM AND CALM You will be hit by a storm. Mike will be on the beach, unconscious. Sub-C will be wrecked out in the water. Grr! Walk around and up the stairs, heading right. Enter the hut on your way right. There should be an old man in there. Talk to him and he'll give you some cocoa nut milk. It'll restore your life to full. Now, exit and head to the cave to the right. -CAVE TO MIRACOLA- After entering the level and heading into the first room, you'll see some weird dodo birds. Try to take them out with your yo-yo as best as you can. Defeat them all and the door will open to the next room. More dodos and a chest in the middle on an island. Kill the dodos to open the door, then jump on the platform to the upper right to reveal a button. Jump on the button to open the chest and receive a bola. Next room is a bunch of rows of land with strange, monkey creatures everywhere. The book calls these ninja-monkeys. Anyway, kill all the ninja-monkeys to open the door. Use bolas against the monkeys if you need to. Next room... Same story, only worse. Now you have vertical rows of land and more ninja-monkeys. Kill them all again to open the door to the next room. Next room, jump on the platform directly to the left of you as you enter to bring out the button. Jump on the button to open the chest for some bolas. Before grabbing the bolas, kill the looper at the top of the screen. Let it come to you and either kill it as it's coming or jump on one of the platforms, the kill it. The two other loopers can be a bit of a bother. Run up and grab the bolas and as each looper is coming at you from either side, jump in the air and let them both pass under you. Run out of their general direction and wait off to the side. When they come back across, layeth the smacketh down with your trusty yo-yo and the door will open. This next room is very annoying. I think I've lost a life or two trying to get through this part. As the bottom sinker comes up, jump on it and jump to the middle sinker. From the middle sinker, jump to one of the platforms off to the side. If you jump to the left, you'll reveal two hearts on the top sinker. Jumping to the right will do the same for the middle sinker. Now, carefully jump from the middle sinker to the top and out. Next room has a couple of dodos and some weird skull-bird things. Those skull-bird monsters are called boneheads. Kill the dodos first. Next, the boneheads will chase you. Careful, these things can jump over water easily. Arm your bolas and when they're a little ways behind you, unleash a flurry of bolas. Don't let them get too close, they're quite the toughies. Jump into the next room of the left and the lights will go out. Careful for the noctos. There is a room on the left with a staircase. DO NOT USE THE STAIR CASE! You will have to start over if you do. Use this room on the left to an advantage to help you memorize where the platforms in this room are since you can go back and forth between the two rooms and catch a glimpse of it each time. Anyway, take two steps from the door you just entered through (on the right) and jump up. You should land on a platform that will light up the room. Jump on the platform just above it to make the crystal appear. Grab the crystal and go to the next room. Ha! It's the exit! Once outside, head to MiraCola. It shouldn't be too hard to reach. -MIRACOLA- MiraCola is a lot like CoralCola. You must talk to everyone in town to get into the chief's hut. There is also one line of duty that must be fulfilled before entering. Up and to the right of the chief's hut should be a young girl in a blue bikini. She will say she is Miss MiraCola 1990. She will also notice you've met Miss CoralCola. Talk to her and she will ask you which you think is prettier. You cannot get in without saying that she is prettier, no matter who you really think is prettier (which might be kind of hard to decide considering they're both a bunch of PIXELS!!!). To get to the chiefs hut, you can walk through the left side of the small hut are the far right or work your way around it through the area full of trees. You can talk to the kid in here to get some cocoa nut milk to restore your life. Exit the hut at the bottom and walk around to the chief's hut. Once inside the chief's hut, there is a guy in a red robe and another man behind him. The guy in the robe is "just hanging out," as he puts it. Talk to the man behind him. The chief will tell you of the tragedy involving his daughter. If you are able to help him, he will fix your ship. Alright! You cannot leave the village yet. The man at the top right of the village will tell you to visit Bananette (the chief's daughter) once before leaving. The only way to see her is through a secret door behind the chief's hut. So, walk to the backside of his hut. Above his hut and to the left should be one with an old woman in it. Line up with her door and head straight down. This should take you into the back entrance of the hut to Bananette's room. Talk to the guard and he should let you by. Walk up to Bananette's bed and talk to her. Even though she only snore at you, it is still necessary for leaving the village. Exit the hut and talk to the guard at the top right of the village. He'll move out of the way and let you out of the village. Just beyond the village a little ways to the right is a cave. Yep, another cave in this chapter. Get used to it because there's still a couple more after it's over. -MAGMA'S MOLTEN TUNNEL- Usual starting position. Enter the first door into the first room. Six loopers. This part will take a bit of practice. You'll notice the loopers are placed in two lines of three. This will take a bit of timing. Run upward in between the first group and jump as they approach you from either side. Quickly run and do the same for the next two. When you're by, go into the next room. Ack! A couple of boneheads and you have no bolas this time! The only thing I can say is be careful. Remember, no matter how fast they are, you are faster. Turn around once in a while while running away from them and deliver a blow with your yo- yo. After that, keep running and repeating the process, just don't let the boneheads get too close. As you enter the next room, the lights will go out and a looper will charge at you. Kill the looper and advance as far forward as you can. There will be four loopers lined up. Line up with the second looper from the bottom. You should notice that it crawls further than any other looper in the room. Kill it when it gets close enough, then jump onto the land it was once on. Now, bait the rest of the loopers forward and run out of their way. Attack them as they charge by you and be sure you keep on the same line you were before when you killed the second looper from the bottom. Notice the areas the octot jumps on above you. Sometimes, it will jump to the right on a platform. There is actually a piece of land to the right of the platform. Make your way to the land and wait for the octot to jump to the platform near it. Kill the octot and a path will open to the left. Jump left onto another platform and up to a platform that will light up the room. Now, jump on the piece of land and grab the bat and the slingshot. Jump on the platform at the bottom and jump down into another room. There should be a chest on a small island in the middle. Jump on the tile on the left to bring up the button to open the chest. You should get a medicine. Go back up to the previous room and through the door to the left. There should be some flies in here with some horizontal land strips. I usually ignore the gadflies as they are quite menacing. However, if you feel that you can't, then destroy them. The slingshot is actually quite effective on them. To open the door, jump on the platform on the bottom left to bring up the button on the right. Jump on the button and go through the door. Argh! Another trio of sinkers! Be very fast. Jump on the first one almost immediately after it begins to arise, then jump quickly from first to second to third. If you jump on the platforms to the right and left, you will bring up hearts on the second and third sinkers, respectively. Jump into the next room and walk down the stairs. Next room is exactly the same. Just walk down the stairs. Desperate music begins playing. Uh-oh! Run to the right and into the next room. There will be sign at the top left of the screen. Grabbing it will give you a certain amount of lives... or take some away. Use discretion here. Jump on the top left platform to unveil the button, then jump on it to open the door. The next room should have more gadflies and two rows of platforms at the very top and bottom of the room. Jump on the platform that is second from the left on the bottom row. A stop watch should appear. Grab it and it will either stop the gadflies or slow them down. Destroy them to open the door. Next room will have a mad muddy jump up out and shoot at you. Watch his projectile and head right. Jump on either platform and then to the next piece of land. Jump on the platform to the far right to bring up the button. Jump on the button and it's on to the next room. Mad muddy is here again. Destroying the gadfly here will only open a useless door in the middle. Jump up the left line of platforms if you need some hearts, but do not go beyond the hearts. If you go the hearts, then go back to the room with the one gadfly and mad muddy and jump up the right line of platforms. As you're going along, you will notice some bolas pop up. Grab them. If the mad muddy gets in your way, destroy it. Keep jumping until you get to a room that has three sinkers in a horizontal line. The platform above the first has nothing, so don't worry about it. Again, you'll want to be quite quick here. Jump across the sinkers onto the platform above the third one and into the door. Just a lone, taunting hallway. Run through the door at the top. Now, get ready for a fierce battle, no pun intended. BOSS MAGMA THE FIERCE Difficulty rating: A bit tricky This guy cannot be killed with weapons. Do not stand still for too long because this one loves to shoot a nice batch of flames right at you. You should notice a couple red crystals on either side of him. Hmm... Avoid Magma's shots and the dancing flames. Head to the platform at the very top left and a button will appear next to the left crystal. Jump on the buttons and the crystal goes bye-bye. There is also a row of platforms in front of Magma. Jump on the one to the far right and another button will appear. Jump on it and destroy the second crystal. The land will disappear from beneath Magma and he will plummet to a watery grave. Walk into the door on the right and climb all the staircases after words. You should eventually come to the exit. Sigh... Gotta keep moving... Before going to SheCola, walk north a little ways. There should be a gap in the middle of the mountain range. Walk through the gap into a secret path. There should be a staircase there leading to a big heart. Yaay! Now, go to SheCola, which is that big castle on the right. -SHECOLA- As the name suggests, SheCola is a kingdom of all women. Alright! ...But... You cannot enter because you are a guy. D'oh! Talk to the guy on the left if you want, but walk down the path on the right. Head upwards and head left at the next turn off. Enter the staircase behind the castle. The fortune teller there will tell you she dropped her crystal ball in the pond near the Ghost Village. Oh, great going, lady! Why couldn't you have dropped in an amusement park or a swimming pool? Anyway, leave SheCola. Do not head to the caves on the left. You cannot go through there yet. Instead, go back through that path in the mountains I told you of earlier. After going north through the pass, head west. You should see a house there. It's more than just that, it's actually an entire cemetery. -GHOST VILLAGE- When you enter, head to the left. You'll see a bunch of graves all throughout the cemetery, but one stands out in particular. It's all the way on the other side of the cemetery. It's the only blue grave out of the bunch. Walk over the grave to enter it and be ready to do yet another level. -GHOST TUNNEL- Walk into the first room. There will be bonedogs in there. Destroy them to burst the wall open. I find it a bit easier to defeat them if you stand on the platform in the water in the middle of the room. Jump into the next room. There should be a bunch of skulls jumping around on the platforms at the top. Ignore them and head left. Kill the bonedogs all the way at the end. There should be a lone platform in the water, separated from the rest. Jump on it and it will bring up a button. Jump on the button to open the door at the bottom of the room. Do not go through the door at the top unless you feel like leaving the dungeon. Jump down into another room. You'll notice yourself taking damage by nothing that's there. It's mainly because the enemies are invisible. Jump on the platform on the right to bring up a button and jump on that to exit the room. The next room should have a chest and three muumus. To open the door, kill the muumus. Be careful because they're quite tough and can dish out a fair amount of damage. Killing them will be a lot like killing the boneheads, a hit-and-run situation of sorts. Destroy the muumus and jump on the platform to the right. This will reveal a button which opens the chest. You will now get the Rod of Sight! This will help you to see enemies that cannot be seen. Go to the next room and use the Rod of Sight. Some minies will appear. Kill the minies then jump on the platform to bring out the button. Jump on the button and it's on to the next room. The next room will be full of skulls and have quite a complex working of platforms. On the far right side are two platforms on either side of the piece of land. Jump on the platform above the land to bring out a button. Now, jump on the button to open the passage to the next room on the right. Do not go down. That room will only lead you out of the dungeon. Use a Rod of Sight in the next room to reveal the minies. Do as the first Metallica album suggests and kill 'em all. This should open a path to the right where there will be two hearts. Grab the hearts if you need to. Now, head back out to where you killed the minies and take the other doorway at the bottom of the room. This will look like a trap room like the ones before, but it's not. Kill the jelly on the right and you should notice a shaded area next to the wall. That means you can walk through! Do so and enter the next room. Here, use a Rod of Sight. More minies... Kill the ones you see fit. There should be a cluster of three platforms after the sinker. Jump on the platform on the top left and reveal a button. You can jump on the button to open the door and progress through or you can go get the two hearts at the bottom left. You can do this by walking through the shaded area near the bottom right. Once through, grab the hearts and kill the minie there. Killing that one in particular will open a door at the bottom. That one will lead to four more hearts. Only go in if you need to. If not, then advance right. Next will be a room with a mini-volcano and a platform. This should be a fairly easy room. Avoid the projectile shots and jump on the platform. As usual, it will bring out a button for you to jump on to open the door at the right. Now a dark room with three noctos. Kill the noctos if they get too close. Run straight to the right until you can no longer. Jump right and you will land un an unseen platform. That will bring out a button. Jump on the button and open a passage at the bottom of the room. Jump to the passage and into a room with a load of muumus and a skull. If I'm not mistaken, you may only have to kill one of the muumus to go to the next room. Kill the skull before working on the muumus to make your job just a bit easier. After you've killed the proper one and the passage opens at the bottom, go through it. In the next room, use a Rod of Sight and defeat the skull that's there. Now, kill the minies. Jumping on the platform at the very bottom of the far left row will reveal some magic lanterns for you. Ahh, they should be quite helpful. After killing the minies, a room will open to the right with a medicine and two hearts in it. Grab what you need and go back to the dark room with the noctos. Back in the dark room. Jump back to the platform in the middle (it should be the third one you jump on from the bottom). Jump right from the platform and you can walk through the wall. Now, use the magic lanterns here. This should light the way for you. Jump downward and grab the Rod of Sight. Now, jump right onto the piece of land and walk through the wall at the dark spot. In the next chamber while jumping around, you should bring up a button. This will open the door. Use a magic lantern whenever you see fit. In the last chamber, watch out for the sinkers. Jump around until you get the south piece of land. From there, jump around to the door and exit to the next room. The next room can be a bit tricky. There will be two Mr. Armstrongs here. Avoid their shots and hit them with your yo-yo until you've finished them both. Walk right into the next room. The next room will be playing boss music, although there is no boss. Go straight to the top and jump out of the screen. Don't worry about the room to the right. It's a trap. Here, kill the bonedogs and advance to the next room. Now you'll have some muumus and platforms. Jump on the far left platform to make a magic watch appear. Grab that to modify the speed of the muumus and render them a bit easier. Destroy them both and go through the door. The next room is another easy one. Run to the top cluster of platforms in the hallway and jump on the bottom right one at the top. The button will appear for you to jump on. Do so and open the door. Use a Rod of Sight in the next room to make the minies appear. Kill them both and you will open the way to the right. Don't go that way just yet. Instead, head left. You'll have to deal with a couple more Mr. Armstrongs, so only go in here if you feel you will need Rods of Sight. Go back to the previous room again, but this time head right. Use a Rod of Sight and kill the minies that appear. The next room to the right will have some bonedogs. Jump on a platform and wait for them to approach you. They cannot walk on the platforms. Kill them and the door will open. Before leaving, jump on the top left platform of the right cluster. This will bring out a Miracle Mirror. This is a very useful weapon. Head right. Good thing you got those mirrors (you did, didn't you?). You will now have your first run in with dimhags. Equip your Miracle Mirrors. When they fire towards you, time your attack just right that it reflects the projectile back at them. Make sure you are also close enough to hit them. There should be four in all. After they're gone, the door will open. SIX, COUNT 'EM, SIX muumus. Ugh! This one can be hard. Yet another extremely desperate hit-and-run tactic. Defeat them and the door will open. Head down. Grab the bolas. Use a Rod of Sight here and there will be one minie. Kill it and that should open a secret path to the left. Grab the four hearts if you need to. Then, head back to the previous room and jump on the platform. This should bring up a button that will lead to the next room. Head down and kill the skulls in the next room. Then, equip the Miracle Mirrors and kill the dimhags. If you need some Rods of Sight, jump on the platform on the far right (the lower of the two). After you've defeated everything here, head left. An empty room? Oh, no. Use a Rod of Sight and the room will be quite full... BOSS MAXIE Difficulty Rating: Moderate Now there should be a giant ghost floating around at the top of the screen. The only way to hit it is with your bolas. Be careful on how many bolas you use. Make each hit count. On top of attacking Maxie, you also have to avoid the shots fired by the mini-volcanoes and stay clear of the minies that keep respawning. Continually hit Maxie until he speeds up. Now, time your shots a little better. With only a few more shots, you should have him pretty well exorcised. After Maxie is defeated, head to the right. Jump on the platform here to open the door. Go up and there should be a skull on a wall with three platforms. Jump on the middle platform several times and water will pour out of the skull's mouth. Good work! You will now be outside again. You should see the crystal ball where the pond once was. Grab the crystal. Now, leave the Ghost Village and head back to SheCola. -SHECOLA... AGAIN...- Head back to the Fortune Teller's place and give her the crystal ball. She will turn you into a girl. HAHA! After that, she will tell your fortune and take you to the front of SheCola. Talk to the guard and now she'll let you in. Head to the upper left of the screen into the room there. There should be a staircase for you to climb. Do so and you'll automatically talk to the queen. Um, she is supposed to be extremely beautiful (according to the man at the front of the castle)? She looks like King Hippo and one of those impish creatures from the movie House had a kid. Anyway, listen to what she has to say. After a little talking, she'll fork over the shooting star. Yeah! She will also tell you to talk to the head warrior. After you're done talking to the queen, find the head warrior at the upper left (she's keeping an eye on a couple of ladies lifting weights). She will tell you how to get through the West Cave. Leave SheCola. You can change your clothes back with the fortune teller near the exit. If you talk to the old man after changing back... He just called me cute! Feh, dirty old man! [looks at his current sig on the message boards] ...Okay, so it takes one to know one! Hmmph! Once you've totally left SheCola, head west. There, you will find the West Cave. -WEST CAVE- Enter the first room. Notice the button. Jump on it 10 times and a bridge will appear for you to cross the water. Alright! Cross the bridge into the next level. Grab the four hearts if you need them. Head left and you should see a bunch of octots. Kill them as you go by. Killing them all will cause the door to open. Go down through the door. Next should be a room with six octots. You can kill them if you want. It's pretty well recommended if you're short on life because they can make hearts appear. Head left. In the next area when you jump on the land, some mud-o-fish will come up out of the water. If you have a shooting star at the moment, they should be no problem. Keep heading left. There will be another strip of land with a couple of mud-o-fish coming out on either side. Get past them and head left into the next room. The next room will have a couple of octots. Some mud-o-fish will appear at different areas of the room. Kill the mud-o-fish to open the door. Go through and you've already hit the exit on probably the shortest dungeon in the game. From the position you're standing, go straight down until you are against the mountains. Go left and you will go through the mountains into a secret path. Walk through the path and into the house on the left. There should be a house for you to enter. Talk to the guy, his name is Po. He'll tell you a poem. Now, exit the house and head south into the cave. This is the last level you will have to do in this chapter. -HERMIT'S MOUNTAIN- Head up into the first room. There will be four loopers. If you kill the one on the lower right, you will break a path to the right. You don't have to kill any of the other loopers, but do so if you please. Head right at any rate. Kill the skulls in this room to open the door on the right. Before you leave, line up with the platform at the top right. If you jump from below it, a platform will appear below you in the water. Nifty! Jump on the platform above that to make a bat appear. Grab the bat and advance. There should be two boneheads in here. Kill the boneheads and the path will open on the right. There should be a new hazard here. Those white platforms are ones that sink when you jump on them. When you jump on one, immediately (and I mean IMMEDIATELY) jump to another. Do not stop jumping until you come around to the platforms on the other side. Kill the skull if it gets in your way. Jump on the first green platform on the right and a button will appear in the middle of the room. Jump on the button to open a path to the right. The next room will have a chest straight across the way. Jump on the platform on the right and it will reveal a button next to the chest. Jump from the right platform towards the button and a platform will appear in the water. Now, jump on the button to open the chest for some bolas. Grab the bolas and make your way back to the mainland. Jump on the platform on the top of the cluster. That will make a button appear above it. Jump on the button to open the door. Go up and down the stairs. In the next room, head right. You will appear in another room. This one will have the special sinkers like before. Jump around on the special sinkers onto one of the strips of land, it doesn't matter which. Be careful for the froppa as it comes up out of the lava. Jump to the middle strip of land. There will be a sinker you must jump on now. Time your jump on the sinker and then jump on the platform just above the sinker. This should bring out a button. Jump on the button and go through the door. The next room should have a gadfly and a mad muddy in it. You only need to kill the mad muddy. It's best to try to fight him by using the platforms. There are no buttons or weapons that will appear on any of the platforms, so they only purpose they serve is to get close to the mad muddy. Once the door opens, run through it. Another part with three sinkers. You should also notice the magic watch on the top right. If you jump on the left platform, you will make two hearts appear. If you really want the hearts, then jump on the watch when the middle platform is still up. That should stop the platform long enough for you to grab the hearts. After that, head out. Next room will have more special sinkers and a skull at the top. Jumping on the platform on the bottom left will make a button arise. That button will open the door at the top. Don't go there, it's a trap with some froppas inside. This next part will take a lot of timing and jumping back and forth. Jump on the special sinkers and head left (that is, jump on the first to the middle and the middle to the left). If the sinker is up when you jump on the left special sinker, then jump on it. If not, then jump between the middle and left special sinkers until you are able to jump on regular sinker on the left. From there, jump on the far left platform and a button will appear. Jump on the button to break a path into the next room. Grab the hearts and the medicine. Head back to the previous room and do the same process as you did on the left for the right. Bring up the button on the right and jump on it. The path will open and you can go into the next room. Jump on the platforms until some froppas appear. Kill the right froppa and the path will open on the right. The next room will have three gogglins. These guys are a lot easier to kill with the shooting star. Each time you hit one, it will charge at you, so be careful. Kill the right one and the door will open. Climb up the stairs in the next room. Now, go through the door at the top and enter yet another room. There should be several vertical strips of land. Watch out for the mad muddy in here. Jump on the platform to bring out the button. Finally, jump on the button to go to the next room. You should see a big bully walking around in here. It's not necessary to kill it, but you can if you want. Just know that it's a whole lot easier to do with a shooting star. Jump on the platform to open the door at the top. Go through the door. There will be a gogglin here and some platforms. Jumping on the left platform will bring out a button that leads to a dead end (and a good view of the geyser). So, kill the gogglin to open a path at the top. Go through the path and another big bully should be in the next room. Kill it and a path will open to the right. Now, there will be four platforms. The one on the left brings out a button that reveals a path on the right. The platform on the top will bring out a button that opens a door on the bottom. The bottom is another dead end. Head right. Kill the big bully in the next room and head down. You should see a looper here. If you kill him, it will open a door below him. Don't go that way. That room and the room on the left of it are both useless. Search the left wall. Keep trying to walk through at different parts. Near the middle should be a place in the wall that will allow you to walk through into the next chamber where the geyser is. Jump on the water spout and it will launch you out of the level. Talk to the hermit at the top of the mountain. He will give you the Scroll of Obob, which has a spell to break the curse on Bananaette in MiraCola. After talking to him, you will automatically head back to MiraCola. No need to make a long journey back. After a little scene with the chief chanting the spell, Bananette will awaken. You will appear outside with Sub-C fixed. Go into Sub-C and the chapter is officially (finally!) over. 5D: CONFESSION After a very long chapter, you get a nice, short one. You will start out in the ocean. Head right and you will come to a fish-shaped island. Get off at the dock and walk to the nearby village. -TUNACOLA- There aren't a whole lot of people in here. Talk to them all to trigger an important event. One of them will tell you of a boy your age rowing out in the ocean. Hmm... Leave TunaCola and head back to Sub-C. Once in Sub-C, head right of the island. After traveling a little ways right, you will be swallowed by a whale. -WHALE GUTS- Head left until you see Baboo. Dock near him and talk to him. After a little talk with him, he'll give away a little plot revelation. OOO! He'll then tell you that he plans to make the whale sneeze, but can't find Dr. J's lighter anywhere. D'oh! Now, time to get in Sub-C and look for it. Once in Sub-C, head right to the tunnel above the one you came from. Go up around the corner and head right again. Do not land. The next couple of screens are straight forward. There are no other ways to go. You should come to a screen with a piece of land in the middle of it. From there, go up into the next screen. You should see a small area with a submergible square. Submerge there and you will appear in another area. Go up into the next screen, then hang a left. The next screen there is straight forward, then you will come to a screen with two paths and a submergible square. Do not submerge here, but do go down to the next screen. Now you should be in an area with land on either side and a submergible area really close to one of the pieces of land. Submerge there. You will appear in another joint area. Go up this time and into the next screen. A bit of a confusing area. Go up into the intersection and head left. The next two screens are straight forward. You will come to another screen with a submergible area. Again, do not submerge. Head down, though. On the left should be a couple of stairs and a wall in your way. There is actually a secret tunnel against the wall just above the right set of stairs go through it and head down. Ignore the submergible spot here. Once in the next screen you can land near the dead fish. Walk down from here. Keep going straight through the tunnel and you will reach the lighter. Go back to Sub-C. There should be a submergible area above you and a little to the right. I told you to ignore it earlier. Submerge there and you will actually be quite close to Baboo. At the T-shaped intersection, go down and land near Baboo. Finally talk to him and a scene will ensue. You, Baboo, and Sub-C will be thrown to a small island. At this point, Baboo will say, "...Tell him to dip my letter in water..." If you bought the game new (or used with everything including the letter), it came with a letter that you were supposed to dip in water to get a password. If you bought this game without the letter or have it emulated, this part will probably anger you just a bit. At any rate, enter Sub-C and tell Nav-Com the code is 747. He will let you go immediately to the next chapter. 5E: CAPTAIN BELL When you start, you will be just below an island. There's a big ship in your way. D'oh! Land at the dock and walk up to the town. -BELLCOLA- This is like CoralCola or MiraCola. Again, you must talk to everyone. Once you have, you can go talk to the guard at the top left hut. He will let you in to talk to the chief. Walk up now and talk to the chief. He will tell you that you need the help of Peter. Peter? Who the...? Oh well. Leave BellCola. Get on Sub-C and head all the way right. Once you can go no further, head down a bit until you see a submergible area. Submerge there and it will take you to another submergible. Submerge again and it will take you upward. There should be a line of mountains with a small island wall blocking your way to the next dock on the left. There is a tunnel you can go through near the middle of the line. Go through it and dock at the beach. From there, walk up to the small hut. Inside, you will find a character named Hook. He will ask you if you wish to know the ABC's of fishing. Say yes and he'll give you a worm. Head back to BellCola, but don't enter. Instead, go left and talk to the bird at the very end of the forest pathway. The bird will give you a clue in the form of DO ME SO FAR, DO ME. Those of you who know the musical scale should be able to get his fairly easily. I still remember having that drilled into my head when I was in elementary school. Now, head back toward Hook's Villa. Instead of entering Hook's place, head south. There should be a little cubby hole with three noticeable plants lined up. Walk up to the top plant and walk left into the secret passage. Go to the end of the first passage and instead of going straight up, push left at the end. Up will lead to a dead end. Now, go straight forward through it and you should arrive at Bell Memorial. -BELL MEMORIAL- You'll see the female maintainer, a pipe organ, and some flames blocking a staircase. Here's how to do the puzzle at this point. This can be difficult for anyone not familiar with the musical scale. I still remember having it severely drilled into my head in elementary school. As it stands, each piece of the scale goes with each piece of the organ's keys. | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |Do|Re|Mi|Fa|So|La|Ti| |__|__|__|__|__|__|__| Remember what Pete said: "Do me so far, do me." ...Or Do Mi So Fa Do Mi. So, step on the keys in that order. When you step on the final Mi, the music should play and the flames will vanish. Head down the stairs. Don't go directly out. Head down the stairs again. It may seem like an empty room, but it's not. At the bottom left should be a bluish piece of wall. You can walk through that piece into another room with a big heart. Grab it and head back out. Once you're on the beach, head left and up into the cave next to Captain Bell's Ship. -CAPTAIN BELL'S CAVE- In the entrance will be a jelly. You can kill it if you wish. Notice a shadow at the bottom right of the screen. Go down to the shadow and walk through the wall into another room. If you need any life, grab it here. Head back out and into the first room of the dungeon. In the next room, you will see two different colors of nocto. Kill one of the orange noctos to open the door on the left. You can kill the others if you want, but head through the door at any rate. You'll notice this room is nothing but platforms. If you still really need life in the next room, you can jump on the platforms above and below the on you start on to make some more appear, but only grab these if you're extremely quick. Now, begin hopping from platform to platform until you each the end. At one point, the platforms will start to disappear. Jump on the platform just above the door on the left to bring out the button. Jump on the button quickly to open the door and head through it. Here, you want to walk straight right without stopping. If you stop, you will be hit by an arrow. Again, run straight without stopping and jump directly on the tile to bring out a button across the way. Do the exact same to get to the button. This should burst a hole in the left wall and allow you to another room. Soon as you enter, jump on the right platform to make the button appear on the left. There will be a silver ball in the middle of the room. To get past it, hit it with your weapon and it will move. Move left and when the ball is about to come towards you, time your jump perfectly and jump over the silver ball. Jump on the button to open the door on the left. Walk through it and the desperate music will stop playing. You will be given three routes to go into. Go to the southern route first if you wish to try for some extra lives (that is "try"). In here, there will be some orange noctos and some green loopers. Kill them all and grab the sign to gain/lose lives. Once you're done, go back up. Take the west door if you wish to try for some hearts. If you did take the west door, keep in motion at all times. There are arrows here. Jump on the first tile to get the button to appear, then jump on the button. Now, head back to the previous room. Go north this time. You will see a room shaped a bit like this: _______ | x| _____| |_____ | | | | | | | | |_______________| Kill the rattus in that room. See the X on my map above? Walk onto that spot and you will fall through the floor. Here, there will be pencil-like spikes coming up out of the ground. Get away from them and head toward one of the staircases. The one you should take is the bottom right one. If you take the others, you will just wind up falling back into that room again. From the bottom right head up, but don't go all the way up. There should be a shaded area near the top piece of the middle wall that you can walk through. Walk through it and walk over to the shaded spot on the left wall and into another room. Kill the noctos and loopers here. A door will open at the bottom. You may have been in this room before. Now, walk around to the next open door on the left. Desperate music again. The room is full of tiles and has two noctos of both color in there. This time, when you hit a certain tile the entire room will fall apart from the center outward. Jump all the way to the left. On the very left vertical row, jump on the very bottom platform to bring out the button. Jump on the button and head through the door. Your first run in with a megaton! Immediately run into one of the cubby holes and wait for megaton to pass by. Don't let the megaton touch you even once or you're dead. As soon as the megaton leaves, move two cubby holes over and wait in that one for it to pass by again. Once it passes by again, make your way two cubby holes to the left again until you reach one that is extra long. There should be others with platforms in them just to the left. Anyway, wait for the megaton to go by again. Run to the platforms now. Jump on the top to make the button appear and the bottom one to make some Miracle Mirrors appear. Wait for megaton again. When it goes by, grab the mirrors and jump on the button and wait yet again. As it passes by for the last time (preferably heading right), run out the door. In the next room, you will have to battle a couple pirate ghouls and a green looper. Kill them in which ever order you wish. The pirate ghouls are just like dimhags. When they appear, reflect their shots back at them. The next room is a bit tricky. Now you'll be faced with three more choice rooms again and four silver balls. If you need some hearts and feel you're skilled enough, go north. Hit the first silver ball you come in contact with on the right and jump it as it's coming at you. Grab the Rod of Sight in the middle of the room. Go up and hit the silver ball there, too. Jump over it as well when it comes at you. Now, jump left to make the button appear and jump on that to open the north door. When you enter the north door, immediately jump upward onto a platform or you will die. This will make a button appear that opens the door behind you. If you still need the hearts, jump up and along the special sinkers. The platforms on either side will cause two hearts each to appear. Grab them and exit back to the previous room. Let's say you want the west route. Assuming you are coming from the north (I would recommend coming from either north or south to go west as it would be quite difficult to get by with two silver balls running around on the horizontal axis), hit the ball and dodge it again. Head left and hit the ball there, too. Jump over it and jump one of the platforms on the left to make the other a button. Jump on the button and out the door. In the next room, jump to the middle island and jump on the top tile on the left side to make some bat appear. Grab the bat and use a Rod of Sight here. A minie should appear. Kill it to open the door at the bottom. That should lead to a medicine. Grab the medicine and jump on the bottom right tile to make the button appear. Jump on the button and head back to the room with the four silver balls. Now, let's head south. Hit the west ball (assuming you are coming from west) and dodge it. Then, hit the south ball and dodge it as well. Jump on the left tile in the south and then the button it brings out. Go through the door. Kill the loopers in the next room to open the pathway below. Only kill the nocto if you feel like it. Next room below, kill all the dodos and another path will open on the right. Go that way. Another megaton. The first was blue, but this one is green. It's not much different either way. Jump on the top tile on the right to make the button appear on the left. Wait at the cubby hole for the megaton to move right. As it's moving right, run quickly to the middle cubby hole. Don't go through the door, it's a trap. Head left when the megaton passes to the right and jump on the button to open the path to the left chamber. When the coast is clear, jump right through. The next room is easy enough. Jump on the platform to make a button appear. Jump on the button to open the door. Simple enough. Head up into the next room and watch out for the noctos. Kill them if you must. Your way to the next room is already open, so there's no need to. To through the door at the top and you'll be in a room with some big bullies. Kill the big bullies if they're too much of a nuisance. Use a Rod of Sight here and kill the minie that appears to open the path to the left. If you wish to go back to the right, then jump on the far right platform to make a button appear to do so. Anyway, let's just assume we went left. Now you got two silver balls to worry about. You'll really have to time your jumps here. Hit one, dodge it, hit the other. You may find yourself doing a lot of jumping. That medicine could come handy if you can't get by the silver balls easily enough. Jump on the top tile on the left and jump on the button down below to open the door. Next room has more of those pencil-like traps. Be very careful of those. Jump on the right platform to make some hearts appear if you need then, and the middle platform for the button. Grab the hearts and jump on the button to advance. This next part is like something straight out of an adventure flick like Indiana Jones or something. Walk left and keep going there or you'll be skewered by the spike coming after you. Keep walking, grab the hearts, and don't stop because there will be arrows coming out at you. To make matters worse, there is a sinker there. Hopefully, you'll get to the end while the sinker is emerging. If not, then jump in place to dodge the arrows and wait for the sinker to emerge. Jump on the sinker and head over and jump on the tile. Go from the tile to the button and open the door. Now, the red megaton. This one doesn't leave the screen. Timing is imperative here. Duck into the cubby hole and wait for the megaton to start heading left when it's above you. Quickly run to the next cubby hole and possibly grab the hearts if you need them. When the megaton passes you and begins heading to the right, run out and hit it to temporarily stop it. Work your way to the very end on the left. If the megaton gets too close, whack it again. Jump on the top tile on the left to reveal the button and the bottom to reveal the Miracle Mirror. Grab the mirror and jump on the button to open the door. Again, if the red megaton gets too close, hit it. Go into the next room and kill the pirate ghouls with your Miracle Mirror. Then, kill the loopers to open the door. Right as you enter the next room, go right through the wall and go straight up. When you're up as far as you can go, head left through the wall again and jump on the tile three times to make the water come through the gate. You've completed this dungeon. Now, watch Bell's ship sink. You will automatically be in Sub-C and you will now exit the chapter. Well, it's on to chapter 6. 5F: REUNION NOTE: Every time you re-enter Sub-C, Nav-Com will give you coordinates as to Dr. J's location. Head east and you'll eventually come to an island with some smaller islands to the right of it. Near the lower of the two smaller islands is a place on the big island that you can go through. Basically, line the Sub-C up right below the smaller island and go straight to the right. You should go through the bigger island. Go right a little further and dock. Now, head to the small village if you really want to. There is no actual need to. -HOWDUYADU-COLA- This is a village full of the islands' oldest people. You meet one woman to claims to be the oldest at 199. She'll also tell you to look out for a big heart. You can also talk to the other people here. This village is really just filler. Exit when you feel you've done enough. Enter Sub-C and head north. After passing some small isles, you'll come to a point where you can go left. Head that way. From left, you can head north to a submergible zone. Submerge there. You should come up in the middle of a confined area. There should four total submergible squares, counting the one you came from. North and south submergibles are both pointless. The south one will take you to a delicious apple, though... that does nothing. Use the east one. When you emerge, work around to the left and dock at the island with the staircase. Enter it and get your big heart. Now, re-enter Sub-C, go back towards the submergible area, but keep heading to the right. As you head right, you should notice an island to the north with a small hut there. There's really no point to that island, but you can dock there and enter it if you really want to see it. There's just a skeleton inside. I swear, they should've called this "Chapter 6: Lots of Tourist Traps." Southeast of the island with the skeleton is a crescent-shaped island. Head down to the lowest section of the island you can get to. Go right against the island you can go straight through it. Go down and you'll come to a cross (the Southern Cross?) in the ocean. You should notice several submergible spots here. The only useful one is the second on from the left. Submerge here and you'll head to the right. This part is somewhat confusing. There will be a bunch of submergible spots all around the place. Head down from the position you entered at. You should come to a place with two submergibles grouped one on top of the other. Take the lower of the two. When you emerge, do not go into the staircase at the lower left. Instead, go to the submergible directly left of you. As you move from the new position you arrive at, Nav-Com will tell you he's picking up a signal very close by. Go up until you come to a large island. The piece of the island that protrudes the most on the left side has a tunnel you can go through. Do so and you'll emerge on the other side. As you come out the other side, Nav-Com will say North 5, East 6. Go north about five more squares and east six more. When Nav-Com says the signal has stopped, submerge. You'll now be under water. Go up a little ways and you'll see a tunnel. Head into it. You'll now be in a small area that doesn't constitute as much. Don't worry, it's only three screens. Go up three times and you'll be in a new area. You won't be use Sub-C anymore from now on. -ANCIENT TUNNELS- Head right past the columns and up through the statues. Now, you'll be in the first level chapter 6. -TURBOSS CAVERNS- Head into the first room. There will be two green loopers and two purple ones. Kill them all to get through the door. Walk to the left and grab the magic anklet. This will allow you to jump further than before. Now you can jump to the two tiles out in the water. Jump to the left tile and it will bring up a button to open the right chest. Vice versa can be said (right tile-left chest). Both chests have hearts in them. Grab what you need and go through the door. Now, you will be in a room full of blue and pink muumus. This is a lot easier if you have the shooting star. Kill the all the pink muumus and a path will open on the left (note that killing the blues can make killing the pinks a lot easier). Jump through it. A bunch of platforms in the water. Jump along the bottom row and an anklet will appear when you step on the right one. Grab the anklet and head back to the beginning. Now, take the top route. Kill the octots along the way. When you get to the fourth tile on the top route (it should be the first one you can land on in a cluster of three), jump downward rather than on the next piece to the left. From the platform below the fourth, head left. Soon, you'll come to two paired together. Jump up, then jump left onto another pair. From that pair, jump downward from the left piece. You should eventually be in line with the octot in front of the door. Kill it if you can, then jump up and work your way around to the platform in front of the door. I really hate this next part. There will be two special sinkers and a O-shaped island with pink muumus walking around the perimeter. Jump back and forth on the two special sinkers until you see a wide opening in the group. Jump carefully into the opening. Walk with the group, but take potshots at your partner in front of you. It doesn't matter if it dies. If so, more power to you. Keep heading counterclockwise until you can jump on the button and open the chest in the middle of the O with the hearts in it. From there, stay in the center and attack all the muumus. When they've all been defeated, the door will open. Before leaving, jump to the left from the top special sinker and a platform will appear below you. Jump to the left again and another will appear. Jump on the platform at the top left of the screen to make a medicine appear. Grab the medicine and head to the next room. It'll be a small room with an armet inside. Kill the armet and get ready to face a mini-boss. BOSS GIANT TURBOSS Difficulty Rating: Pathetic This is almost exactly like fighting Octo. On the far right tile on the bottom row, you can make an anklet appear. Grab it because you will need it to leave once you've defeated the boss. Use the same dodging strategy you did with Octo. Jump from platform to platform to dodge Turboss' projectile. Stay relatively in front of it, though. Eventually, it will charge forward and wait there for a few seconds. At that moment, unload shot after shot onto it. If you have the shooting star at this point, this creature is way easier. Well, okay, so he's still pretty easy either way. Keep using the same method and this one will join the others in the boss graveyard. Although the victory music is playing, this is not over yet. Jump into the next room after the Giant Turboss is dead. Jump on the tile at the to of the screen and then on the button it brings out. Go through the door. Kill the three armets in the next room and advance upward. You should see a shaded spot on the left. Don't go that way just yet. Go through the wall at the very bottom left of the screen and jump on the platform on the other side of the wall. Now, jump on the button it brings up to open the path above. Go back into the right chamber and go to the very top left of the screen and go through the wall. Grab the armlet on the other side and jump on the platform. If you don't want the chests, then go through the door. I would suggest grabbing the chests. Make sure you are in proper line with the strip of land below you. Jump to the middle strip below you and jump on the platform on the left edge to light the room. Jump fro the light to the button on the left (it should've been triggered by the tile at the top). This will open a chest to give you two hearts. Jump on the platform just below the button to bring up another button. Jump on that to open the other chest. Grab the horsehides. They will come handy when fighting the next boss. Go through the door. Grab the spiked shoes on the left and use them to kill all the squidos. Go through the door when they've all been defeated. There should be two identical sections here with armets guarding each. Go to the top one, first. Kill the armet and jump on the far left tile to bring out an anklet. Go to the bottom section and kill the armet. Grab the anklet and jump on the far left platform on the bottom to reveal a couple of hearts. Grab the hearts and head left. Jump all the way to the other side on the far left. The bottom tile here can reveal more hearts if you need them. Go through the door after you've killed all the armets here. A room full of platforms and six muumus. Let me just say the spiked shoes can come handy here. You can also get this done if you have the shooting star. If not, then I recommend the spiked shoes. You may have to use them a few times, though. Go through the door when the muumus are dead (again). Kill the purple loopers and go through the door. Sigh... another boss. BOSS BROKEN JOE Difficulty Rating: Pathetic I highly recommend using horsehides here. Do not touch the face on the other side or you will die. Wait for a little while and a statue will come out of the wall. Yep, it's Broken Joe. Choose your horsehides. When he opens his mouth, ectoplasm will crawl out at you. Jump over it will tossing horsehides at the same time. Some times he will stop to open his mouth. Golden opportunity. Keep hitting him with horsehides until he dies or you run out. If you run out, use your regular weapon. It shouldn't take too long to defeat this one. Head through the door and all the way out. -ANCIENT CAVES- Start heading right. Eventually, you'll come to an intersection of sorts. At the intersection, head right. Go all the way to the end of the hall and up through the passage into the area with the waterveins. From there, head left and up the path around to the top screen where a staircase is. Grab the heart in the staircase. Now, head back to the intersection at the beginning of the tunnel (the area you came out of when you finished the Turboss Caverns). From that intersection, head up instead of right this time. In the next screen, continue moving up and take the first right that appears. You should be near some water and a huge row of statues. Go right down to the end of the row of statues and go up into the next screen. There should be a huge rock with three holes in it. If you examine it, it will talk about some ciphers. Go past the right and head right. This is the last dungeon in chapter 6. -BIG ROCK TUNNEL- Do not go immediately up when you enter the dungeon. There will be a room with rattuses above you and another room with noctos. Ignore both rooms. At the entrance, there should be a way you can walk through the right wall. That little cubby hole in the right side should have an area for you to walk through. Do so. You should now be in a room with a vertical row of tiles. Jump on the third platform from the bottom to bring out the button, then jump on the button at the top of the row of tiles to open the door. Head through. You only need to kill the rattus at the bottom to open the door. Now, grab the two hearts and walk through the door. You'll now be in a room with a couple noctos and some blades jumping up out of the ground. Kill the noctos to open the door. Avoid the blades at all cost. In the next room, jump to the middle and grab the asterisks. You'll need these for the boss. Notice the positions of the green loopers. Throw some asterisks in between each group and push B right as the asterisks are directly between them to have the asterisks split and kill both loopers. Do this for each couple. When the path blasts open at the top, go through it. Now, you'll se two pair of loopers and an urchin. Throw some asterisks straight up and split them to kill the loopers near the urchin. Now, run up and go either left or right onto one of the protruding strips of land. From there, throw another pair of asterisks and split them to kill the loopers at the top. The urchin acts just like a silver ball. Attack it and it will move up and down. Jump over it as it comes at you to avoid it. Go up into the next room when the loopers are defeated. There will be two blue gadflies. Kill them both to open a door on the left. That leads to to two pair of hearts. You can go there if you need some. Jump on the far left tile to bring out a button and jump on the button to break open a path leading up. Go to the upper chamber and kill the noctos. Go to the next room after the noctos are defeated. Avoid the fuzzes. They can stop you from using your weapon. Kill the biters in this room and advance left. In the next room, move up the far right side into the next room. Move to the left side of the small wall on the right and jump down. Grab the hearts if you need them. If you, you'll just wind up grabbing them anyway. Head left, but don't jump to the next screen. On the small wall next to the hearts is a path you can walk through. Walk through it and grab the hearts as needed. Jump on the tile, then the button and go through the door. BOSS HOODOO DOLL Difficulty Rating: Fairly easy This boss can be a pain if you make too many mistakes. Attack it (preferably with your shooting star) and jump over its projectile that it shoots. Do not let it get too close. Keep attacking and this mini- boss should be history. After the Hoodoo Doll is dead, the door will open and a platform will appear. Jump on the platform and a sign will appear. Take the chance if you wish. After that, head up through the door. There will be two rows of integrated tiles and water. Starting on the second platform from the left and ending on the far right, the revelations go a bit like this: hearts, asterisks, button. Then, the second one from the right on the top row brings out more hearts. Grab what is needed, especially the asterisks, and jump on the button. Go up. You'll have a set up like earlier, but a bit more difficult. You'll have two pair of loopers and an urchin in the middle, but this time it's keeping you from killing the first two loopers at the same time by standing between them. This one takes some timing. First, throw an asterisk right and push the B button almost immediately to make the asterisk separate vertically and kill the looper on the right. Do the exact same for the left. Now, hit the urchin and avoid it, then move into one of the protruding pieces in the middle. Throw an asterisk upward and kill the other two loopers at the top. Head through the door above. The next room will have some rockies. The only way to kill rockies is when they are done teleporting. Do so before it shoots its projectile. Kill both rockies here and go through the door. More blue gadflies. Kill them all to make the wall burst open at the top. Jump on the far right platform for some asterisks and the far left for some hearts. Go through the path. Kill all the rockies in this room to advance. These guys are fairly pesky, so be careful. In the next room, there should be a red rocky. This guy moves a lot like muumu. Attack it several times and kill it. Before moving on there is a place you can walk through on the left wall. When you've walked through, jump on the platform at the top to make some asterisks appear. Grab them and go back to the previous room. From here, move up to a more difficult room. Four red rockies and two fuzzes. There is no need to kill the rockies, but you can if you please. Just try to avoid them if you are hit by a fuzz. On the left side is a place you can walk through. You'll really have to feel for it because there is no shade to show you where it is. Once you've walked through the wall, jump to the island in the middle and head down. Grab the medicine. The right tile brings out a button and the left one brings out more asterisks. Grab the asterisks and jump on the button and head down. BOSS HOODOO DOLLS Difficulty Rating: A bit difficult Now, you have to fight two Hoodoo Dolls. Not nearly as easy as the first battle. Attack each one separately and work on the weaker one (that is, the one you've been working on the most). Asterisks can also come handy here if you can ever hit both of them at the same time. Avoid their projectile shots and keep on them. Eventually, both will die. Go through the door on the left. Jump on the platform and bring out a button to open the door. Go down the narrow hallway. The boss music plays again? Hmm... Head up. The light will be put back on. This is the last boss of this chapter. Good luck. BOSS STATUES OF TWIN SUMOCHO Difficulty Rating: Moderate The two statues will both shoot bullets at you slowly. Jump over the bullets as they come at you. Send some asterisks straight down the middle and when they are lined up with the statues mouths, split them. It should hopefully hit both if you sent them down the middle. If not, then one is fine, but not as good as two. Keep doing this until they're dead. If it helps you to dodge their bullets, jump left and right. A platform will appear. Jump out the door and head out the level. -ANCIENT CAVE- The chapter is almost over. The game is nearing completion. Go around and up into the next screen. From there, head right and down around the hole in the ground. There should be a path to the lower left of the hole leading to the right and into another screen. There should be a guy standing there. It's Dr. J! Talk to him. He will give you more additions to the plot and tell you of some cubes. You must collect these cubes in the next couple of chapters. There are three of them. After taling to Dr. Jones, he will move and allow you to advance. Head to the staircase and out of the area. The chapter is finished. 5F: ALIEN SPACESHIP Your first move is a bit obvious. Move upward until you come to a giant ship. Enter the ship and you will begin the first level. -WARP TO JET-PACK JUMPER- This level is quite confusing, so I decided to construct a map to help as a guide. _____ _____ | | | | | 5 | | 14 | _____|_____|__________|_____|_____ | | | | | | 7 | 4 | 8 | 13 | |_____|_____|__________|___________| | | | | | | 6 | 3 | 9 | 12 | |_____|_____|__________|___________| | | | | | 2 | 10 | 11 | |_____|__________|___________| | | | 1 | |_____| [Reference Section] This little area serves mainly as a reference of what to expect on each square above. The continuation of the walkthrough is below this one. You might actually spend more time on this level collecting weapons for the boss than actually making it to the boss. 1: Entrance. 2: Two turrets and a cluster of four hearts. 3: One gold trooper and a warp to 10. 4: Two turrets, a pill, a breakable wall, and a warp to 10. 5: Must break into from 4. Contains Spiked Shoes. 6: Boss Battle, one turret, and a magic anklet. 7: Exit. 8: Three gold troopers, one turret, a cluster of four hearts, a warp to and a medicine. 9: Four gold troopers, a cluster of four hearts, and a blaster 10: Two turrets, space riders, a blaster, warp to 3. 11: Five green troopers and a cluster of four hearts. 12: One green trooper, one turret, space riders, warp to four-way. 13: Blaster, breakable wall, two green troopers, one turret, warp to four-way. 14: Must break into from room 13. Contains a pill. NOTE: The four-way warp pads are corresponded by: Top pad- 8 Left pad- 9 Right pad- 13 Bottom pad- 12 You'll enter the level in at square 1. Go up to square 2 and grab the hearts if they are needed (which they most likely will be). I usually ignore the turrets, so go up to 3. Avoid the gold trooper here, but kill if you must. Go up to 4 now. In 4, there will be two turrets, a warp, and a pill. Avoid the turrets bullets and grab the pill on the far tile. What I usually do to avoid their bullets is quickly jump to the lower right tile, then jump to the tile left of that and make my way to the pill. With any luck, you will completely avoid the first wave of bullets. After grabbing the pill, go to the platform right behind the right turret and begin hitting the wall above it. The wall should break open, revealing a room (5) with spiked shoes in it. Go back to the previous room (4), and you can either go to 8 on the right or warp to 10. For hypothetical sakes, let's just say we go to 8. Head right through here. Avoid or kill the troopers. Get past them and head to 13. Jump along the platforms at the bottom of 13 to grab a blaster and be sure to avoid the projectile of the turret. After grabbing the blaster, go down into 12. Get past the green trooper and avoid the space riders as best as you can. Head right to the warp which takes you to the four-way warp. From here, go to 8 (top pad). Jump along the tiles on 8 to grab some hearts and a medicine. After you've got the medicine, head right into 13 and burst the wall open at the top to get into 14. Grab the pill in 14 if you need it, then go back to 13. From 13, warp to the four-way again. Warp to 9 (left pad). Grab the hearts if you need them and head right along the platforms. Grab the blaster and keep your eye on the gold troopers. There almost is no reason to go to 10 from 2 or 9, but if you feel you must, then go ahead. By warping, head back to 13 (or warp to 12). You're going to want to be on the far right side when you get there. Either way, you're going to want to approach 11. This part will be very hard. Try to get around all five of the green troopers and grab the hearts. Kill any of them if you feel you absolutely must, but remember: They're tough. From the platform the hearts are on, jump down and go to 10. Go left, trying your hardest to avoid the space riders (hint: do not go exactly straight... try jumping up to left, to down to left... etc). Grab the blaster and jump into the warp. This should warp you to 3. Go right and meet the boss. BOSS GREY JET-PACK JUMPERS Difficulty: Fairly Difficult These guys can be simple if you have the spiked shoes. Use the spiked shoes to soften up the Jumpers and kill the turret. Try to dodge their bullets and keep an eye on your life After you've run out of shoes, grab the anklet and begin jumping from platform to platform. Use your blasters or your shootings stars. I would recommend the blasters as they are quicker. Shoot each guy a few times with the blaster and they're history. If, however, you don't get here with shoes, grab the anklet immediately. Kill the turret as soon as you can while dodging all the bullets. Jump around on the platforms to avoid all the bullets. Continually shoot with your blaster. If you blaster runs out, use your shooting star. Pray that you never have to use a yo-yo in this situation. After they're defeated, jump through the door into room 7 and exit the level. Now, walk up down a small hallway and into a room with three staircases. The staircase at the top and the one on the lower left both lead to each other, so ignore them both. Go into the staircase at the bottom right. From there, work your way around until you come to an orange cube. There it is, the first cube! After grabbing it, your weapon will become the Super Nova! Walk up into the next dungeon and the last one of the chapter. -OSTROID'S DOMAIN- Ah, back to straight-forward levels. No more random hopping. Anyway, go into the first room. The first area will be ridden with gold troopers. Grab the two clusters of four hearts (eight hearts total) and whoop the troopers. You should hopefully have a Super Nova after grabbing all those hearts. Keep in mind that your Super Nova can travel all the way across the screen no matter where you stand. Defeat the troopers and head right. Another trooper here. At the top, you will see an mobilized turret. Kill it when its gun comes out of the shell and then walk right and defeat another trooper. Walk down the line and grab the blaster and the hearts. Don't worry too much about the line of platforms near the bottom. They do nothing except get you across a different way so you can avoid the trooper near the end. Head into the screen on the right. Kill the green and gold troopers. Notice that there's a crack at the top of the screen near the platform up there. Hit that part of the wall to reveal a hidden room. Jump through to get a medicine. Go back to the previous room now, and go right some more. In the next area, destroy the mobilized turrets above and below you. Also destroy the green trooper if it gets too close. Jump right along the tiles and jump onto a long, vertically aligned platform. Destroy the mobilized turret on the next platform over (it should look like a backwards C) and jump onto it. Continue heading right into the next screen. There should be a hole in the next room that launches what I call Death Discs. You can easily kill the discs and the hole only launches three at a time. Still, dodge them if you can. If you have a Super Nova, then kill the green trooper at the top of the screen from the bottom of the screen, preferably while on one of the tiles in the lower row. You don't want to get too close when fighting these guys. Now, carefully walk around to the hearts. The trooper opens the door when he dies, so jump through. Now, there should be a warp pad and some gold troopers. Ignore the troopers and run straight for the pad. This should teleport you to a room with four mobilized turrets on every side of the room with you in the very middle with some platforms. Watch our for their projectile and defeat them to open the door on the right and make a platform appear. Jump to the platform and go through the door. The next room should have a couple of spinners (as I call them) and a crack on the wall at the top of the screen. Kill the spinners if they become too pesky and destroy the wall to get a room with a Super Laser. Leave the secret room and go right. Kill the green trooper if you can and grab the pill. Avoid the death discs and head right and around to the tiles on the right side. Head right and kill the spinners here. Avoid the electric shock that surges horizontally across the screen. Do not jump when it is in your way. Make your way to the piping and head right some more. Hopefully here, you have a Super Nova. All the better to defeat the troopers with. Now, after defeating the troopers, the door will open. Be careful for the electric wave that pulses across the screen as it did in the previous room. Kill the spinners here and keep an eye on the red one. That one shoots bullets out at you. Grab the super laser and the hearts and go up into the next room and face the mini-boss. BOSS RED JET-PACK JUMPER Difficulty Rating: Moderate This guy can be a pain if you're too careless. He will walk around the top on the piping and often jet down to the bottom of the screen, shooting projectile. What I usually do is if I have the Super Nova ready, I jump to the bottom row of tiles and launch shots an him from down there. Stay clear of his bullets as they come at you. When I'm too badly hurt to use a Super Nova (if, that is), I switch to super laser and use those on him when he approaches. He should eventually fall after enough hits. After this one's dead, go right. Ignore the hidden room a the top behind the boss, it's empty. Once you've gone right from the boss grab the hearts and make your way up to the crack in the wall, avoiding the trooper and the death discs on the way. Hit the wall and jump through to grab a super laser. Jump out of there and grab a blaster. Kill the trooper if you want, but head right either way. This part can be pretty annoying. It's teeming with red spinners. Kill them as you go by, jumping from tile to tile to the right. Watch out for the trap tiles near the middle. Get past those and keep heading right. Be sure to pick up the hearts if you need them. I hate this next part. See those red pipes? Stepping on those damages you. Walk normally across, but when a red section comes close, jump either up or down to another piece of the piping to dodge it. Just make sure that whichever way you jump doesn't put you right next another red piped area. After you've crossed this, head to the next room. BOSS OSTROID Difficulty Rating: Moderate If you have a Super Nova, this part can be pretty easy. Keep hitting the Ostroid until it backs up far enough for the button it was standing on to be open for jumping. Jump on it and another button will appear at the left end of the screen. Run to that button and jump on it. The piping the right end will disintegrate. Now, return to hitting Ostroid as each few hits forces it back. If you can no longer use the Super Nova, use a super laser. Keep doing this until it backs up into the area that no longer has piping and tragically falls to its death (for lack of a better term considering it's a robot). Now, two platforms will appear heading upward. Go through the door and exit the level. -SPACE MAZE- This area is a huge maze with the Blue Magic Cube at the end of it. Head right and then turn down. Eventually, you will come to an intersection in which you can head left or right. Go right (the lower of the two paths). You will eventually come to an area with two right turns and a left one. Go down the second right turn and make your way to the stairs. When you appear in the next room, do straight down, then left into some more stairs heading back up. Now, there should be two paths heading right. Take the first path (the higher of the two) and go right. Follow the path until you come to some stairs heading down. Go down the stairs and you will be in an L-shaped hallway. Go all the way to the end of the hallway and up the stairs into a small room with two staircases on either side (one of which you just came from). Take the left flight of stairs into yet another hallway. Go straight left and up the stairs. From there, it's just straight down and right to the blue cube! Thanks to the second cube, you will now have two full rows of hearts! All of a sudden... BAM! The ship takes off! 5H: FINAL BATTLE Head up and before you enter the final level you will see a cut scene involving Zoda taunting you. After the cut is over, go up into the final level. -CONTROL CENTER- Head upward into the first room. You'll already be thrown into a boss battle, but it's not the final battle. BOSS ZODA (round 1) Difficulty Rating: Moderate First thing to do is grab the blaster at the far right. This one will give you 99 shots. Chances are that you will be starting with only three hearts. This means you will have no room for mistakes. Equip the blaster right after you get it. When Zoda's head appears, fire at it. After a few shots, he will move closer to the piping that you are standing on and throw his eyeballs at you. He will throw three pair, then disappear. Stand at the very middle of the piping after his head disappears. If his head reappears, blast it some more until he throws eyeballs. If his hand appears, be ready to run, depending on which side it appears on. If it appears on the left, run right and don't stop until it's gone. Do the same if it appears on the right, only run left. Do not rest if you've dodged his hand once because he could throw hands out twice in a row. Keep blasting his head until it's completely defeated. You'll then watch him transform into a weird beast and run off. Go through the left door. You can walk past the vertical metal beam. Beware the dark gold trooper, but grab the pill at any rate. Now, give all you've got into destroying the trooper. Head left. Destroy the next trooper, continue left, then head down. Head left some more in the next area and kill the red trooper on the wall. Keep going and destroy the other two troopers. Head to the next screen. Watch out here. The tile unleashes a green trooper. When a trooper comes out, kill it. If you feel really brave, jump down into the tile when it opens and you will be surrounded by troopers, tons of them. Save the pill for when you need it and grab the blaster. Attack and try to kill all the troopers down here and grab the pill when you are getting low on life. If you can no longer use the Super Nova, use the blaster. When you've defeated all the troopers, a path will blast open at the top of the screen. Go through and grab the medicine (it will give you three) and the Super Laser in there as well. Go back to the previous room, go right into the hallway with the warp. This will start you in the area right after the battle against Zoda. Go all the way back to the area where you fell through the tile (assuming you went through) and head left. Kill the red troopers on the way and watch out for the green one. Try your hardest to defeat him and go to the left into the engine room. This part can be kind of hard. Avoid the very bottom of the screen as the Death Discs coming out at the bottom. Only stand at the bottom when the platforms at either side of the bottom are closed. Be careful because one of the tiles unleashes a dark gold trooper. When the reactor opens, unleash on it. When the reactor closes, it heals a bit. Beware the platforms as they open from time to time. As you continually hit the reactor with your Super Nova, it will show signs of damage. After a while of hitting it and hopefully avoiding hazards, it will be destroyed. Hopefully, you won't lose your Super Nova. If you have the three medicines, you can afford to take a blow or two, just as long as you don't die. Destroy the reactor and head left. You're very close to the end of the game. You will come to an area in which you must head upward. Grab the hearts and the blaster. This is a good place to boost your life by killing the creatures that come down. These creatures are spit out by Zoda in the final battle, too (just thought I'd give you a little warning). Head all the way up. When you enter the door, the boss music will kick it. The beast you saw earlier will rush out and greet you with maddened power. Time to meet the reaper... FINAL BATTLE ZODA (round 2) Difficulty Rating: A bit difficult This is not the hardest boss in the game, strangely. He can be pretty hard though. I highly (and I mean highly) recommend jumping in with full life. He will attack you by spitting out different little creatures at you. Kill the creatures if you can as they can be very annoying. He will also shoot projectile out his navel. The projectile should be the least of your worries as it doesn't do much damage, especially if you went to get the medicines. If you need life, keep killing enemies for hearts and stars. Continually attack Zoda with your Super Nova. Do not allow Zoda to attack you because one touch by him is instant death. If at anytime you cannot hit Zoda with your Super Nova, switch to Super Laser (if you have one) or a blaster. As he sustains attacks, Zoda will change color and fight a bit more fearsome. Keep attacking and eventually he will succumb. Run back through the door and out of the level. Nope, the game isn't over yet. Once you are out, head around the halls of the ship's final zone and make your way to the green cube (there's no detours you could take, it's all a straight-forward walk). When you finally have the green cube, the game has ended. Contrats! Now, kick back and watch the ending. NOTE: You can interact a little with the ending, but there really is no need for explanation because it's all pretty self-explanatory. --------------------------------- / SECTION 5: BOSS REFERENCE GUIDE \ ------------------------------------- -Chapter 1- C-SERPENT Difficulty Rating: Fairly easy You can do this the careless way or the careful way. Either one works, but the careless way could cause you to use the medicines. Oh well, not like you can keep them after this battle. Anyway, the careless way requires you to stand directly in front of C-Serpent and throw torches into his mouth when it opens, disregarding the fact that you're getting pummeled by his flames. The careful way requires you to jump on one of the platforms off to the right or left and equip the torch by pushing select. Jump in to the middle platform with your torches and throw one at C-Serpent when his mouth opens. Only one, though, or you'll get hit by the flames. Which ever way you choose is up to you. -Chapter 2- OCTO THE HUGE Difficulty Rating: Moderate This one can be a bit of a challenge if you don't know what you're doing. What I usually do is jump back and forth among the platforms, dodging the ink balls Octo shoots. It's best only to jump when they seem to be getting close rather than just jumping at random. Jump over the ink balls as they come at you and wait for Octo to move forward. When she does, freeze the water with a snowman doll (pause the game, push down, and push A on the snowman doll). This should freeze everything. Now, you can either use your bat or your yo-yo. I like to use the yo-yo because it's quicker. When the snow thaws, you can either let Octo go back or you can refreeze the place. If you're quick enough, you should be able to defeat this one before the second use of the snowman doll wears off. If you run out of dolls, then fret not. Keep doing your usual dodge routine and wait for Octo to come forward. When she does, begin to unload yo-yo/bat shots at her as much as you can before she backs up. After enough shots, this ones ready for the deep fryer. -Chapter 3- MAGMA THE FIERCE Difficulty rating: A bit tricky This guy cannot be killed with weapons. Do not stand still for too long because this one loves to shoot a nice batch of flames right at you. You should notice a couple red crystals on either side of him. Hmm... Avoid Magma's shots and the dancing flames. Head to the platform at the very top left and a button will appear next to the left crystal. Jump on the buttons and the crystal goes bye-bye. There is also a row of platforms in front of Magma. Jump on the one to the far right and another button will appear. Jump on it and destroy the second crystal. The land will disappear from beneath Magma and he will plummet to a watery grave. MAXIE Difficulty Rating: Moderate Now there should be a giant ghost floating around at the top of the screen. The only way to hit it is with your bolas. Be careful on how many bolas you use. Make each hit count. On top of attacking Maxie, you also have to avoid the shots fired by the mini-volcanoes and stay clear of the minies that keep respawning. Continually hit Maxie until he speeds up. Now, time your shots a little better. With only a few more shots, you should have him pretty well exorcised. -Chapter 6- GIANT TURBOSS Difficulty Rating: Pathetic This is almost exactly like fighting Octo. On the far right tile on the bottom row, you can make an anklet appear. Grab it because you will need it to leave once you've defeated the boss. Use the same dodging strategy you did with Octo. Jump from platform to platform to dodge Turboss' projectile. Stay relatively in front of it, though. Eventually, it will charge forward and wait there for a few seconds. At that moment, unload shot after shot onto it. If you have the shooting star at this point, this creature is way easier. Well, okay, so he's still pretty easy either way. Keep using the same method and this one will join the others in the boss graveyard. BROKEN JOE Difficulty Rating: Pathetic I highly recommend using horsehides here. Do not touch the face on the other side or you will die. Wait for a little while and a statue will come out of the wall. Yep, it's Broken Joe. Choose your horsehides. When he opens his mouth, ectoplasm will crawl out at you. Jump over it will tossing horsehides at the same time. Some times he will stop to open his mouth. Golden opportunity. Keep hitting him with horsehides until he dies or you run out. If you run out, use your regular weapon. It shouldn't take too long to defeat this one. HOODOO DOLL Difficulty Rating: Fairly easy This boss can be a pain if you make too many mistakes. Attack it (preferably with your shooting star) and jump over its projectile that it shoots. Do not let it get too close. Keep attacking and this mini- boss should be history HOODOO DOLLS Difficulty Rating: A bit difficult Now, you have to fight two Hoodoo Dolls. Not nearly as easy as the first battle. Attack each one separately and work on the weaker one (that is, the one you've been working on the most). Asterisks can also come handy here if you can ever hit both of them at the same time. Avoid their projectile shots and keep on them. Eventually, both will die. STATUES OF TWIN SUMOCHO Difficulty Rating: Moderate The two statues will both shoot bullets at you slowly. Jump over the bullets as they come at you. Send some asterisks straight down the middle and when they are lined up with the statues mouths, split them. It should hopefully hit both if you sent them down the middle. If not, then one is fine, but not as good as two. Keep doing this until they're dead. If it helps you to dodge their bullets, jump left and right. -Chapter 7- GREY JET-PACK JUMPERS Difficulty: Fairly Difficult These guys can be simple if you have the spiked shoes. Use the spiked shoes to soften up the Jumpers and kill the turret. Try to dodge their bullets and keep an eye on your life After you've run out of shoes, grab the anklet and begin jumping from platform to platform. Use your blasters or your shootings stars. I would recommend the blasters as they are quicker. Shoot each guy a few times with the blaster and they're history. If, however, you don't get here with shoes, grab the anklet immediately. Kill the turret as soon as you can while dodging all the bullets. Jump around on the platforms to avoid all the bullets. Continually shoot with your blaster. If you blaster runs out, use your shooting star. Pray that you never have to use a yo-yo in this situation. RED JET-PACK JUMPER Difficulty Rating: Moderate This guy can be a pain if you're too careless. He will walk around the top on the piping and often jet down to the bottom of the screen, shooting projectile. What I usually do is if I have the Super Nova ready, I jump to the bottom row of tiles and launch shots an him from down there. Stay clear of his bullets as they come at you. When I'm too badly hurt to use a Super Nova (if, that is), I switch to super laser and use those on him when he approaches. He should eventually fall after enough hits. OSTROID Difficulty Rating: Moderate If you have a Super Nova, this part can be pretty easy. Keep hitting the Ostroid until it backs up far enough for the button it was standing on to be open for jumping. Jump on it and another button will appear at the left end of the screen. Run to that button and jump on it. The piping the right end will disintegrate. Now, return to hitting Ostroid as each few hits forces it back. If you can no longer use the Super Nova, use a super laser. Keep doing this until it backs up into the area that no longer has piping and tragically falls to its death (for lack of a better term considering it's a robot). -Chapter 8- ZODA (round 1) Difficulty Rating: Moderate First thing to do is grab the blaster at the far right. This one will give you 99 shots. Chances are that you will be starting with only three hearts. This means you will have no room for mistakes. Equip the blaster right after you get it. When Zoda's head appears, fire at it. After a few shots, he will move closer to the piping that you are standing on and throw his eyeballs at you. He will throw three pair, then disappear. Stand at the very middle of the piping after his head disappears. If his head reappears, blast it some more until he throws eyeballs. If his hand appears, be ready to run, depending on which side it appears on. If it appears on the left, run right and don't stop until it's gone. Do the same if it appears on the right, only run left. Do not rest if you've dodged his hand once because he could throw hands out twice in a row. Keep blasting his head until it's completely defeated. You'll then watch him transform into a weird beast and run off. ZODA (round 2) Difficulty Rating: A bit difficult This is not the hardest boss in the game, strangely. He can be pretty hard though. I highly (and I mean highly) recommend jumping in with full life. He will attack you by spitting out different little creatures at you. Kill the creatures if you can as they can be very annoying. He will also shoot projectile out his navel. The projectile should be the least of your worries as it doesn't do much damage, especially if you went to get the medicines. If you need life, keep killing enemies for hearts and stars. Continually attack Zoda with your Super Nova. Do not allow Zoda to attack you because one touch by him is instant death. If at anytime you cannot hit Zoda with your Super Nova, switch to Super Laser (if you have one) or a blaster. As he sustains attacks, Zoda will change color and fight a bit more fearsome. Keep attacking and eventually he will succumb. ---------------- / SECTION 6: FAQ \ -------------------- Q: Would you consider this an RPG? A: Not really. It does have very few RPG elements, very slight ones, in fact. I wouldn't consider this a full-blown RPG, not even an action/RPG. Q: At one point they ask for a password and they say it was included with a letter that came with the game. What is this whole letter dealy? A: If you actually got his game new, it came with a letter that had *** around the middle of it. You were supposed to dip it in water and get a password (747). Q: Is there any point to keeping a score on this game? A: Not really. At least, not as far as I know. I really haven't seen much of a use to it at all except just for the heck of it. Q: So, if SheCola is all women, then how do they reproduce? A: I don't think they are all born there at SheCola. They probably take new entries of different women warriors. Why else would the queen ask you to join? Q: Is there a way to destroy Megaton? A: Nope. Q: What's the difference between a "platform" and a "tile?" A: Nothing really. I just use tile now and then so I don't say platform too often. ---------------------- / SECTION 7: LEGAL BIT \ -------------------------- This FAQ is copyright 2001-2003 to Joe Shaffer, aka BoredGamer. Any use of this FAQ for commercial purposes in any way, shape, or form without confirmed consent of the author is strictly prohibited. This can be used for personal use and freely distributed, as long as there is no profit being made off the FAQ without my approval before hand (this includes magazines). This also cannot be posted on any websites without my solid approval. Any failure to comply with said premises can, and probably will, result in legal actions. ---------------------------------- / SECTION 8: THANK YOU AND GOODBYE \ -------------------------------------- Thanks be to... Jeff "CJayC" Veasey. I may have mispelled his name on my first FAQ, but I think I finally have it down. Thanks for GameFAQs. Nintendo for the creation of Star Tropics. My brother for getting me this game for Christmas. Those who put together the NES Game Atlas. JHarring for allowing me to use the enemy list on his FAQ. rkinloch for the information on the heart in chapter 6 that I missed in this FAQ. Ulfalizer for the alternate C-Serpent strategy info. (c) Joe Shaffer 2001-2003