Inspector Gadget for Super Nintendo -- still a PARTIAL FAQ/Walkthrough copyright Richard Lee (mailto:rlee@glasscity.net) minor revision 18 April 2003 to account for one extra contributor -- and to search for contributors who have fallen off the face of the earth! first real revision 17 April 2003 (my apologies, had full-time work and school to attend to) originally published 24 July 2001 special thanks to GoldenRoad155@cs.com, smasher_shawn@yahoo.com, HEISSEGA@sbu.edu, quentin_a@hotmail.com and Darkpaladin13591@aol.com for the hint on defeating Dr. Claw at the clock tower. [special notice: if anyone knows the whereabouts (or the new e-mail address) of either Darkpaladin13591@aol.com or quentin_a@hotmail.com, I would certainly appreciate it. Also, if anyone knows of the whereabouts of Brian MacDonald , I would also certainly appreciate it, especially since he has inside knowledge of one particular cheat code for Inspector Gadget.] Rationale: Inspector Gadget, a long-time cop, has received word from Chief Quimby that his niece Penny has been kidnapped by the notorious gang MAD, led by Dr. Claw. Now, the good Inspector is not exactly the most physically fit cop, but thanks to modern science, he has several instruments that make his life and job so much easier. Also, the family dog, Brain, is much smarter than he appears (he is most assuredly no mutt). Get through all the stages and rescue Penny! first, the key to the pad: you have a choice of armaments... Y is your fist B will make you jump A will use your gadgets L and R will change your gadgets start will pause the game down on the directon pad will make Gadget kneel, and in so doing will reveal secret bricks/blocks. For the most part, this game consists of beating up enemies, punching out rocks and collecting cards... Cards are in the form of the gadgets (you¹ll need to get these cards to get the gadgets), hats (to replenish your energy -- up to 99), suits (to replenish your health) and faces (extra lives). There are also Brain and Cheif cards, whose purpose is not yet known. These cards are usually hanging around by themselves. Defeating enemies or beating up rocks will also get you cards. Going into a yellow diamond or square will get you cards the gadgets/weapons are: plungers -- great for climbing up cliffs and walls! springy hands -- very useful arrows bombs mini-Gadget -- these are minature Gadgets that will fight for him lanterns -- throw these at your enemies: great for snowmen helicopter -- this Gadget holds on to spinning propellor -- this spins off of Gadget... great for hard-to-reach enemies to alternate between weapons, use the L and R keys on the top of the pad. With the exception of the plungers and the springy hands, all of these will use up at least one hat. The number next to the weapon represents the strength level, with 3 being the highest you can go. Gadget dies when: 1: He falls through a hole 2: He is touched by an enemy twice (The first time around, he will lose his clothes. You will have a very limited amount of time in which you are invincible. -- Special thanks to HEISSEGA@sbu.edu for the reminder.). 3: He runs out of time: you have 300 seconds! 4: He is soaked in water for an extended period of time. If you get through all the stages, you will have rescued Gadget¹s niece Penny. Stage 1 -- the haunted English castle part 1 (lovely English weather... all rain, all the time): get the goods, while making sure you jump over the first two pits. then you will get the 1-up and go down. there are four secret blocks just before the chasm; hit these to get cards and an extra life. changing gadgets, you will need to use your springy hands to get over the chasm. you will then encounter a spring in the ground and go into a yellow diamond. get the goods and spring out. jump on the spring that you were on, punch out the rocks and go left. go across the wooden bridge, looking out for lightning strikes (they will strike only certain parts.... self explanatory). defeat the enemy and collect the arrows card. go back over the bridge, jumping over the missing parts damaged by lightning. part 2: punch out the rocks, go into yellow diamond. after you¹re done collecting, defeat the tree stumps (don¹t step on them!). next, watch out for the boulders, then throw two bombs into the pit that is now full of boulders. collect the goods. go up (avoid the boulders... they are never-ending!) and go up the hill. Punch the first flying tree stump that appears. fall down this pit. go all the way right, and wait for a loud noise. beat up the other stumps and collect the goods. jump on the dog balloons, going right in the meantime taking the HIGHER level (read note on LOWER level)... part 3 (you¹re in the castle now!): go right, wait for a few seconds, punch out the falling stag¹s head. go right some more, defeat the enemy (there are two secret rocks to the left on the table, punch these too). go right some more, break the half-dozen rocks. go left, and throw a bomb on the five rocks on the floor. Collect the goods, go right to the yellow diamond, collect more goods. Go left and watch the ceiling for bats dropping acid (punch these out!). use your springy hands to go across the pit... destroy the stone wall and collect the goods. now go down a level and watch out for the floor: some parts you will fall into a bottomless pit and die! you will eventually jump into a painting... but before that, just after the frame, there are a few hidden blocks. [NOTE: if you came in from part two on the LOWER level after going on the exploding Brain balloons, you will have bypassed both of the yellow diamonds and about 80% of the enemies.] part 4: Dr. Claw lights up the combustible candelabra... you have to beat up the candelabra five times to defeat this boss. watch out for enlarged flames: they will fly towards you. also, watch for the henchmen falling out of the paintings. Stage 2 -- the Swiss clock tower part 1 (on the glacier): walk carefully: you're on ice. you can punch out the first batsman and the first snowman that appear, but you'd be better off shooting arrows. once you've dispatched them (and the boogeyman behind the ice wall), go back left, stand on the thin ice and go left (did you jump?). hit all the bricks... there is a diamond: here you will get a secret weapon (the anvil cards). switch to the helicopter gadget and go right. punch out the six blocks of ice, go spring up. go shoot arrows at the snowman. break up more blocks of ice. go right, finish off more snowmen. go back left to where you've sprung up, go right. defeat the two batsmen, go down. there you will see a yellow diamond. collect the goods. go up and go right. you'll be on thin ice; as soon as it goes, go immediately right and finish off the snowman. break the ice and go right. part 2 (climbing the MAD-erhorn): watch out for another batsman. go up as much as possible. there will be two pits, one of which has a diamond and spikes, the other, just spikes. watch out for flying henchmen (attack these with flying propellors and / or arrows) and the snowmen (just about anything will work, especially the lanterns). the suction cup is extremely useful here -- not only is it slippery, but you will have to deal with the winds. about midway through the climb, go up the left side for the other yellow diamond towards the top. part 3 (inside the clock tower): (No real walkthrough here!) Go up. You have wheels on an axis and floating levels that will aid you in getting to the top. You also have the spinning gears; these do give way. you have your usual henchmen; you also have robots that explode their heads off when you destroy them... WATCH OUT! One of the yellow diamonds is midway on the right, the other being hidden by 6 sets of bricks at the very top. When you're done with all that... part 4 (outside the clock tower -- not exactly the Pit and the Pendulum): Dr. Claw brings out his portable chair, to which is attached a swinging pendulum with a blade. You can step on the roofs of the bulidings; there are also panels in the sky. There are also one-ups and hats in the bricks above the clock. Jumping from roof to roof and from panel to panel, avoid the blade and start shooting Dr. Claw with the arrows (you don't want to get close to him, if at all possible). After three shots of arrows, Dr. Claw loses the big blade and starts shooting ninja stars. Three more shots will do the trick. (According to Darkpaladin13591@aol.com, level 3 spinning propellors will also do the trick.) (According to HEISSEGA@sbu.edu, a few punches to Dr. Claw's chair while in skivves -- and invincible -- will also do the trick.) Stage 3 -- taking a slow cruise down the Amazon? part 1 (not exactly Planet of the Apes) jump from wooden walkway to wooden walkway. watch out for monkeys throwing explosive balls (possibly nuts) and natives throwing spears. Don't jump into the water unless there is something floating in it. There are two yellow diamonds, one of which is hidden in the jungle, the other over the river. There are also a bunch of drums at the beginning and at the end... just like bricks in stage 1. Bombs are very useful here. part 2 (not the Love Boat!) at the first dock, there will be eight hidden blocks. after that, jump from dock to dock (6 gaps?) to the first boat. jump about twice on the boat, run across the dock and go to the next boat. (you will be going left to right while avoiding electric piranhas with spears and natives with flaming arrows. there is really nothing you can do in fighting them off, so run like the devil.) when you get on the second boat, try to stay on it because it will go very fast! part 3 (at the falls) Dr. Claw starts flying around the falls with four ninja stars going around his chair. you'll need to jump right down and start moving. shoot off all the ninja stars (about 8 hits), then shoot the chair (4 more hits). there are six grass blocks -- one block containing either nothing or an extra life, one suit and 4 hats that will make it easier to finish off Dr. Claw. Stage 4 -- the Inca (Atlantis?) ruins part 1 (the bay of Fundy-Picchu?) at the beginning, there are five hidden blocks. after that, there is a diamond surrounded by even more blocks (all hats here). while watching for the chasms, watch out for the bazooka-holdin' henchmen and the masquerading (thieving?) archaeologist. Use mini-gadget or arrows on both, since it is hard, if not impossible to dodge either the bombs (from the henchmen) or the bugs (biting flies and scorpions, from the archaeologist). (take extreme care not to fall over the chasms.) as soon as you pass higher level over the pillars, hidden in two blocks is an extra life and a suit. once you go down the copper cushion, the second diamond is at the lower level next to the second archaeologist (there are three archaeologists in total). Note very well that the water level does go up and down extensively and that water is hazardous to Gadget. part 2 (the mines) get on the cart and ride the rails. when you see another cart, jump to it. repeat to finish, but watch out for flying henchmen. (still haven't figured out the end to that one. ANY SUGGESTIONS?)