@@@@@@ @@@ @@@ @@@@@@ @@@@@@ @@@ @@@ @@ @@ @@@@@@@@ @@@@@@ @@ @@@ @@@ @@ @@ @@@ @@@ @@@@@@ @@@@@@ @@@@@@ @@@@ @@@ @@@ @ @@ @@@ @@ @@@ @@@@@@ @@@@@@ @@@ @@ @@@ @@ @@ @@@ @@@ @@ @@@ @@ @@ @@@@@@ @@@ @@@@@ @@@ @@@@@ @@@ @@@@@@@ @@ @@ @@@ @@ @@@ @@@ @ @@@ @@@ @@@ @@ @@@ @@@ @ @@@@ @@@@ @@@ @@ @@@ @@@ @ @@@@@ @@@@@ @@@ @@@@@ @@@@@@@ @@@@@@ @@@@@@ @@@@@@ @@@@@ @@@@@ @@@@@@ @@@ @@@ @@ @@@@@@ @@@@ @@@ @@ @@ @@@ @@@ @ @@ @@ @@@@@@ @@ @@ @@@ @@@@@ @@@ @@@@@@ @@@ @@ @@ @@@@ @@@ @@@ @@@ @ @@@@@@ @@ @@@@@@ @@@ @@@ @@@ @ @@@@@@ @@@ @@@ @@@@@@ @@@@@ @@@@@ @@ @@@ @@@ @@ @@ @@@@ @@ @@@@ @@@@@@ @@@@@@@@ @@ @@ @@@ @@ @@ @@@ @@ @@@ @@@ @@ @@ @@ @@ @@ @@ @@@@@@ @@@ @@@ @@@@@@ @@@ @@@ @@@@@ @@@@@ @@@@@@ @@@@@@ @@@@@@ @@@@@@ @@@@@@ @@@@@@ @@@@@@ @@@@ @@@@ @@ @@ @@@ @ @@@@ @@ @@ @@@@@@ @@ @@@ @@@ @@@@@@ @@@@@@ @@@ @ @@ @@ @@ @@ @@@@@@ @@ @@ @@ @@ @@@ @ @@@@ @@ @@ @@ @@ @@@ @@@@@@ @@@@@@ @@@@@@ @@@@@@ @@@@@@ @@ @@@@@@ Introduction: Hello there and welcome to a walkthrough for the ancient and forgotten about video game: The Ren And Stimpy Show Veediots. As of right now I have eight video-game related literary works. Three of them are posted on GameFAQS and one would be Dark Summit. The full fledged walkthrough that I wrote. I was using the Gamecube version so if you look at it and find that the info is incorrect... look at what version you are playing and it is not the Gamecube Version than that is where your answer lies. The other is a Card Guide for the game known as: Monster Rancher Battle Card for the Gameboy Color and that one is also finished. Lastly I have the In-Depth Episode One guide for this game as well. One of the literary works is a review for this game that has been posted. The other four works that I have created, or started are as follows: Boss guide For "Super Mario World" for the Super Nintendo. A Guide for "Pieces" Super Nintendo. An Episode Three Guide for this game, and the walk-through for this game as well. The reason that I am writing this walkthrough is because I know there are some poor helpless souls that can't get past a certain part or would just like to say that they have beaten all of their Super Nintendo games. My first full-fledged walkthrough I like to say I did a pretty good job. It tells you step by step as to how to get one-hundred percent with everyone, how to unlock all the levels, snowboards, outfits, snow boarders... it has everything. Well on this one I hope to do the same so if this guide needs more information, I need to elaborate on something whatever. Feel free to contact me. (See Contact Information below) As for the game itself by today's standards the graphics are low the sound is low nor is it the most popular. However if you give the game a try you will see that it is just as good even better than most other platform jumpers out there. The games environmental comedy is top-notch where else are you going to see the crazy antics off an offbeat mouse and his half-wit sidekick so beautifully put together in one game? The comedy from the show is just so evidently gifted into the game itself. So grab yourself some Sugar Crisp turn on your game and get ready for some fun yet hilarious hours of crazy antics. """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ======================================================================= ----------------------------------------------------------------------- ======================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" 2: Version History: I have written three other strategy guides for games, they are a full walkthrough for Dark Summit playing the Gamecube version, a Boss Guide for Super Mario World on the Super Nintendo and a Card guide for Monster Rancher Battle Card for the Gameboy Color. Only the one for Dark Summit is posted on GameFAQS, but I will am working on the others while I am writing this one. Unfortunately, with the Exception of my Card Guide, I never put a Version History in them so when I went to work on one again I had to search for what I had done and what still need to be. So I am going to make it an utmost priority to take the time to be accurate with this one. The reason I never created a Version History was because I thought them to be pointless. I always thought that FAQ writers put Version Histories in to make their strategy guides longer and show off how quickly they can write them. Or display the amount of time it takes to write one. I know now that they do have a point and if it takes up room and a show off that is all right, everything good has its pitfalls. But one thing I don't under stand is why some have 9.12, 3.2, 40.5 ET cetera based on what they add to it, to me it is easier to just upgrade the version one full number every time you add something to your literary work upon closing the program. Version One: I was outlining this guide in school and I have came to the conclusion that this walk-through is going to be larger than my Dark Summit one. Today I am just going to outline the guide, write thank you's, about the author, closing, and legal Information and do the ASCII art. Yes you are correct those are usually reserved for finishing touches but that is just simple cut-and-paste from my other FAQ's. Version Two: Now is when the real fun starts. Now that I have finished the preliminary work I can go on ahead and start writing the level walkthrough. Funny thing is I don't know whether to call them episodes or levels. I think I'll call the parts of the episode levels and the whole thing an episode. Today I hope to finish the first episode and put some power ups into the proper sections seeing as how I have spent all morning collecting dark souls in Shadow man I have only four hours to work today. Well we'll see how it goes hopefully it will go good. Unfortunately I got frustrated with the fourth level and turned the game off. So I did not get the episode finished nor have I wrote anything for the second level. So today wasn't the best FAQ Writing but it is only twelve forty-five. I am going to get lunch and write for the second level and work more on the fourth. (4-9-4) Version Three: I have seven hours to work on this guide but I will probably get pissed off in a level and quit like I did yesterday and not work on this the whole seven hours. Today to avoid yesterdays antics I will not work on level four. I will write episode two's. Also I am going to put in the power- ups and button configurations. Because it would be a major waste of time to play through the entire game to get to one level to write the walkthrough for it I am using the level select code. When you look at the numbers there are twenty-six levels. Looking more closely you will notice you cannot skip to level ten... there is not one. To get to it you have to play through level nine to do it. Also levels twenty through twenty-six are either the ending sequences to the game, level, or demo levels. So I only have to write for eighteen levels. Or I could be a smart aleck and write for them anyway which I will probably do just for fun. After all of that I am going to just play the game so I can get an idea of what the levels ahead are like. (5-9-4) Version Four: I have spent all morning playing Monster Rancher Battle Card GB for the Gameboy Color. I went to GameFAQS and much to my pleasurable surprise my Card Guide I submitted earlier has been posted. Despite that fact the guide is missing much information and in the new version of that guide there are only three cards information missing. When I get that information I will be finished updating that guide unless I see any things needing fixing. I am teetering on the choice of making this an in-depth walkthrough for the first episode and then just take a break from FAQ writing and work on my other literary works. If I do that then I will probably write four separate guides and then ask GameFAQ's if they can remove those and just post the one guide covering the guide. Or I might have four separate then one full guide. I don't know only time will tell. Not much will be done to anything past Episode one until I come to my choice so today I will only do some more outlining and call it good. (6-9-4) Version Five: As I am writing this I am proud to tell you that the first episode in-depth guide is complete. As I have stated multiple times before I have told you I will write four separate in-depth guides then merge them into one. With the information on the first episode guide complete, why should I cram all of the information into this guide all at one time? It would seem as if there is a more logical way. That logical way would be update it with each completion of each guide. Today I am going to simply update needed information and add the new information. (29-4-9) Version Six: I finished the In-Depth Episode guide for the third level of this game awhile back, to be more precise I finished it the eleventh of October. When I submitted it to GameFAQS it was rejected because they want me to submit one single guide instead of four in-depth guides. Because of this nothing will change. I will continue to create them as separate guides because it is easier on me to do it this way. When I finished the third episode guide I told everyone else and myself, I was going to take a few weeks off, it did not happen as I had planned however. It took more than three months off. I worked on writing a review, submitting game credits and more than six hundred codes for a single game. Now that I am back to working on this guide I am integrating the information regarding the Episode Guide that I have finished recently or the last one I finished to be more precise. When I integrate this I will begin work on writing the second episode when I can find the time. (27-1-5) NOTE This becomes a new version upon close of Microsoft Word(c) """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ======================================================================= ----------------------------------------------------------------------- ======================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" Table Of Contents: 1. Introduction 2. Version History 3. Table Of Contents 4. Button Configurations 5. Level Walkthrough 6. Items 7. Enemies 8. Power Ups 9. Cheats 10. Thank you's 11. Legal Information 12. About the Author 13. Closing """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ======================================================================= ----------------------------------------------------------------------- ======================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" Button Configurations: Isn't it nice to know what button to press to do what? I know it is when there are a lot of button combinations you have to press in order to do something. Especially in fighting games, most of the time however, I never use the special moves because it is more of a challenge to use basic moves to knock them out. In this game there is no button combinations, no complex controls, just the simple Directional pad, Select, Start, "A" "B", "X", and "Y" buttons. The Left and Right Shoulder Buttons are not used. With that said here are the controls... @@@@@@@@@@@@@@@@@@@@@@@ #####Ren's Controls#### @@@@@@@@@@@@@@@@@@@@@@@ Select= Return to main screen if you used the level selwct cheat. Fast forward through episode introductions Start= Pauses the game. A Button= Puts huge smile on Rens' face and allows him to jump one and half the height of his body. B Button= Same as the "A" button. Why does two buttons have same effect? In in the Nintendo age it was custom that "A" was jump and "B" was anything else, but "A" was always jump. X Button= If you hold down "X" Ren will hold his hand out and grab something. Also he will answer telephones or steal piggy banks from Televisions with this. Yes you can get money from the televisions With "Y" but try to answer a phone with "Y"... Y Button= Pressing this will put a small grin on Ren's face and have him slap anything for a quick second. The use of this is simple, for attacking things. @@@@@@@@@@@@@@@@@@@@@@@@@ ####Stimpy's Controls#### @@@@@@@@@@@@@@@@@@@@@@@@@ Select= Return to main screen if you used level select cheat. Fast forward through episode introductions Start= Pauses the game. A Button= Allows Stimpy to jump one and half the height of his body. B Button= Same as the "A" button. Why does two buttons have same effect? In in the Nintendo age it was custom that "A" was jump and "B" was anything else, but "A" was always jump. X Button= If you hold down "X" Stimpy will hold his hand out and grab Something. Y Button= Pressing this down will have Stimpy stick out his colossal tongue. For a quick second. The purpose of this is simple, for attacking things. """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ======================================================================= ----------------------------------------------------------------------- ======================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" Level Walkthrough The designers of this game split it up into four episodes. With multiple parts within each episode. When I was thinking as to how to write this guide I was wondering if I should call an episode a level or the different parts of each episode a level. My conclusion was that I will call each episode an episode and each section a level because that is how the game designers did it. How do I know this you ask? Simple use level select and you will figure it out. Another dilemma I faced was if I was going to write the level solution out or bulletize the level out. Right now I am going to write how to complete the level and get the money and power-ups and if I get bored one day I will make a new section and bulletize it. So with enough introduction here is the step-by-step way as to how to beat this game. +++++++++++++++++++++++++++++++++++++++++++++ +@@@@@@ @@@ @@@ @@@@@ @@@@@@ @@@@@@ @@@ @@@+ +@@@@@@ @@@ @@@ @@ @@@ @ @@ @@ @@ @@+ +++@@ @@@@@@@ @@@@@ @@@@@@ @@ @@ @@@+ +@@ @@@ @@@ @@ @@@ @ @@ @@ @+ +@@ @@@ @@@ @@@@@ @@@@@@ @@@@@@ @+ ++++++++++++++ ++++++++++++++++ +@@@@@ @@@@@ @@@ @@@ @@@@@@ @@@@@@ @@@@@@@ @@@@@ @@@@@ @@@@@@+ +@@@@ @@@@ @@@ @@@ @@ @@ @@ @@@ @ @@@ @@ @@@ @+ +@@@ @@@ @@@ @@@@@@@ @@ @@ @@ @@@@@@@ @ @@@@@ @@@ @+ +@@ @@ @@ @@ @@@ @@@ @@ @@ @@ @@@ @@ @@@ @@ @@@ @+ +@@ @@ @@@ @@@ @@@@@@ @@@@@@ @@@ @@ @@@@@ @@@@@ @@@@@@+ ++++++++++++++++++ +++++++++++++++++++ +@@@@@@@ @@@ @@@@@@+ +@@@ @ @@ @@ @@@@@@+ +@@@@@@@ @@@ @@@ @@+++ +@@@ @@ @@@@ @@@@ @@+ +@@@ @@ @@@@@ @@@@@ @@+ +++++++++++++++++++++++++++ Episode Name: The Boy Who Cried Rat Episode Levels: 4 Lives Per Episode: 3 Episode Player: Ren Episode Story: "Stimpy, I'm so hungry I could eat boiled shoe leather!" Complains Ren to Stimpy in a park while both of them looking as if they hadn't eaten for weeks. "I've got a plan, Stimpy" Says Ren jumping up excitedly in the park while Stimpy looks at Ren quizzically. After that you see a nice red house with a cement chimney in the night. Next you see Ren tiptoeing through a house at night with a suitcase. "Allow me to make a business proposal!" Ren says to someone holding a white business card out with the head adornment of a blue baseball hat. Stimpson J. Cat Professional "Mouse Catcher" is seen next in big red letters on a business card. "Squeak I tell you! Squeak!" Ren exclaims standing on all fours inside of a rat hole with his head poking out wearing a cap with enlarged rat ears while wearing a blue bow tie. Level One: -Player: Ren -Time: Three Minutes -Difficulty: 1 -Extra Lives: 1 -Power-ups: None Available -Money Available: Nine Dollars. The first level of a game is usually the easiest. Not in this one they start the difficulty at normal and build from there. However if you are an avid platform jumping player this level shouldn't be too hard. Because Stimpy is a halfwit and stupid enough to leave more than the necessary amount of traps to capture a rat even if it is a scam Stimpy threw out a lot of traps. To complete this level you are going to whack Stimpy with logs, jump over blocks, deal with being blown around by fans and of course jump over rat traps. When you first start out head to the right. When you see the first television smack it for any easy quarter. Carefully jump on the television jump to the second picture and grab it, when you do three money bills, (I'd like to call them dollar bills but they are worth only a quarter. I have never seen any paper currency worth a quarter have you? For ease I will call them quarter bills) will fall down. Avoiding the rat trap collect these and be on your merry way. Answer the phone by pressing "X" to get a hidden quarter bill. After answering the phone jump on top and jump to the clock. Hey what do you know it grabbed you? When you are at about Two O'clock press "A" to jump off. Jump to the highest shelf and grab that money. Beware of Stimpy he will come out from behind the curtain. Remember the picture I told you to grab throw the portrait at him so he will go away for now. Continue going left and hit the television for a piggy bank worth a whopping twenty-five cents. Jump onto the television, grab a vase, jump back to the blocks and ruin Stimpy's plan of catching you. Pick up the ever familiar quarter bill then use the fan to get behind the curtain. Walk to the fireplace and knock Stimpy out with a log meant for the girls. Heading right grab the picture on the wall above the telephone for some more money after the money answer the telephone as you did before. While heading right grab a vase because Stimpy will be waiting for you at the next furniture piece. Still heading right grab something to dispose of Stimpy he will be waiting for you on top of television after the curtain. Get behind the curtain via the chair and get rid of your half-wit friend while grabbing a piggy bank out of the television. Now this part is tricky, use the picture that was hiding a quarter bill to knock Stimpy out. The easiest way is to get him up next to the cage, just stand in the general area, then use the telephone to get a boost of air when the timing is right use the picture to end your worries. Get on the shelf that the cage was on, after that jump to the curtain to find a hidden one-up. Stay right, there is a picture hiding seventy-five cents above the blocks. Using the picture do what you need to get rid of Stimpy. Continue going right but be watchful of Stimpy as you near the next television with a hidden piggy bank. As you head right be sure to answer the ringing telephone and pick up the hidden money by it watch for Stimpy and do what you have done before while answering the telephone continue heading right while avoiding the rat traps and picking up any food you need to replenish you health. Unfortunately to end this level we must venture into a place no sane man would... Stimpy's mouth. Just walk to the cardboard in front of Stimpy. Level Two - Player: Ren -Time: One-Minute Twenty-five Seconds -Difficulty: 1.3 -Extra Lives: Not Available -Power-ups: 1 Stocking, 1 Ginger Bread, 1 Skull Brush -Money Available: Two Dollars and Seventy-five cents I think Stimpy needs to go see an oral dentist or find a toothbrush at least. His teeth are missing, there are squirrels living where his teeth were, open ended nerves are poking out every where, pieces of his gums are missing, and there is constantly rotten food particles falling from his teeth. Luckily this isn't too long or hard of a level. Before in the first level we were heading to the right, on this level however, we head to the left. Start heading to the left jump over the gum pit and canine. While heading to the next gum pit with a toxic gas emitting from it a food particle will fall from the top be aware of it. Jump the pit and continue to the left. Avoid the next toxic-gas-gum-pit as you are heading left grab a quick quarter bill. You should see two squirrels just waiting in the gum pit and another quarter bill to avoid the squirrels do a running jump to the quarter bill and you should avoid them. If one of them land on your head you will not lose health but your jumping ability until you get the beast off of your head he will stay on for an indefinite amount of time so do not think just standing there will get him off. To get the thing off jump up and down, duck, and run around, do whatever until he comes off it is not as hard as many people make it seem. While heading left again two more pieces of food fall down be conscious of it. In the air you will see the first power-up of the game... a stocking. The stocking will give you a boost in speed and jumping power meaning you can jump further faster this particular power-up lasts but only eight seconds. Use the power-up to get over the hoard of squirrels while grabbing some cash, two nerve-pits and around the time you get to the part where the teeth make a half-circle the stocking should wear off, in this are two more grains of food will fall. Jump over the pit with two nerve-endings. As your journey to the left continues yet another piece of food will be effected by gravity. Jump this nerve-ending pit; continue on watching for the pit with the squirrel jumping two more empty gum pits you should come to a canine with the second power-up, gingerbread. Grab yourself some bread and you shall be invincible against anything but the nerves because touching the nerve will cause Stimpy to clamp down his chompers instantly crushing you. While you are invincible squirrels cannot clamp down to your head, vapors cannot harm you and food twice the size of you will seem to be a speck of dust. While you have the power-up run across the pit with vapors and squirrels without fear, jump up and grab yourself some lunch money. Continue on left and laugh as the food tries to desperately harm you and grab yet some more money. Run left some more and let out an evil laugh as the squirrels try to eat you to no avail, jump over the vapor pit unable to knock you out with its usually harmful vapors, grab some more money and your power-up should be nearing the end. Because of that fact watch for the falling food as you jump over the nerve pit. Jump over a double nerve pit and keep on trucking left being watchful of the four falling food pieces. Jump the next vapor pit and do as you have been doing being aware that a pit with a squirrel and vapors with another quarter await you. When you finish that a distorted skullbrush that look as if it was derived from the skull of Punisher awaits you to grab it so he can replenish a health bar notch. Jump the nerve pit, avoid the food particle, jump another nerve pit, avoid a food particle and be glad that instead of another nerve pit a squirrel is waiting for you. After the squirrel some more food grains await you along with a nerve pit. A vapor pit accompanied with two more rotten food pieces is ahead with a nerve pit in association with more food. Almost finished just jump another pit with two nerve-endings make sure you do not allow to let the food fall on you as you cross yet again another vapor pit. And once again another vapor pit with a squirrel and food await your arrival. Luckily after that you are home free to fight... Level Three -Player: Ren -Time: Three Minutes -Difficulty: 2 -Extra Lives: Not available -Money Available: Not Available What in Gods green earth is that? Seriously I would love to know how Stimpy got all of those squirrels in him and then managed to keep them alive. When you be gin the squirrel is riding atop Stimpy's tongue. The creature only has three hits and you have five. This is the first game I ever saw that you had the upper hand against a boss. But I digress. You are going to have to smack sense into that squirrel by jumping at him as the tongue as it goes down and smacking him. While avoiding the slobber of Stimpy's tongue. When you see the tongue moving wait for it to come down jump on top and do as I stated before for a total of three times. If at any time the tongue touches you or the slobber does you lose one health point. If the squirrel has the tongue rise to the top he is planning to drop some rotten food particles on top of you. To avoid these simply move one pixel over to the left or right as needed usually only three fall. Level Four -Player: Ren -Time: One Minute Forty-five seconds -Difficulty: 4 -Extra Lives: Not Available -Power-ups: 1 Stocking, 1 Ginger Bread, 1 Skull Brush -Money Available: Four Dollars and Seventy-five cents. This level is the last level of the first Episode. The first time we were in Stimpy's mouth he ke4pt the top jaw at the same elevation as we traversed his pathetic oral-hygienic bereft mouth. Not this time, now we must escape his mouth before he clamps down on us regardless of whether or not we touch a nerve. So read on to find out how to escape out of this mouth alive. When you start this level head right jumping over the first gum-pit with two missing teeth. After the first pit there are two more pits the first is emitting a toxic gas in the middle that you will need to avoid and the second has a nerve-ending in the left corner and a piece of falling food in the right use your skills to cross. The next pit is larger than the first three and contains two pieces of rotten food along with a quarter-bill. Heading right jump over the canine then when you jump into the gum-pit avoid the gas and the left over breakfast. The gum-pit coming up has two gas emitters. Then your next pit has a squirrel that will try to jump on your head hindering your agility. Heading right along grab your next quarter-bill avoiding the nerve-endings. So many pits... jump over the squirrel and avoid the food that falls. Jump this hole filled with traps including nerve- endings and some gas. Once you finish that task grab the stocking and use it to jump over the next three pits landing on the teeth avoiding nerve-endings, squirrels, falling food and some gas while collecting fifty-cents. You should be on a safe platform with three teeth followed by two pits filled with a squirrel in each one and a canine in the middle do what you need to and continue your eastward journey while being watchful of some food and two quarter bills. Next obstacle: another pit with a nerve-ending and falling food, what a surprise but some more money will be a delightful surprise which there is so get some lunch money. And yet what else could be next another squirrel jump over him then into the pit with multiple nerve-endings and a piece of food with a quarter bill, journey on and get out of there. As you head east be watchful of the falling food and a squirrel while collecting a skull-brush and money that should equal two-dollars and twenty-five cents if you have collected all of the money I told you about. As you land watch for the gas and some more rotten food. Head right collecting some more money and head right once again. Here is a tricky part, jump over the nerve-ending and the squirrel. While doing this jump into the pit with some gingerbread and quickly activate it to become invincible before the food hurts you. Now that you are invincible head right jumping into and out of pits as necessary on the way you should collect some more cash equaling half of a dollar. When you come up to a pit with some squirrels and a nerve-ending start being cautious. Jump over the nerve-ending onto a one toothed platform. Carefully jumping over these two nerve-endings your invincibility will help. Jump over the next nerve-ending pit and into the squirrel infested pit with six quarter bills equaling one dollar and fifty cents. Don't worry about any falling food it cannot harm you. Heading right you will be greeted by a nerve-ending followed by a stocking. Collect the stocking and be careful you are no longer invincible. Jump over the nerve-ending and squirrel while dodging any food that decides to dislodge it self. Pick up the ginger bread and you will now be invincible and have a great amount of agility. Jump over the squirrel and collect your twenty first quarter bill in this level. Now be careful you are almost finished with this level and you do not want to screw up now. Time your jump so that you will jump over three consecutive nerve-endings into a pit of harmful gas. Don't worry about the gas because you are invincible. In the gaseous pit collect some more money. Jump over the squirrel and collect fifty more cents as your happy self proceeds to finish this episode. +++++++++++++++++++++++++++++++++++++++++++++++++++++++ +@@@@@ @@@@@@ @@@@@@ @ @ @@@@@ @@@ @@@ @@@@@+ +@@ @@@@@@ @@@@ @@@@@@@ @@@ @ @@ @@ @@+++ +@@@@@ @@ @@ @@@ @ @@@ @@@@@ @@@ @@@@@+ +++@@ @@ @@@@ @@@@ @@@@ @@@ @@@ @@+ +@@@@@ @@ @@@@@@ @@@@@ @@@@@ @@@ @@@ @@@@@+ ++++++++ +++++++++++++++ +@@@@@@ @@@@ @@@ @@@@@ @@@@@ @@@@@ @@@@ @@@ @@@@@@ @@@@@@ @@@@ @@@+ +@@@@ @@@ @ @@@ @@@@ @@@@ @@ @@@ @ @@@ @@@@@@ @@ @@ @@@ @ @@@+ +@@ @@@ @ @@@ @@@ @@@ @@@@@ @@@ @ @@@ @@ @@ @@ @@@ @ @@@+ +@@@@ @@@ @ @@@ @@ @@ @@ @@@ @ @@@ @@ @@ @@ @@@ @ @@@+ +@@@@@@ @@@ @@@@ @@@ @@@@@ @@@ @@@@ @@ @@@@@@ @@@ @@@@+ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Episode Name: Stimpy's Invention Episode Levels: Nine, Sixteen, Seventeen, Eighteen, Nineteen and Ten Lives Per Episode: 3 Episode Player: Stimpy Episode Story: The first picture you see is of Ren and Stimpy. Ren is yelling at Ren with his finger pointed at Stimpy with his eyes glowing red. "Gee, you don't think Ren is unhappy do you?" Asks Stimpy looking at us with his finger in his mouth grinding his teeth. After that the game cuts to another scene with Stimpy biting his bottom lips and sweating bullets on his top cheek. With his eyes pulled back into his eye sockets as far as they can go, he has his arm raised pointing to the sky. He lets out words stating that "I know what I must do! I must use my gift of invention to save Ren!" Next we see Stimpy in lab coat with a serious look on his face. Tapping on the glass of a machine with green bubbly liquid inside. The coloring is very well made to set the mood of this part. (You must see it for yourself.) The last thing you see before you start the episode is Stimpy in his lab with a silver object emitting a vast amount of white energy. Other than the energy the scene is drawn in hues of blue. Level Nine -Player: Stimpy -Time: One Minute Thirty Seconds -Difficulty: 1 -Extra Lives: 0 -Power-ups: N/A -Money Available: Two Dollars The First level of episode nine along with the rest of them are involved with more puzzle saving than basic platform jumping. The difficulty is low because there are few sets of the energy rods and the jumps require you to simply use the spring to jump up to there. Not much puzzle solving skills are needed but I will still take you step by step through the level. When you start the episode you will be falling down through a tube, wait until the effects of gravity are finished taking hold of you in the falling aspect. Once you are on the ground head to the right via your directional pad. You will eventually come across a piece of metal that is about half the height of Stimpy. That is the spring. If you want a dollar twenty-five, pick the spring p and carry the momentum charged piece of metal to the extreme left of the level. With the money over you head set the spring down and jump on top of the spring. You will notice that the spring sends you four times the height of your normal jumping height. With your one dollar and twenty-five cents in your pocket, land to the right of the spring. If you did or did not pick up the money your next step will be the same. Carry the spring to the right, you will come to a large wall to high for you to jump on in normal circumstances. Set the spring down next to the wall and use its powers to send you flying to the next platform. Once up there beware of the energy rods traveling up and down. To avoid these wait until they are at their highest point, once they are quickly RUN DO NOT JUMP across. They emit electricity between them, if you jump you run the risk of being caught in the beam, which causes instant death. The ball will instantly kill you as well so use caution. Head down the steps, there will be another set of rods with a spring in the middle. As before wait for them to reach the highest altitude achievable by them. While running across press "Y" or "X" to pick the spring up. Once your own the spring and have eluded the electricity beguiling beams use the spring to bounce your way up to the next platform. Continuing to your right, you will have to use the spring twice to get to the same platform if you want money. If you do not you will need to use it once. To procure the money jump on top of the spring and use the directional pad to bring yourself to the money in the air. If you miss the money the first time try again. Once you have the money or you do not, carry the spring to the black metal barrier. Set the spring as close to it as you can, once done jump on top of the blue platform. Head right to get back onto the cold ground and head left. You will notice the black barrier opened. Pick up the spring with the barrier open. If it shuts redo the steps listed above. Once you have the spring on the right side of the black metal carry the spring to the right. Once at the wall with "HAPPY HAPPY JOY JOY" on it make like a bird and use the spring to fly up there. Keep heading to the East and you will eventually get sucked up a tube signifying you are done with this level. Level Sixteen -Player: Stimpy -Time: Two Minutes -Difficulty: 1 -Extra Lives: 0 -Power-ups: N/A -Money Available: Three Dollars It may seem like that dream where you are falling and if you don't wake up you'll die. Unfortunately I never get that dream but you will be falling in the beginning of this episode. The level focuses on more jumping and obstacle avoidance, than the puzzle aspect you will see in later levels of this Episode. The first few seconds you will be falling downwards. You will be falling downwards in the beginning of the rest of the levels of this Episode. When you reach solid ground proceed to the right. By the next wall is a safe. Drag the safe to the left until it is positioned under the first of the two black platforms. Jump on the top of the safe then leap on the platform. If you want fifty cents run to the left and jump to the moon for them. Once you have thickened your pocket book, jump to the nest platform and jump to the next area of this level. There will be a red arrow pointing downwards. Following the shapes' directions jump down there and run to the right. See the moving platforms that go up and down? You might think that they are an obstacle put there to hinder your travel. Jump on the first and wait for it to rise. Once it has risen make like a frog and jump your way up to the next highest solid ground. After you have done that jump to the one to the right. On that one is three quarter-bills, collect them. The energy rods will raise and lower like the moving platforms. The balls themselves and the energy beam that they emit will instantly kill you if it touches you. The easiest way to avoid these is wait until they are at the highest point then quickly run underneath them. The first set of the energy rods you can do that with. The platforms that were moving that aided you before, are now back to hinder you. Since it is not a good idea of jumping over them because of the energy rods, step on the first one and immediately duck. Stay crouched down until the rods are at the highest point, and the pillar is at its lowest. Once you think you are safe stand up and run across. You will have to do this with the next one as well. The last pillar is the one that will get you away from the rods, but will also be your folly. When you get on the last pillar make sure you are as far to the right of the pillar as you can without falling off. If you are not you will be electrocuted thus instantly killing you. Once on the pillar at a safe point make a dash to the right. In your future there is yet some more pillars. Use the pillars to jump to the dark platforms and out of that area while picking the last of the money, which should have added two dollars if you collected it all. Head to the right and fall downwards once more as you are running east, there will be a beaker with two colored liquids. Grab the liquids with the "X" or "Y" buttons and pour them into the beaker. If you miss run out of the screen and come back and so will have the liquids. The two liquids mixed together make a bomb that will blow a hole open. Once you have made a hole in the wall run to the right to get sucked up a tube. Level Seventeen -Player: Stimpy -Time: Two Minutes Thirty Seconds -Difficulty: 2 -Extra Lives: 0 -Power-ups: N/A -Money Available: One Dollar and Twenty-Five Cents As you get further into the sidekicks' laboratory, you will notice that the puzzles get more perplex. While the puzzles get more perplex the levels get longer. The third part to his laboratory is where you really have to start putting your puzzle solving skills to use. The puzzles are not too hard to figure out, and this walkthrough will tell you the exact steps needed to be performed to accomplish you mission in this level. As you start the level you find yourself falling, just as you have done in the previous two. As you head right there will be an unmistakable switch mounted on the wall. The switch is off so you will need to turn the switch on by jumping while you are underneath it. You will hear a sound and see the switch move if you turned it on properly, once it is turned on head to your right. Rather quickly you will come across another wall out of your jump reach. The solution to your problem is that conveyer with the platform attached. If you go to this belt without turning the switch on the belt will not move. By turning the switch on, you activate the belt. When the platform is located in a spot on the right side of the belt, jump on top and ride it to the top, once up jump off and head to your right as usual. The next switch you see will be too high for you to jump and be able to turn off. The answer to your altitude problem lays within a safe further down in the level. Once you come across the safe grab and drag the safe until the safe is underneath the switch. Once you are finished jump on top of the safe and turn the switch on as you did before. After the switch is activated the platform on the conveyer belt will be out of you clutches. You will need to drag the safe to a point where you will be able to jump on the platform via the safe. As before journey on towards the land of the orient. The next switch like before is out of reach, but there is no safe nearby. The way to engage this switch is to throw a ball up to the switch. The ball is located further down the level. When you come across the ball, grab on to the ball and carry it until you are directly under the switch. While you are underneath the switch throw the ball upwards, by means of the "X" or "Y" buttons accompanied with the direction "up" on the directional pad. If you try to throw the ball straight up you will not throw it high enough, so be sure to jump before you throw. With the belts engaged you now have a tricky task to perform. Jump on the platform of the first belt while it is on the right side. Ride the platform to the top and jump to the left and wait for the platform to be on the left side. If done correctly you will be at a high point on the left side of the first conveyer. The second conveyers' platform will be on the left side as well, jump to the next platform. Like before jump to the right when the platform is at a low point and land on the platform on the other side. Ride the platform to the top and be prepared to jump to the next immovable platform. As you are doing this make sure you have the ball you will need it for later use. Over your head on the lower black platform should be two quarter-bills, be sure to collect them. As you jump to the right grab your self another fifty-cents. Yet again another switch out of your reach. Use the ball I told you to keep to flick it on. You will need to jump for this one as you did in the previous one. Once the switch is on take hold of the ball again. The platforms on the conveyer belts will both be moving get on the left conveyer then jump as you need to get on the right one. To the left of the first conveyer is a lonely quarter bill, add him to your collection. To the right of the right conveyer is a switch, use you ball to toggle the power. Once that switch is on the next belt will be moving. Jump on that conveyers' platform and jump to the right as necessary, continue with your journey to be sucked up yet again. Level Eighteen -Player: Stimpy -Time: Three Minutes -Difficulty: 2.25 -Extra Lives: 0 -Power-ups: 0 -Money Available: One Dollar and Twenty-Five Cents The first five seconds of this puzzle-filled level will have you playing skydiver, sad thing about is, and your half-wit character forgot his parachute. This level had about every puzzle that you see in this entire episode crammed into one, with a few anomalies. My walk-through will take you by the hand and walk you through this level step-by-step until you reach your next obstacle, level nineteen. Once your finished wasting five seconds of time, head to your predestined direction. The first item you will see is a torch, do not pick it up. Instead continue on and put the spring that you will come across next, by the blue wall. Now is when you go pick up the torch. Stay on the ground with your torch in hand; run to the spring, while getting your torch lit. If you set the torch down and run either direction, and the torch is not on the screen, you run the risk of losing it. Of you do lose the torch it will show up in the beginning of the level. To get the torch again you will have to backtrack all of the way back, once you have the torch again, you will be required to resolve all of the puzzles in the level again wasting much time. You will know when it is lit because a blue light will come out of the end. Once lit jump to the blue platform. If you try to continue the black door will not let you pass. To get through head to the left, for passage jump from one black platform to the next in a zigzag pattern. After you are finished run to the right. You will now be on some more black suspended beams. They are suspended by rope, using your fire align the back of your heels with the metal edge. If your are positioned correctly, the landing will be shaking. Press down on the Directional pad and you will see smoke. You will burn the ropes causing the scaffolds to fall, granting you permission to proceed on. This is all said and done assuming you still have your torch lit as I told you to. Once back on the ground carry your weight to the right. On your way you will see a spring. Set the torch down next to where the spring will be set down, once you run back, pick it up, and then transport it to the next blue barrier. Once your jump-height-improver is set in place pick up your tool and leap your way to the right yet again. Once on the primary colors scaffold you will see a tank heated by fire. It would be in your best interest to ignite your torch. Once ignited, advance to the blue barrier. Melt this impediment by means of your torch. Stand right next to the metal and you will watch it change colors and disappear. After conquering that simple obstacle pass on to the right. Like I stated above do not let the torch out of your sight. As your or passing through this part you will come across another momentum charged chunk of metal. Pick the elasticity-gifted object, between the vase and the glass tubes left side. After placement is complete, bounce your way to the fire, after grabbing the torch and re-light your torch. Jump back onto the spring and fly your way to the East after you hit the spring. On top of that platform in front of Stimpy, is two-quarter bills, pick them up. The first switch and conveyer is further down. Turn the switch on and jump on the conveyers' platform. As you ride the conveyer up, use the torch to melt the metal blockade as before. You will not melt all of the metal on the first ride, so retry by lumping on the platform and melting more as many times as it takes. Once complete go through the crevasse to find another blockade. Melt this one as you did the precious two. Finish the level off by going east and being sucked through yet another tube, while picking up seventy-five cents. Level Nineteen -Player: Stimpy -Time: Four Minutes -Difficulty: 3 -Extra Lives: 0 -Power-ups: 0 -Money Available: Two Dollars and Fifty Cents This is the last level of this Episode before you go to fight the boss. There is a minimal amount of puzzles on here but there are a few. The reason why I gave this one a rating of which I did is because the new puzzles that are seen. No longer is there one item next to the other that gives you the solution. Now you are required to search for the two. Don't worry I'll tell you where they are. By now you should know what you will be doing the first few seconds of the level so I won't even bother. Heading to your right is a balance. The balance resembles the type of which is seen on the Supreme Courts seal. Your balance will not be used for convicting innocent people of crimes, or letting those that rape little boys off with a warning. You will be using it for a spring. Unfortunately this one does not send you flying as the other one did. To use a balance you will need to lower one side. The ball that is located within its vicinity is always good to use. Pick the ball up as you do every other object. Position your self so that your are under one of the balances plates. Throw the ball up on to one of the plates. When it lands on one of the plates the other side will go higher than the one with the ball on. The idea of a balance, the heavier side goes down. To use the balance as a spring jump on the low side. Once you are with the ball leap to the high plate. Your heavier mass will cause the shift of plates. During this process the ball will be sprung upwards as you go down. With patience wait for gravity to bring the ball back down. The force of the ball will send your plate as well as you upwards sending you into the air higher than what you would have normally. Use the balance to bounce you onto the next stage. You will notice there are two colored liquids you mix to create bombs inside of a beaker. You will then notice there is no beaker to be found. Jump onto the black scaffold holding the liquids. Make your way to the top left of this area by jumping from the platforms with the two usable liquids, to the other platforms with multiple unusable liquids. As you make your way to the top left e sure to grab seventy-five cents in the form of three quarter- bills. At the top left is your prized beaker. Grab the beaker and carry it to the dark metal enclosement. Use the beaker, the yellow liquid, and the blue liquid to make a bomb to blow you a hole in the wall hindering your progress. Be sure to stand back so you are not hurt from the explosion. As you make progress to the right the next trial you will need to overcome is a conveyer belt with no power. The switch is to high to leap to and there is no ball for the balance to bounce you to the switch. Sounds like you are stuck in a rut doesn't it? You are not, drag the safe to the right until you are under one of the balances plates. Jump on top of the safe. Once your are there press the jump button to find your self on one the plates. If you are on the left plate jump to the right one, if you are already on the right one stay there. After you have located yourself where I told you to jump up to the switch to turn the conveyer on. Ride the conveyers' platform to the top. You will notice stacked black scaffolds. Jump to these if you want a dollar if not jump to the right when necessary. I have found that it is helpful to press up on the directional pad when jumping to high places. If you fail the first time try and try again. Once you find yourself located on the bottom black platform leap to the top one. Jump to the left and you will see four quarter-bills. That is the dollar I was telling you about. Subsequently following you collecting the dollar, make you way to the right. Though you may have thought this level was all puzzles there is the only enemy type of this episode in this level. Jump down to where the spring is and carry your item to the right. Make sure that when you jump to the blue liquid you do not touch the balls of the energy rod. Once you do use the spring to vault yourself up to the blue liquid carry it to the right. There are three quarter bills between the energy rods and the blue ground, pick them up as you deem necessary. Keep running to the right with the liquid in your hand. Eventually you will find the beaker, pour your liquid into it. After pouring the blue liquid into it, move it closer to the barrier. Run back to the left and drag the safe as you did before and position yourself under the balance as you also have previously done. Pick the ball up and jump onto the safe then onto one of the plates, preferably the left one (you will need to get there anyway). Set the ball down on the left plate and jump to the right plate. Use the balance to bounce you upward towards the platform with the yellow liquid. Grab the yellow liquid while you are in the air, you cannot get up to the platform under normal circumstances. It usually takes me a few tries to grab the liquid so take as many trials as it takes. Once you have the liquid pour it into the beaker. If you positioned the beaker correctly as I told you to, the explosion would have destroyed the barrier. Head to the right to find your self back in level ten but at the boss level. Level Ten -Player: Stimpy -Time: One Minute -Difficulty: 1 -Extra Lives: 0 -Power-ups: 0 -Money Available: Seventy-Five Cents The last level of this Episode is the boss level. The boss is one of the easiest bosses to beat. The only real hard thing about the boss is that you have to throw the hat directly on his head while avoiding throwing it at the platforms that seem to follow you. Once you do beat the boss it is rather comical so that is a plus. The good news is that once you finish falling to the ground this time is you will be done with this Episode if you beat one of the easiest bosses of the game. The bad news is that just getting to the boss takes about twenty seconds. To get to the boss fall all the way down and run to the right. Your boss is Ren. Ren is in a bad rage, which you can see in his eyes as he a paces back and forth. There is a remote control hat that Stimpy created with his "gift of invention", that will control Ren until he calms down. Ren paces back and forth on a platform above you. Between you and Ren are two small metal platforms that move back and forth. They seem to follow an indeterminate path so you will just have to hope for an opening and pick up the remote-control hat and throw it on top of Rens head. If you miss the section tube will bring it back down to you. The easiest way to land it on top of Ren's head that AI have found is throw it on front of him. When it comes down it will land on his head. When you do land it on his head he will jump down and hop like a robotic rabbit. To end this Episode tun to the right and you will be sucked up a tube while collecting some money, along with a heart. """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ======================================================================= ----------------------------------------------------------------------- ======================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" 6. @@@@@@@@@ &&&&&&&&& The Items &&&&&&&&& @@@@@@@@@ Don't you like to be interactive with the level and use items to get you through other than your basic attacks? Items are put in levels to make the player feel as if they are more active in their environment that they are playing in. It takes away from the feel if the plot of a game is absorbing but the world itself is not. In order to blend the story and world together they have hidden items that look like simple background items that are secretly hidden for your use. These are all of the items that you are able to collect, use to dispose of Stimpy, Enemies, or improve your abilities. In the whole game: @@@@@@@@@@@@@@@@@ &&&&&&&&&&&&&&&&& Episode One Items &&&&&&&&&&&&&&&&& @@@@@@@@@@@@@@@@@ -Name: Television -Use: Entertainment usually but only for money in this game -Found In Levels: One -Description: Found in the first level the television is always showing the same show a fish show. But you will always reap the same reward when you destroy it a quarter bill. You can repeatedly smack the television with "Y" until it finally breaks down or you can simply grab the television with"X" for a quicker more convenient way. Unlike the picture these always contain some money so whack every television you see. -Name: Picture -Use: Dispose of a certain Cat that will hinder your travels -Found In Levels: One -Description: What a nice little picture of something that definitely is not of junior. Usually hanging high in the wall you will need to jump from a chair or shelf or blocks or a television to reach it so you can grab the picture. The primary use of the picture is to throw it at Stimpy when he comes your way. Sometimes you are able to find some quarter bills hidden behind them. Because you likely will not know what is behind them unless you read my walk-through to level one it is best to always grab them. -Telephone -Use: Answer the Telephone for a quick quarter bill -Found In Levels: One -Description: Well, well, well, isn't that an old phone, and a noisy one. Always found on top of a elegant piece of furniture with a checkered cloth protecting the top is the noisy old telephone ringing off of its table (I can't say hook because it is not on the wall). When you come up to one of these walk straight up to them, tell them to shut up, answer the telephone with "X", and grab a quarter bill that falls out. You cannot hit the Telephone with "Y" for money because none will come out. -Name: Loony Clock -Use: Spins you around and around until you jump off -Found In Levels: One -Description: Like the picture this item is also on the wall. Taken from what seems to be a hippie's room is a clock that does not tell time. The clock just goes around and around just as you will when you jump onto the clock. The clock will grab hold of you and keep hold until you press the jump button. The purpose of the clock is to give you a boost of jump. When you jump on wait until the clock is at about the two o'clock mark when the clock is at the desirable distance jump off to see an abundance of air. -Name: Vase -Use: To Dispose of a certain cat when he comes your way -Found In Levels: One -Description: It is a true shame that we will have to destroy that nice vase with two flowers sticking out of it to get rid of Stimpy is it not? Yes, it is, but isn't like they don't have more. Littering the bookshelves you will more often than not find these vases. Use the vases to get rid if your half-wit buddy when he comes you way, because if you don't he will hurt you so you might as well hurt him before he hurts you. Throwing this item is not hard but you must remember the vase goes in a downward slope. Aim your throw so that the vase will hit Stimpy before he gets to attack you, learning to master the vase throwing skill will maybe take you three try's if you are a slow learner. -Name: Fan -Use: Jump in front of this and go flying -Found In Levels: One -Description: Every item must have its compliment. The fan is the clocks compliment. Just as the clock gave you a boost in jumping height the fan will give you a boost in horizontal jumping distance. Found on top of the same type of mantle of the telephone is the fan. With huge blue propellers the fan is impossible to miss or not recognize. To use this item simply jump in front of the fan the same way the fan is blowing and go for a ride. Jump the same way the fan is blowing however and with some skill you can go straight up into the air. The good thing however is when you jump in front of the fan you can somewhat control your distance and destination. -Name: Log -Use: To dispose of a certain Cat when he comes your way -Found In Levels: One -Description: Ah... log the unforgettable item that every kid in the television series wanted. Log came in multiple shapes, sizes, outfits and personalities. Log is here in the game to help you out as he did in the series. When you come up to the log simply grab him and wait for Stimpy, when Stimpy comes use your companion to knock Stimpy out. Always found in pairs of two, a log for girls and a log for boys log is waiting for your companionship. (Yes that does sound like a cheesy television ad for log.) (I wanted it to be like that!) -Name: Cheese -Use: To dispose of yet again a certain cat when he comes your way -Found In Levels: One -Description: Mice should not eat cheese. Cheese will swell in their stomach and cause bloating and kill the rat. Fortunately though for us the cheese will cause Ren to emit a gas more toxic than the gas in Stimpy's mouth. The cheese is sitting out in the open so when you see the cheese just grab the cheese DO NOT use it. When you see Stimpy then is the time to use it. Get eye level with Stimpy and use your cheesy toxic cheese to force him to pass out. One of the pieces of cheese is under a trap. When you see that cheese carefully grab the cheese jump up to Stimpy's level and use his own bait against him. @@@@@@@@@@@@@@@@@@@ &&&&&&&&&&&&&&&&&&& Episode Three Items &&&&&&&&&&&&&&&&&&& @@@@@@@@@@@@@@@@@@@ -Name: Spring -Use: Aids you in your jumping height -Found In Levels: Nine, Eighteen and Nineteen -Description: Stimpy may be half-witted, have poor oral hygiene, but he does have the knowledge of science. Unfortunately for him he does not have the architectural skills needed to properly lie out his laboratory. There are a plethora of platform's in this episode that are out of reach if you use your standard jumping ability. In spite of that there is an item that will give you the extra height that you will call on to get to those platform's eluding you. The spring is half the height of you and so tightly wound you would not at first glance think that by lumping on top of it you would be sent four times the height of Stimpy into the air. The spring may give you a four hundred percent jumping height upgrade but you will seldom find the momentum charged piece of metal where you would desire it to be. The spring is lightweight in lieu of that you will not have to drag the item across the floor as you do with the safe. To move the spring stand either to the left of or right of the spring. Press the "X" or "Y" button to pick the spring up. Using the direction Pad bring the spring to where you want it to be, once complete set the spring down pressing whatever button you used to pick it up. To jump on top press either the "A" or "B" button while putting pressure on the directional pad as to where you want to bounce after landing on top of the spring. It may sound complicated but the ease of use is high. -Name: Safe -Use: Puts you at higher elevation when you stand on top. -Found In Levels: Sixteen, Seventeen and Nineteen -Description: We are all aware of the blatant fact that Stimpy is a lacking wit but the way I rationalize why he leaves safes out in the open is that he forgot to grab the handbook "Security and You" on the way down from heaven. (I forgot to grab any of them whatever that means.) The safe that Stimpy leaves sitting out in the open within the confines of his laboratory is cast- iron-steel. Obviously the safe is very heavy, because of that when you go to move this object that never seems to be where you want it make sure you know where you are going. My walk through will tell you exactly where to go so you will not waste too much time dragging this item across the ice-cold floor. The sole purpose of this safe is to get you to higher ground so that you can jump to the poorly laid out platforms Stimpy did when he designed his scientific research area. You are not able to open the safe by pressing button "X" and get money from the item as you did with that incessantly annoying telephone found in the first episode. If you do decide to press the button designated as "X" you will grab hold readying yourself to move the item in the direction that you just so happen to wish in terms of the directional pad the same will happen if you use the "Y" button. To jump on top press either the "A" or "B" button while putting pressure on the directional pad as to where you want to land in part as to where the safe is. The description may seem a little long-winded but Stimpy's pockets are not as you see with the safe. -Name: Yellow liquid -Use: Mix with its blue compliment inside of a beaker to create a bomb -Found In Levels: Sixteen and Nineteen -Description: There are some things that Stimpy should not possess and this is one of them. The liquid is harmless, as it is now when it is alone. But when you mix it with a certain other colored liquid you will create a chemical reaction that will create a chemical reaction inside of the scientifically shaped piece of glass more commonly referred to as a beaker. The mixed liquids are highly unstable therefore they should be handled with little care alone but high care when mixed. Once they are mixed stand back at least one full brick length away to avoid injury caused by the highly explosive small impact bomb created by you. The two liquids are found within the vicinity of the other. When you do find one of the liquids you will need to find a beaker to put them into. The beaker is easy to spot because in all but one occasion it is next to a barricade of metal. Same deal as above with the other items use the button necessary to move the object to its desired location. You cannot simply stand in front of the beaker and pour the liquid in using the button you used to grab. When you go to pour have the beaker and the funnel aligned to make sure that you don't miss the target. -Name: Blue liquid -Use: Mix it with its yellow compliment inside of a beaker to create a bomb. -Found In Levels: Sixteen and Nineteen -Description: There are some things that Stimpy should not possess and this is one of them. The liquid is harmless, as it is now when it is alone. But when you mix it with a certain other colored liquid you will create a chemical reaction that will create a chemical reaction inside of the scientifically shaped piece of glass more commonly referred to as a beaker. The mixed liquids are highly unstable therefore they should be handled with little care alone but high care when mixed. Once they are mixed stand back at least one full brick length away to avoid injury caused by the highly explosive small impact bomb created by you. The two liquids are found within the vicinity of the other. When you do find one of the liquids you will need to find a beaker to put them into. The beaker is easy to spot because in all but one occasion it is next to a barricade of metal. Same deal as above with the other items use the button necessary to move the object to its desired location. You cannot simply stand in front of the beaker and pour the liquid in using the button you used to grab. When you go to pour have the beaker and the funnel aligned to make sure that you don't miss the target. -Name: Beaker -Use: Holds colored liquids used to make bombs -Found In Levels: Sixteen and Nineteen -Description: Everyone is familiar with a beaker if they have ever taken chemistry or Science in school. Yet there are still some people that wouldn't know a beaker from a cylinder. The beaker is easily able to distinguish when you see one. They are lightweight like the spring so you are able to move them if deemed necessary. The beaker I have pretty much described how to use and what it looks like in the above descriptions of the colored liquids. Because of that fact I see little point in describing how to use or what they look like so onto the next item. Yet once again there are those Stimpy's out there. Here is the description. The beaker is often found near the barricade of which you are to blow down but there is an exception in one case you must use the "Y" or "X" button to pick up and grab the beaker and carry it a ways before you get to the barricade. Others you may wish to fine-tune the position. To do this pick it up use the Directional Pad to move and set the item down with the same button you decided to use to pick it up. Once you do get situated as to where the beaker is ready to be used for bomb making purposes grab one of your liquids and line your cylinder up with the funnel of the beaker. Once you get both of the colored liquids the beaker will shake and bubble. STAND BACK as it explodes and walk through your nicely sized hole. -Name: Switch -Use: Turns power on to the conveyer belts with platforms. -Found In Levels: Seventeen and Nineteen -Description: The switch is most often associated with toggling the power of an electronic on or off. With the switches in this episode they are used to toggle the motion of conveyer belts on and off. If you wants the conveyer belt to go in a counter clockwise motion then you will need the switch handle to be at the highest point available. To do this you will need to assert pressure to the bottom of the switch. The easiest ways to do this is to get under the handle and use your head to move the handle up turning the belts on. Unfortunately there is always an exception to everything. In level eighteen there are a few switches that are out of reach. To turn these on you will need to pick up the ball and throw the ball up using the directional pad direction Up while Pressing whichever button you engaged to grab hold of the ball. If you did it right the switch will be engaged and the belts will be moving. If you can turn something on then you should be able to turn it off correct? In this game you most certainly can. To turn the belts off have the pressure be exerted down to the ground by jumping on top of the switch or using your ball as you did when you turned the switch on. Why anyone would wish to turn it off is a mystery to me. For awhile there I though that you had to shut the switches off at some point to get to the platform but there was a simple solution to a complex question as there is in all things. -Name: Ball -Use: Throw it at switches to turn them on and off -Found In Levels: Seventeen and Nineteen -Description: Once again this description goes out to all of the Stimpy's out there. The ball is a spherical object that young kids play with and adults also use balls in sports that they play. In this game however you use the ball that they allot you to throw at switches to toggle the switches on or off. To turn the switch on you will need to throw the ball at the switch in an upward motion if the switch is off it will turn off. The idea if turning electrical switches on. If you want the belts to cease their motion throw the ball downward on top of the switch. When you do the belts will no longer be powered and they will have stopped. Once again the idea of turning power off. To grab the ball simply walk up to the ball and press either the "X" or "Y" button. Using the directional pad position your self in a way that will have you in position to do what you desire to do. If you wish to turn the switch on stand beneath the switch. Now as you press either the "X" or "Y" button to throw press up on the directional pad to throw the ball up giving power to the conveyer belts. Of you wish to turn the power off get higher than the switch and jump towards the switch using both the "A" or "B" buttons along with the directional pad. As you are over the switch use the same method as before to turn the switch on. If you did it correctly you will have thrown the ball above the switch and gravity will have rough it back down on top of the switch turning it off. -Name: Torch -Use: Melts steel barricades and burns ropes -Found In Levels: Eighteen -Description: Once again for the Stimpy's walking the Earth. A torch is something that is fueled by something flammable that stays ignited for various purposes, mostly for light but in re3cent decades they have been commonly used in Science laboratories, automotive repair shops, Construction and many more. In this game you will use it in the laboratory to burn ropes and melt steel barricades. The thing about this torch is that you must continuously hold the gas button to keep it lit. How do you light it you ask, usually I like to use fire? The fire that you will need to ignite your fire maker is abundant. Do you see those large green tanks that bubble? What is causing the bubbles is an immense amount of heat. The only immense amount of heat that is available in a usual laboratory is fire. The blue color underneath the tank is fire. To ignite your torch simply grab the item with whatever button you fell most comfortable using that causes your character to grab items. Once you have the torch use your directional pad to run past the fire. The is no incorrect way of doing this as long as you stayed on the ground, had the torch and went past the blue colors your torch will have ignited. To burn the ropes, have an ignited torch (Blue fire will come out of the head) then position yourself so that your feet are aligned with the edge of the platform, if your are positioned as I said the platform will be shaking. As it is shaking press down on the pad that causes movement when pressed, you will now see smoke. Have patience and the ropes will burn allowing you access to the rest of the level until you get to the point where there is a barricade and no bomb making equipment. To get through the barricade have an ignited torch and stand in front of the barricade; you will see the barricade change colors than disappearing. That would signify that you are burning through the barricade. -Name: Torch -Use: Melts steel barricades and burns ropes -Found In Levels: Eighteen -Description: The balance resembles the type of which is seen on the Supreme Courts seal. Your balance will not be used for convicting innocent people of crimes, or letting those that rape little boys off with a warning. You will be using it for a spring. Unfortunately this one does not send you flying as the other one did. To use a balance you will need to lower one side. The ball that is located within its vicinity is always good to use. Pick the ball up as you do every other object. Position your self so that your are under one of the balances plates. Throw the ball up on to one of the plates. When it lands on one of the plates the other side will go higher than the one with the ball on. The idea of a balance, the heavier side goes down. To use the balance as a spring, jump on the low side. Once you are with the ball leap to the high plate. Your heavier mass will cause the shift of plates. During this process the ball will be sprung upwards as you go down. With patience wait for gravity to bring the ball back down. The force of the ball will send your plate as well as you upwards sending you into the air higher than what you would have normally. Use the balance to bounce you onto the next stage. ????????????????????????????????????????????????????????????????????????????? +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ============================================================================= ----------------------------------------------------------------------------- ============================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ????????????????????????????????????????????????????????????????????????????? 7. @@@@@@@@@@@@ &&&&&&&&&&&& Game Enemies &&&&&&&&&&&& @@@@@@@@@@@@ What would a platform jumper be without those memorable annoying enemies? Enemies are a vital part to every video game. Yes, a video game could be made where all you have to do is avoid pits and dodge obstacles but what fun would that be? Below I have listed all of the enemies that you will come across in this hilarious game. @@@@@@@@@@@@@@@@@@@ &&&&&&&&&&&&&&&&&&& Episode One Enemies &&&&&&&&&&&&&&&&&&& @@@@@@@@@@@@@@@@@@@ Name: Rat trap Attacks: Bar Slam Health Taken Away: One Bar Found In Levels: One Special Attributes: None Description: Granted that this is the episode named "The Boy That Cried Rat" the rat traps do seem fit. Your half-wit friend though did not have to put so many out. IT'S A SCAM. The rat traps themselves are not that impressive they are found on the wooden planks of the first level in groups of one, two, three. To avoid getting hurt by them do what would seem logical (jump over them and do not land n them). Sometimes getting the distance to jump the groups of three is hard but there is always a way to easily avoid it. There will be a fan, clock, or higher platforms that will assist you. If you are caught in one you will lose a piece of your health bar, a good thing however is that you will be momentarily invincible. Name: Rotten Food Piece Attacks: Chunk Slam Health Taken Away: One Bar Found In Levels: Two, Three, and Four Special Attributes: None Description: in levels two, three, and four your are inside the disgusting, orally hygienic challenged place of Stimpy's mouth. Because Stimpy takes such poor care of his mouth there are many pieces of rotten food embedded in the crevasses of his upper mouth. When you get near them gravity will take its role in the universe and cause it to fall. You will have plenty of time to avoid this because you can see the food at the top of the screen and the piece falls at a slow rate (much slower than what it should at 9.8 m/s2. As it is falling let it get completely off of the screen. If the piece is still on screen but below the teeth and you run across there is a point between the teeth and bottom of the screen that the food is still able to hurt you. Like the rat trap if you get hurt it only takes one bar and you are momentarily invincible. Don't think that because it takes only one bar they are harmless, one hit there another there than that mass attack quickly adds up to death. Name: Squirrel Attacks: Gnaw Health Taken Away: None Found In Levels: Two, Three, and Four Special Attributes: Once grabbed onto your jump height is strictly limited Description: This is ecologically disturbing. The squirrels have found away to sustain life in the place where only mold, bacteria, and disease are common. I lay awake at night pondering how that is possible to only come up with more questions. Gnawing the gums of Stimpy the squirrels humbly await any passer by. When one comes they jump up hoping to land on the head of the unfortunate victim. If they are just so fortunate to latch on to their unaware victim they victims jump height will be severely limited. There are but only few known methods to get these beasts off. The easiest method is duck up and down while slapping. Another way is run around back and forth back and forth back and forth while jumping around madly like a rabbit. Every second they are on top of your head brings you one step closer to the grim reaper. There is no fortunate side to this, because they do not bring harm to you, you are not momentarily invincible. Name: Nerve Ending Attacks: None Health Taken Away: None Found In Levels: Two, and Four Special Attributes: Stepping onto one of these causes instant death Description: For an enemy that causes no pain and has no attacks this is the most feared enemy ever. Just because Stimpy does not take good care of his mouth does not mean that he has no feeling in his mouth. Just like in real life if someone or something touches an area of you that hurts pain shoots form around that area making your wound hurt momentarily. After the pain subsides your are ready to bring the pain that you have felt onto them. Well same goes for Stimpy when you step onto one of the nerve endings he will automatically slam the top of his jaw down on you. There is no way to avoid this but reset your game or turn it off. When the jaw closes down on you there is no point of even trying to live. There second that your misstep is the second that you might as well just quit trying to beat that level that time, if you want to have fun try to die by something else in that level by purposely hurting yourself. Name: Gas Attacks: Bacteria Bomb Health Taken Away: One Bar Found In Levels: Two and Four Special Attributes: None Description: If Stimpy would just go to a dentist, chew trident, brush his teeth do something than it would be a better place for all of us. Because of his poor oral health there is a constant stench forever being emitted by his mouth. The gas itself comes from pieces of his gums that have rotted away. There is no reason that you should never be hurt by this unless you miscalculate your jump or you are just being careless. The gas rises very slowly through the mouth and you will need to jump under the gas to avoid. Never try going over because you will get hurt because the gas rises and things that rise go up in case you have forgotten. The gas emitters emit four clusters of gas every ten seconds so you should not have to wait too long for your safe trip under them. As with all of the other enemies that bring injury to you once you are successfully attacked you will be momentarily invincible. @@@@@@@@@@@@@@@@@@@@@ &&&&&&&&&&&&&&&&&&&&& Episode Three Enemies &&&&&&&&&&&&&&&&&&&&& @@@@@@@@@@@@@@@@@@@@@ Name: Energy Rods Attacks: Shock Health Taken Away: Instant death Found In Levels: Nine, Sixteen, Nineteen Special Attributes: Instant death. Description: These next to the nerve-endings are one of your most highest worries. Instead of one there are three things related to this scientific item meant for good despite its evil use. The rods consist of the long black pole, which brings the ball at the bottom that emits energy that they transmit back and forth to each other. The two parts that can harm you sending you instantly to the place where cats go when they die are the ball itself at the bottom of the rod. This part will probably be the most likely to bring harm to you because they are at a low point while you are at a low point as well. The other part that will cause your health bar to become empty is the energy beam that they share between the two. This will probably kill you less than the balls themselves but more than the rods. The reason being is that if you are walking and ducking avoiding these there is no point for your head to be at a point as to where you will be harmed by it but there is always the exception... ????????????????????????????????????????????????????????????????????????????? +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ============================================================================= ----------------------------------------------------------------------------- ============================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ????????????????????????????????????????????????????????????????????????????? @@@@@@@@@@@@@@@ &&&&&&&&&&&&&&& Game Power Up's &&&&&&&&&&&&&&& @@@@@@@@@@@@@@@ @@@@@@@@@@@@@@@@@@@@@@ &&&&&&&&&&&&&&&&&&&&&& Episode One Power Up's &&&&&&&&&&&&&&&&&&&&&& @@@@@@@@@@@@@@@@@@@@@@ -Name: Stocking -Found In Levels: Two, Four -Time Duration: Six seconds -Who Uses: Ren -Upgrades: Agility -Description: The stocking will give you a boost in speed and jumping power meaning you can jump further faster this particular power-up lasts but only six seconds. -Name: Ginger Bread -Found In Levels: Two, Four -Time Duration: twelve seconds -Who Uses: Ren -UpGrades: Defense -Description: You shall be invincible against anything but the nerves because touching the nerve will cause Stimpy to clamp down his chompers instantly crushing you. While you are invincible squirrels cannot clamp down to your head, vapors cannot harm you and food twice the size of you will seem to be a speck of dust. -Name: Skull Brush -Found In Levels: Four -Time Duration: Not Available -Who Uses: Ren -Upgrades: Health Bar -Description: When you collect this item that looks like a skull with a toothbrush handle your health bar shall gain a bar that you previously lost. If you health is full when you collect this then you will not replenish your health. Common sense would say that if your health is full then do not collect it. However true sense says collect it anyway you can go back and collect it if you lose your health, but you will probably be injured more going back and then going back to where you got hurt. Also your time is much too precious to waste on collecting a power-up that could potentially hurt you collecting it. @@@@@@@@@@@@@@@@@@@@@@@@ &&&&&&&&&&&&&&&&&&&&&&&& Episode Three Power Up's &&&&&&&&&&&&&&&&&&&&&&&& @@@@@@@@@@@@@@@@@@@@@@@@ The episode named "Stimpy's Invention" was an episode that focused more on the puzzle aspect of video games and less on the ability of being able to jump from point "A" to point "B". It is usually a welcome relief when your are low on health or lives because usually there are good places to get lives in those places. This episode is like that there are no power-ups and only one type of enemy in the whole episode. ????????????????????????????????????????????????????????????????????????????? +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ============================================================================= ----------------------------------------------------------------------------- ============================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ????????????????????????????????????????????????????????????????????????????? 9. Cheats: Cheats, the one thing new people to the video game world just can't live without. New gamers go out buy a game and use cheats to beat the game in one night and say that they have beaten the game. But gamers that have been around that remember what it is like to spend all night on a level and finally beating it in the wee hours of the morning to only find that the next day we play we blow right through it know remember why it was better to just beat the game without cheats. My policy on cheats is don't use them until you have finally conquered the game, what does conquering a game mean? Conquering a game means that you have gotten every item, played through all of the levels, solved all the side quests, you have done every possible thing in the game that you can. To beat a game however is to simply defeat the end boss. Once I have conquered a game then I will go back and use the cheats that effect the overall game. Cheats like unlimited ammo, invincibility, unlimited lives I do not use but others like slow motion, less gravity things that effect the game play I use. But if you must use cheats here are the cheats I have found. Level Select: With three continues in the entire game that send you back to the first level it would seem only fair to select the level to play. I would love to see someone play through the entire game without continuing. Some thing weird about level select is that the numerical levels are not in conjunction with the story levels. To be able to select your level press Left Shoulder Button, Right Shoulder Button, "A" Button, Left Shoulder Button, Right Shoulder Button, Left Shoulder Button, "B" Button, Right Shoulder Button, "X" Button before the word Veediots fully assembles it self on the title screen. Or simply L,R,A,L,R,L,B,R,X before the title screen before the word: Veediots is fully visible to be able to select the level you wish to play. Hear The Whole Theme Song: Do you love the theme song? I do. Much to both of our dismay the song fades out in a few seconds as a demo level appears. But there is a way to combat this, simply hold down both the Right and Left Shoulder buttons and you will get to hear those beloved tones. """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ======================================================================= ----------------------------------------------------------------------- ======================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" Thank You: No FAQ writer can say that they have written one without anyone's help. Yes you can deny the fact but you are a real selfish person if you don't even thank the game publishers. Below are companies or people that have affected my FAQ writing or life and how they did what they did. =CJayC- For creating a web-site that lets you receives free walk-throughs on games and giving me a reason to live. Pat Wade: For lending me a computer when I did not have one. Now with your computer I am able to write FAQS once again. Toy Headquarters: For making this and many other great games. =Nintendo: For making the Super Nintendo Entertainment System and all of their great games and other systems. I would also like to thank them for giving me countless great hours of playing video games. =James Quigley- For saying that all any FAQ I would write would suck. It only gave me a reason to make sure this one didn't suck. =lordofsith55: You were the only one to reply to my post and you were a huge part of my choice to make four separate in-depth walkthroughs =StarFighters76 /----- Every Single one of you gave =Space Medafighter X / inspiration to finish =Subsane / writing my first FAQ and =Merca / make sure it was accurate =Kevinb500 / and well written. =FecalLord / NOTE Those are =djg40 / their GameFAQS(c) =tidus9554 / screen names. =Devin Morgan / =BoyOfDestiny / =Warhawk / =adaml / =MavZR / =Kenb215 2 / =Cobra 1 / =necropenguin / =Aschultz / =lisanne / =Rodri316 / =Pyscho0022 / =TyAlt21 / =doninss / =Reaper804 / =antseezee / =Sashanan / =Pidgeotto/ """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ======================================================================= ----------------------------------------------------------------------- ======================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" 7: Legal Information: Because this is a published piece of literary work, and I hate plagiarism there are some guidelines you must follow when you use this guide: ? Do NOT print this off and sell it. ? Do NOT claim this as your own. ? Do NOT post this anywhere without my expressed written consent this does include those tiny miniscule web-sites that few people visit. ? Do NOT use this in any way without giving me credit. However you may: ? Store this on your home computer. ? Print this off and use it. ? Share it with others. ? Put this whole guide or a line of it in a FAQ of yours as long as you give me credit. """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ======================================================================= ----------------------------------------------------------------------- ======================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" 8: About the Author: Isn't it there a small question in the back of your head that asks, " I wonder what these people are like?" I always like to see what their FAQ writing process is and how they find the time to make their guides. If your are wondering about me here is some information that might answer some questions and begin others. I live in North Carolina at a mobile home park called Leisure Living Estates. The parks layout and overall look is nice but of course there is always the black eye of community. The black eye of this community is the Marijuana smoking inhabitants around as well as the people that litter. Unfortunately I can do little about the drug problem because cops are lazy and will only confiscate them. However I can do something about the trash. One day I was walking around and picked up some trash on my street. (I have done this for years, being the namesake of one of my nicknames "pockets".) I guess the owner saw me, and the next day I was offered the job of cleaning up the trash, in return I would get one hundred dollars off of my Mothers rent. The best part is that it is easy and I get to drive a modified golf-cart around. I love that mule for obvious reasons. (Me plus machine equals fun.) I am a junior at West over high School and I am currently enrolled in the Army JROTC, my rank is an E-4 and my position is Team Leader. I do not know why but I love to write anything poetry, stories, walk-through unless it is for school. Even if it is for school I am done in maybe twenty minutes for essays. After I finish school I plan to go into the Army and make a career out of it. The equipment I used to write this guide is old. I use a Super Nintendo because that is what platform the game is on. I got the television eight years ago and this version of Microsoft Word I'm using was made in nineteen ninety-five. My immediate family includes my Mother Susan (whom I reside with) her nickname is Mooie Mare. My biological father Ron (I don't even recognize him as a father) and my brother Ronnie they live in Missouri. Plus many other aunts uncles cousins nieces and nephews. """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ======================================================================= ----------------------------------------------------------------------- ======================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" 9: Closing: Unfortunately as we all know all things must come to an end. Yes I know the phrase goes: all things must come to an end, but who said this was good? Hopefully it will be sufficient to be posted on www.gamefaqs.com, as well as help those that read this guide. Lord knows that I have put my time, hard work and sweat into this guide. Because if I do something. I am going to do it better than everyone else does? Because my time is too precious to waste therefore I can do something once well, or do it twice. Another thing about this walk-through is that I have to write the core of it only when my mother is gone. Because I think that it is selfish to use both the computer, the television and my Super Nintendo all at once without letting my mother using any of the electronics. Notice seventy-five percent of my FAQ's are about ancient games no one even plays anymore. Because your answer may lie in the simple miniscule fact that I love retro, not because it is popular now but because I like to be different. You could call me a salmon because I purposely go against the flow. Now I am going to leave you with some wise words of mine, if at first you don't succeed, you have not failed but you have been successful at failing. 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