======================================================================= || Star Tropics II : Zoda's Revenge (NES) FAQ || || || || Last Updated: April 30, 2011 || ======================================================================= Welcome all to my walkthrough on a very fun and under-rated tough game called Star Tropics for the Nintendo Entertainment System. I hope this walkthrough helps out as much as possible. Below is nothing but spoilers on the game, so if you don't want to be spoiled, please take a detour and hit the Back button now. However if you want to be spoiled or need some help, please scroll down as far as you need to. Consider this as your Spoiler Warning! ----------------- |TABLE OF CONTENTS| ----------------- SECTION 1: Intro 1: Version Guide 2: The Story Behind Star Tropics II 3: About This Walkthrough 4: Control Configuration SECTION 2: Walkthrough 1: Before The Walkthrough 2: Chapter 1: Prelude 3: Chapter 2: Ice Age 4: Chapter 3: Egypt 5: Chapter 4: Scotland Yard 6: Chapter 5: Old West 7: Chapter 6: Venice 8: Chapter 7: Transylvania 9: Chapter 8: Camelot 10: Chapter 9: C-Island SECTION 3: Items & Weapons SECTION 4: Enemies SECTION 5: Thanks ======================================================================= ||*******************************************************************|| ======================================================================= SECTION 1: Intro 1: VERSION GUIDE 1.0: First revision available 4/30/11 2: The Story Behind Star Tropics II After bravely battling Octopuses, Magma Men, and Aliens in the original Star Tropics. The hero of the Star Tropics series Mike Jones returns to his home in Seattle. His uncle also joins him in Seattle to continue his work. We find Mike in Seattle at the start of this story. 3: About This Walkthrough I have used several other FAQ's in the past to get through games and I felt that it was time to return the favor by putting together one of my own. I tried to avoid putting anything unnecessary words in it and instead only cover what I feel the person reading this would want for me to cover. If you want to skim through to certain topics then I would recommmend you use the Table Of Contents. Thanks for reading my FAQ! 4: Control Configuration There are two different types of ways to move Mike around in this game. One way is the 500 foot view from above, also known as the overworld. In the overworld view you will not be attacked. The other view is more like 20 foot view from above, and known as the dungeon view. The dungeon view is where you will encounter combat. OVERWORLD VIEW CONTROLS Directional-Pad: Move up, down, left, and right. A BUTTON: Talk or Acquire things B BUTTON: No use DUNGEON VIEW CONTROLS Directional-Pad: Move up, down, left, right, and diagonally. A BUTTON: JUMP B BUTTON: USE CURRENT WEAPON START: PAUSE SELECT: SWITCH WEAPON ======================================================================= ||*******************************************************************|| ======================================================================= SECTION 2: Walkthrough 0: Before the walkthrough In order to make the FAQ as easy to read as possible I have included dungeon maps that typically look like this: LEGEND FOR DUNGEON B [3] 1 = Starting Point for Dungeon B | 2 = Throwing Rocks [2] 3 = Exit | [1] Each room is briefly detailed and a line will show you which way you can proceed from each room. Also, the start and exit are labeled as well as the boss if there is one. ============================= ||* 1: Chapter 1: Prelude *|| ============================= We start off with Mike greeting us and asking us how we have been. You are then given the option of whether you remember Mike's uncle who he referes to as Dr. J(ones). If you don't know who Dr. J is then you probably have not played the original Star Tropics I and Mike will suggest that you read the manual to catch up on what you missed in the first game. Mike explains Dr. J is now in Seattle and continuing his work from the original game. Suddenly Mike gets a telepathic message from Mica. Mica is one of the children from the original Star Tropics who were sent to Earth in the form of three cubes. She asks Mike if he remembers her father Hirocon, leader of the lost planet Argonia. She tells Mike that her father spoke to her in a dream and said: Was it a cat I saw? Was it a rat I saw? She isn't sure what it means and then tells Mike that she cannot talk any longer today. Before Mike can answer she is gone, and since Mike is unsure what to do next he goes to visit his uncle. Dr. J is buried in books when Mike arrives and doesn't notice Mike until he shouts to his Uncle Steve. Mike explains the story thus far to his uncle. His uncle reverses the wording and gets: ?was I tac a ti saw ?was I tar a ti saw You are then asked if you understand. If you answer NO he will simply state to you the obvious that you reverse the wording so just say YES even though it still doesn't make sense. Somehow Dr. J believes that Hirocon is telling them to reverse the cipher he was working on. He instructs Mike to get him the Oxford Wonder World book. Once Mike gets it they look at it to read the strange words of the cipher. Paapaapaaoompapamowmow is read by Mike before his uncle can tell him to stop. This causes the book to open and its pages to turn really quickly. Suddenly we see a dimensonal gate open and Mike get sucked into it. ============================= ||* 2: Chapter 2: ICE AGE *|| ============================= We start this chapter with Mike appearing in the middle of a snowy area. He is unsure where he is but says it is like a sci-fi movie. He then realizes how cold he is and that he better start moving. This is the first chance you get to control Mike. You can only head North at this point so head in that direction. You will find a cave man that will tell you that the ground has holes and to be careful. As far as I can tell these holes are random so just be prepared to fall into a few of them as you cross this snow. There are 3 different types of holes you can fall into: - - - R A N D O M D U N G E O N A - - - LEGEND FOR DUNGEON A 1 = Starting Point for Dungeon A 4 = Exit [4] | [-- 3 --] | [2] | [1] ROOM #1: Here you start. There is nothing here so go to ROOM #2. ROOM #2: Completely empty. There is nothing here either so go to ROOM #3. ROOM #3: There are five boars here and a salamander, but most importantly are some rocks. Grab the rocks and kill what you must. ROOM #4: Exit back to overworld. - - - R A N D O M D U N G E O N B - - - LEGEND FOR DUNGEON B [3] 1 = Starting Point for Dungeon B | 3 = Exit [2] | [1] ROOM #1: Here you start. There is nothing here so go to ROOM #2. ROOM #2: There are four boars here, and there are some rocks. Grab the rocks and do you must to get to ROOM #3. ROOM #3: Exit back to overworld. - - - R A N D O M D U N G E O N C - - - LEGEND FOR DUNGEON C [5] [3] 1 = Starting Point for Dungeon C | | 5 = Exit [4]-[2] | [1] ROOM #1: Here you start. There is nothing here so go to ROOM #2. ROOM #2: There are two boars here, and there are some rocks. Grab the rocks and do you must to get to ROOM #3. ROOM #3: There are no enemies here. Just hearts to collect. Be careful to not fall in the water. ROOM #4: There is a blue bear here. Quickly kill him with your stones and the path will open up to ROOM #5. ROOM #5: Exit back to overworld. Once you have made it past the snow you will find a cave up ahead. Enter it to find: ============= Cave Men Cave ============= Walk around the cave and talk to the people. You will find that many of the cave dweller's children are missing. Make sure you visit Pikazo and write down the drawings you see on his wall. Also, visit Tink over by a large pile of bones. He has an Axe that he has made that he will give you. Continue your way through the cave and find the prophet who prophesized your coming. He will ask you if you are the one. Regardless of what you answer he will tell you to head to the cave and defeat Yum Yum. Continue thorugh the cave until you find the exit. Once you exit the cave and return to the overworld view continue North until you find another cave entrance. You will run into a few more cavemen who will drop clues but you should have already gotten the drawing on the cave wall and the axe so you are good. ============ YUM YUM CAVE ============ LEGEND FOR Yum Yum Cave 1 = Starting Point for Yum Yum Cave 14 = Maze (circ, circ, tri, squar, circ, squar, tri) 17 = BOSS: Yum Yum 18 = Exit to Overworld ---------- [----14----] ---------- [17]-[18] | | | [13] [15]-[-16-] | [12] | [-- 11 --] | [10] | [4]--[9]-[8] [7] | \/ | | | [-- 3 --]-[5]-[6] | [2] | [1] ROOM #1: There is nothing here at the entrance. Just go to ROOM #2. ROOM #2: There are 4 boars in here. You must defeat them and once you do a wall will open to the North allowing you to ROOM #3. ROOM #3: There are several boars in this room. Make your way to the right and kill the salamanders. You will hear a wall open. If you walk back to the left you will see an opening to the North. Take this to ROOM #4. ROOM #4: There is nothing here but a medicine. Just take it and go back to ROOM #3. ROOM #3 (from ROOM #4): There is else here so head to the right killing what you need to and making your way to ROOM #5. ROOM #5: There are two salamanders here but ignore them continuing right to ROOM #6. ROOM #6: There are four boars here but ignore them as well and go north to ROOM #7. ROOM #7: There is a blue bear that you should kill quickly. You can ignore it however and proceed to jump to the little island and then head jump south until we make our way back to ROOM #6. ROOM #6 & #5 (from ROOM #7): Just move around the corners of these rooms until you make your way to ROOM #8. ROOM #8: There are four boars here but ignore the two on the bottom. You need to jump across these ledges until you make it all the way to the far left. Killing two boars along the way.Proceed left and go north to ROOM #9. ROOM #9: There are three blue bears that you need to defeat to open the door to the North. Once you have defeated them you can go North to ROOM #11. There is also a room to the left but ignore this as this will take you to a dead end in ROOM #4. ROOM #10: There are just three boars here. You can kill them if you wish but in either case proceed North to ROOM #11. ROOM #11: There are several walking snow men in this room. Head right, you don't have to defeat the snow men but it is easier if you do. Eventually you will see a room going North to ROOM #12. ROOM #12: This room has a yellow bear in it. Defeat it if you must and then continue North to ROOM #13. ROOM #13: This room has three yellow bears. In this room you must defeat them to open the door to the North taking you to ROOM #14. ROOM #14: This is the maze section and the reason I asked you to scribble down the drawings on the wall back at the cave men cave. If you didn't write it down it was: circle, circle, triangle, square, circle, square, triangle. Just follow the exit to the room closest to the symbol and you should get through this maze no problem. ROOM #15: There are four snow men in this room but you can skip them if you'd like and proceed to the East and taking you to ROOM #16. ROOM #16: There are just six boars here. You can kill them if you wish but in either case proceed North to ROOM #17. ROOM #17 BOSS FIGHT: (YUM YUM) As soon as you enter this room you will see Yum Yum hidden behind some bones and skulls. He appears to not notice you when you first enter so immediately go up as close as you can to the right of him. If you start throwing axes at him immediately you should be able to kill him before he gets one shot off. Do not attack the boar that is next to him. Yum Yum will eat this boar and continue to ignore you, but if you kill this boar he will immediately engage you in combat. If you do have to battle with him just make sure to avoid the bubbles he burps at you and keep throwing axes his way. He should go down after about 30 axes and the door to the East and Room #18 will open up. Room #18: There is an exit to the North. ==================== BACK OF YUM YUM CAVE ==================== After you are back in the overworld head north in this cave. Eventually you will find the kids like Shorty who will compliment you on defeating Yum Yum. Continue North and then East until you find a Block and then proceed out of the cave. You will be back outside, just take a few step outside and Mica will appear again via telepathy to Mike. She tells Mike that she has spoken with Dr. J and that Mica's father Hirocon must have known something was going to happen. She tells Mike that he has been sent back in time to retrieve the mystic tetrads that have been hidden on earth at various points in time. These tetrads are the legacy of the Argonians and Mike now must find them. Mica then leaves the conversation and Mike then realizes the Block he just picked up in the cave is one of these tetrads. As a bonus you increase your life total to seven hearts. Unsure what to do now, Mike consults the Oxford World Wonder again. Mike recites the words: PAA PAA PAA OOM PAPA MOW MOW. This flips the pages again and sends Mike to another time period. ======================================= ||* 3: Chapter 3: CLEOPATRA's EGYPT *|| ======================================= We start this chapter with Mike appearing next to some pyramids and a sphinx. There is paths leading North and South, but if you travel South you will travel along the Nile endlessly and eventually need to head back North again so just head North. Eventually you will come upon a small oasis with some people and a boat docked nearby. If you continue North you will see a guard blocking your path, so heading to the boat is what you want to do next. Once you enter the boat you will see people walking around and a cabin you can enter. If you enter the cabin before talking to everyone outside on the ship the guard will not let you pass. Once you have talked with everyone outside the ship he will let you enter. Inside you Mike meets with Cleopatra who asks his business and he tells her he is searching for the tetrads. Cleopatra says that she can help you but you must first get a pizza for her. Leave the ship and head North. Go North and you will see someone blocking your path. Now that you have talked to Cleopatra he will tell you this is the way to get pizza and let you through. Proceed a little south and you will find the cave. ========== RIDGE CAVE ========== LEGEND FOR RIDGE CAVE 1 = Starting Point for Yum Yum Cave 12 = BOSS: Big Scorpion 13 = Leads to Overworld [13]-[12] | [-- 11 --] | [10] | [6]-[7]-[8]-[9] | [5] | [2]-[3]-[-- 4 --] | [1] ROOM #1: Just a usual entrance. Head North to ROOM #2. ROOM #2: This room just has three spiders. Defeat them and the East wall will open up allowing you to head to ROOM #3. ROOM #3: There is one cyclops in here. Defeat him and the East wall will open up allowing you to head to ROOM #4. ROOM #4: When you first enter you will see a tile and a treasure chest. You must jump on this tile for a question mark to appear. Once you get that question mark, then the chest will open revealing a slingshot. Jump around this room carefully avoiding getting hit by the spiders and take the path leading North. ROOM #5: There are two porcupines in here that you must defeat to open the door and head North to ROOM #6. ROOM #6: There are three cyclops in here that you must defeat to open the door and head East to ROOM #7. ROOM #7: There are four scorpions in here that you must defeat to reveal a door to the East ROOM #8. ROOM #8: There are four underground enemies in here that you can defeat or simply avoid and head to the East and ROOM #9. ROOM #9: There are four underground enemies and two porcupines in here that you must defeat to open a door to the North and ROOM #10. ROOM #10: This room has three spiders and two scorpions who you don't have to defeat but it is much easier to get through this room if you do. You must hop up and around to go North to ROOM #11. ROOM #11: There are two porcupines when you first enter the room, as well as a couple more spiders. You don't ahve to kill any of them but it will be easier. There are a couple jumps to get through here but it is easy. Eventually you will see a path to the North and this will take you to ROOM #12. ROOM #12: BOSS: BIG SCORPION When you enter this room you will see two holes in the wall at the top. These holes will have scorpions come out of them during the battle. You can take care of the little scorpions if you want but try to focus primarily on the big scorpion. If you have any slingshot left I would use it here. The big scorpion will flash red and then shoot out a spray of shots from his tail. If you time it right it should be easy to jump over his shots, just keep an eye on the little scorpions. It took me about 40 slingshot shots to take him down. Once he is defeated the door will open to the WEST and ROOM #13. ROOM #13: Just an exit. Head North to the Overworld. ================ MIDDLE OF DESERT ================ When we emerge from the cave we find Mike in the middle of a large desert. To his East is a man with a camel. Go over to him and he will ask you if you want to rent a camel. You can say NO but if you try to walk in any direction you will quickly see that you will need to say YES to him. You will then ride for a very long time until eventually you spot what reminds me of a goomba on a koopa troopa from Super Mario Bros. He informs you that he is the pizza delivery guy and gives you the pizza. ========= CLEOPATRA ========= You hurry back to the boat and give Cleopatra the pizza. You get to see the pizza being eaten and a plug for the local Caesar's Hut. There is also have a nice close-up of Cleopatra. She will then take you across the NIle in her boat and drop you off on the shore. She will tell you to head to the Pyramids to the South. She also trades your axe for a dagger. ================== OTHER SIDE OF NILE ================== You are dropped off on the western side of the Nile. You can head North or South but if you head West you will be wandering the desert for ever. My suggestion would be to head North until you find a small peninsula with some green patches. =============== MONKEY SAVANNAH =============== - - - M O N K E Y M A Z E P A R T # 1 - - - LEGEND FOR MONKEY MAZE PART #1 O = Starting Point X = Exit ____________________________________ ______ ____ | | | X | | | __ | | | | | _____| |__ | | | | | | | | | | | | ________ |_____ __| | | | | | | | |__| | | | | | |______ | | |_______ | | | | | | _____ | | | |_____ | |_____________ | | | | | | | | | | | | | | | __ | | ___________ | |_| |_| | | | |__| __| | _____ | | _ | | | | | |__H__| | | | | | | | |____| | | | | | | | | |_________| |__________| | |________________ O |__________________________| You will see a small deck with a monkey jumping around in the background. Once you get up on top of this deck you will see that this tall grass has high grass and low grass that forms a natural maze. You will want to do a clockwise circle in the grass around the deck. Where you start at the part of the grass below and to the left from the initial deck and end up on the lower right hand side. You then love up and down to the right and then up the right side. You should come out of the grass near a BIG HEART. After just a few step you will fall into a mini-dungeon - - - S A V A N N A H D U N G E O N A - - - LEGEND FOR SAVANNAH DUNGEON A 1 = Starting Point [6] 6 = Exit | [5]-[4] | [-- 3 --] | [2] | [1] ROOM #1: Here you start. There is nothing here so go to ROOM #2. ROOM #2: There are three little frogs. You can kill them or ignore them and head NORTH to ROOM #3. ROOM #3: There are 3 swans here, a frog and a crocodile. Once the crocodile is defeated a door to the North will open up to ROOM #4. ROOM #4: In this room is a swan and two frogs. There are two hearts on the island to your right. Grab them if you need them and then head West to ROOM #5. ROOM #5: This room has 3 floating jellyfish. Take them out and the wall to the North will open up allowing you to proceed to ROOM #6. There is also a hippopotamus but you don't have to kill him to get to the next room. ROOM #6: Exit back to overworld. - - - M O N K E Y M A Z E P A R T # 2 - - - LEGEND FOR MONKEY MAZE PART #2 O = Starting Point HH = BIG HEART X = Exit DE = Dead End ~~~~ __________________________________ ~ } | _________________ ____________ |~~~ { } _____| | ________ | | | | }~~~{ ____} _______| X | ____ | | | | | | _ | ______________| | | | | | | |_ DE __| | | | ________________| | | | |_ |_ |__ | _| | | _____ | | |_ | |____| |__| | | __| | | | | | | | | _____ |____| | |_ | ______ | | | | | _____| | | |____ | | | | | | _| | |_ | | | | | | | | |_ | _________ |_| | | | | | | ___ | | | _____ | | | | | | | |_H_| | | | | ___ | | | | | | |_| | | | ||_H_|| | | | | | _ _| | | | | | | | | | | | | _| | | _| | | | _| | | |_ _| | |_| |_ | | | | _| |_ |______| _| | |_______ | | | | |__________| | _____ | | | ____| | | | ___ | | | | | ____| | ||_H_|| | | | | | _________ |_| | | | | | | | _____ | _ | | | | | | | | ___ | | | | | | | | | | |_||_H_||_| _| | |_| |_| | | | __| } { HH} | | _____ ____________ | | } ~~~ | ||_ _| | ________ | _ | | } | | | | | | | |______| |___________| |__ O __}_ | | | | | | |_____________________ ___| |___ | | |_ |_| _| | | | | | |__ | | __| | |____| | |________| Back above ground in the Savannah you can move forward to see the monkey poke his head out and disappear. Go over to the deck in front of you to see the new view. You will want to go around and pick up that BIG HEART over on the shore to the East and then back track up to the top East, back down to the left, and then up and around the Western part of the map. You should come out of the grass clearing and then randomly fall down into another dungeon. - - - S A V A N N A H D U N G E O N B - - - LEGEND FOR SAVANNAH DUNGEON B 1 = Starting Point 7 = Exit [7] | [6] | [5] | [-- 4 --] | [3] | [2] | [1] ROOM #1: Here you start. There is nothing here so go to ROOM #2. ROOM #2: We encounter 2 crocodiles and 2 swans here. You only need to kill the crocodiles to open the door and head NORTH to ROOM #3. ROOM #3: In this room is a jellyfish, crocodile and three frogs. There are two hearts on the island to your right. Grab them if you need them and kill the crocodile to open the door and then head North to ROOM #4. ROOM #4: When we first enter we see a frog and a jellyfish and shortly after entering you'll see the hippopotamus appear and shoot at you. You only need to kill the frogs to open the door and head NORTH to ROOM #5. ROOM #5: This room has 5 floating jellyfish and a lone frog in the middle. You can kill them or just skillfully jump around them to ROOM #6. ROOM #6: In this room are two swans and three jellyfish. There is also a hippopotamus but you don't have to kill any of them to get to the ROOM #7 to the North. ROOM #7: Exit back to overworld. - - - M O N K E Y M A Z E P A R T # 3 - - - LEGEND FOR MONKEY MAZE PART #3 O = Starting Point X = Exit { } ~~ ~ { } __________________________________________________{__ X ___}____ | ___________ ____ _| |______ | | | | _________________________ | |_| | | | | | | ___ | | | | | | __| | |_H_| | | _ | | | | | | |__| | | | | | | ___ |____| _____ | |____________| | | | | | |___ | | _____ ____| | | | |____________________ | |____________| | ___ | | _ O | | |_ | | _ ______ ____||_H_||_| | | | | | ______ _| |_| | | | | | | | | | | ___ | | | | | | ___ ___ | | | | | ___||_H_| | |__________| | _ |_| | _| |_ | | | | | | | _______| |_| |_ |_| | | | | | | |_| | _______| _ | | | | | | | | _ |_| | | | | | | |_______________________ | _____| |___ | |__| | | | __________| | | _____ | |____ | | |___________ |__________ | | | ___ | |__ ___ | | | ___________| | | |___||_H_||____| |___| | | | | | | | | | | ______________ ___| | _ _____ __| | | | |__ _______ | _| ____| | | |_____| _ |__ | | | | | ___ | |___| | | | | | | | | | _| |_ |_H_|| _____ | | | | | | | | | |_____| |_| | | ___| |____ ____| |__ | | | | | | | _____ | | | | | | |_ |_| | | ___ | | |_________| | | |_ | |__||_H_||_| | | | | | | | |____________________________________________________________| | |________________________________________________________________| Back above ground in the Savannah you can move forward to see the familiar monkey poke his head out and disappear again. Take the same approach here as the other mazes. Getting up on the decks and then memorizing the paths. Move down and to the left and then up the West side of the map. Then go back East along the Northern part of the map. Eventually you will make it out on the Northern edge and make your way to a small mountain range where that monkey (Merlin?!?) will show you how to do a psychic shock wave. Then you will be teleported back to the Pyramid and Sphinx. ======= PYRAMID ======= LEGEND FOR PYRAMID 1 = Starting Point for Pyramid 25 = BOSS: PHAROAH 26 = Leads to Overworld [25]-[26] | [-- 24 --] | [23] | [19]-[20]-[21] | | [18]-[17]-[22] | [-- 16 --] | [15] | [10]-[12]-[-- 13 --]-[14] [11] [-- 7 --] | | [5]-[6] [8]-[9] [4]-[3] | [2] | [1] ROOM #1: If you are low on hearts you can jump on the middle tile in the group of tiles to the left and two hearts will appear. In either case, head North to ROOM #2. ROOM #2: This force field requires the Psychic Shockwave to destroy. Dispose of the field and continue to the North to ROOM #3. If you don't have the Psychic Shockwave you will need to go back out and head North to a savannah but if you are following this walkthrough then you probably already did that. ROOM #3: There are three ladybugs in here. Dispose of the them and the door will open to the West to ROOM #4. ROOM #4: There are two asps in here. Dispose of the them if you want to or just take the stairs in the upper left corner of the room to ROOM #5. ROOM #5: This room is filled with spikes and traps. When you first try to cross the middle path you will see a plume of flame appear. Just time it and walk past it as soom as the plume extinguishes. Once you pass this first flame STOP. If you proceed any farther you will fall back to the floor below with the asps. Instead jump over this part of the floor. You will then need to jump over spikes to a patch on the floor. The problem is that there is a plume of flame here as well. Just time the jump and you should make it to the other side no problem. Now go up to the top group of tiles and jump on one of the tiles to reveal the question mark at the bottom of the room. Jump over the spikes and flames to get to the bottom of the room and once you grab the question mark the door to the East will open. There are two hearts on the north side of the room, get them if you'd like and then go East to ROOM #6. ROOM #6: There are two pyramid guardians in here. These guys are immune to your dagger so you will need to switch to your Psychic Shockwave in order to dispose of the them and the door will open to the North to ROOM #7. ROOM #7: When you first enter this room you will see a mummy and mini-mummy. Take both of them out and then hop on one of the tiles to reveal the question mark. Get this mark to open the chest and reveal a medicine container. You will see a yellow floor in the middle to jump on. Don't stay on these floating platform long, instead keep jumping. Get the medicine and jump to the right side of this room. There are two more mini mummies you can choose to defeat before taking the door to the South to ROOM #8. ROOM #8: Inside this room is one Aman-Ra guardian. Just take your time and defeat him to open the door and head East to ROOM #9. ROOM #9: All that is in this room are a circular pattern of tiles. In the middle of these tiles are false floors which you need to fall through to get to ROOM #10. ROOM #10: As you fall into this room press your control pad to the left. If you don't you will land on another false floor and plunge down to ROOM #11. When you do manage to reach ROOM #10 without falling through you will see a pair of two hearts in the bottom left corner of the room. Get them if you need them otherwise head to the East (avoiding the metal ball that is moving in a circular pattern) into ROOM #12. ROOM #11: There is nothing in this room except four skeletons. Dispose of the them if you want to or just take the stairs in the upper right corner of the room to ROOM #10. ROOM #12: Inside this room a directional conveyor belt with a pyramid guardian and an asp. You can use the conveyor belt if you need to but just focus on defeating both enemies to open the door and head East to ROOM #13. ROOM #13: There are four skeletons and one metal ball. Avoid them and head to the right side of the room and jump up on the columns and head back left jumping until you come to the column with the tiles. Jump on one of these tiles to make the question mark appear. Jump down and grab this mark which will open the wall to the East to ROOM #14. ROOM #14: Immediately upon entering this room dispose of the mummy nearby Mike. Then jump over the spikes and defeat the ladybugs in the middle of the room. Take out the remaining mummy and the door to the North will open to ROOM #15. There is also a life sign in here if you want to try your luck. ROOM #15: Inside this room are two Aman-Ra guardians. Just take your time and defeat them to open the door North to ROOM #16. ROOM #16: When you enter this room you will see spikes along the outside of the room with a conveyor in the middle. You must go around on this conveyor and defeat each of the spiders on the ledges to open the door North to ROOM #17. ROOM #17: Inside this room are three ladybugs. After you defeat them to open the door West to ROOM #18 you can jump on a tile in the middle to reveal two hearts if you need them. ROOM #18: This room contains two mini mummies and two pyramid guardians. Defeat them to open the door North to ROOM #19. ROOM #19: No enemies here, just a pattern of tiles that resembles a snake. Jump on the tail tile to reveal the question mark. Grabbing this mark opens the door East to ROOM #20. ROOM #20: This room contains two mummies. Defeat them to open the door East to ROOM #21. ROOM #21: There is one Aman-Ra guardian in here. Defeat him to open the door South to ROOM #22. There is a tile at the top of the room you can jump on to make a medicine appear so don't forget that. ROOM #22: There are four mini mummies in here and a tile. Activate the tile and get the question mark to reveal a flute from inside the chest. Grab the flute and defeat the mini mummies to open a wall to the West taking you back to ROOM #17. You have already been to #17 so go to #18 and then #19. ROOM #19 (Revisited): Now that you have the flute use a flute to make three asps appear. Defeat all three and a wall to the North will open up allowing you to enter ROOM #23. ROOM #23: Nothing here so just take the door North to ROOM #24. ROOM #24: There is a mummy and mini mummy here with another floating tile out in the middle to jump to. Defeat the mummies and jump across the tiles to the left until you make it to the other side. There are two hearts here is you want them and also another medicine over on the left corner of the room. There are two more mummies and a mini mummy on the left which you can defeat or just simply take the path to the North and ROOM #25. ROOM #25: BOSS: PHAROAH You enter a room that has the bottom half covered in conveyors that force you back to the bottom wall. The room is separated in half by a guard rail. The top part of the room is where the boss float around. This mask mostly shoots a spray of 5 bullets which are usually pretty easy to avoid. Occasionally the mask will reveal a skeleton face and shoot a more powerful shot so avoid those. As you damage the mask more and more it will move faster and eventually turn red. Once you have defeated him a door will open to your East allowing you on to ROOM #26. ROOM #26: Exit room. Just take the exit to the North. ================== INSIDE THE PYRAMID ================== Back inside of the pyramid Mike sees a long narrow tunnel to his North. Follow this until you enter a room with another Tetrad. After Mike obtains his latest Tetrad he reads again the words: PAA PAA PAA OOM PAPA MOW MOW. This flips the pages again and sends Mike to another time period. =================================== ||* 4: Chapter 4: SCOTLAND YARD *|| =================================== We find Mike has been teleported to a more modern time. This looks to be Sherlock Holmes' stomping ground. In fact once you walk around a bit you will eventually bump into him. He tells you that a fella named Zoda-X will be at the museum tonight and to meet him there at midnight. Continue walking around town stopping to pet the dog. There is an open doorway but all you will find is a man sleeping so continue along until you find one of London's finest police officers. Talk to him and he will put you in jail (I thought they practiced English Law: Innocent until proven guilty?). Once in jail you will see the guard is asleep and the prisoner next to you says there is no escape. Turns out if you look along the East wall you will find an escape. Take this to get back outside. Now that you are outside head North and the West until you come between two building. Pass through them and say hello to the sleep walker as you pass him in the night. Continue along North until you find the museum and Holmes waiting for you. He greets you and asks you to come inside and look at the stone. Before you get a chance to get the stone Zoda-X appears and takes it. Sherlock Holmes instructs you to follow him. When you see Mike again on the streets of London have him head left to the open manhole. There is a BIG HEART below that Mike could really use. Once you have the BIG HEART go back up the manhole and then look for the other manhole South of there. Take this down to start the sewer dungeon. ============= LONDON SEWERS ============= LEGEND FOR LONDON SEWERS 1 = Starting Point for London Sewers 12 = BOSS: Zoda's Blob 13 = Leads to Overworld [7] | [12]-[13][6] | | [11] [5]---[4] | | | [10]-[8]-[-- 3 --] | | [9] [2] | [1] ROOM #1: Just a usual entrance. Head North to ROOM #2. ROOM #2: No enemies here just a log raft floating back and forth. Hop on the raft and go to the tile in the upper right part of the room. This will activate the question mark which once you grab opens the door to the North and ROOM #3. ROOM #3: This room has five yellow jellyfish. You can defeat them if you want, but either way hop over the water to the right and then either take the passage to the North to ROOM #4 or jump back to the left to take the passageway to the North to ROOM #5. ROOM #4: There are three rats and three blue blobs in this room. Defeat all of them and a room will open to the West taking you to ROOM #5. ROOM #5: This room has four red frogs hopping around. You don't have to defeat them but it will help you reach the tile on the upper left part of the room. Once you activate it and get the question mark the wall to the North will open leading you to ROOM #6. ROOM #6: There are two large rats in this room. Defeating them causes the North wall to open to ROOM #7. ROOM #7: There is nothing here but a medicine. Grab it and retrace your steps to ROOM #6, then ROOM #5 and then South from ROOM #5 to ROOM #3. ROOM #3 (Revisited): When you first enter you will notice some tiles to your right. Hop on one of them to reveal the question mark which when you grab will open the gate to the West and ROOM #8. ROOM #8: This room has three small rats. You will follow a path between this room and ROOM #9 that goes back and forth until you eventually end up in this room again and a door that goes West to ROOM #10. ROOM #9: As stated above you need to avoid the rats in this room and ROOM #8 as you go along the path that goes back and forth between these two rooms. You can of course defeat them if you wish. ROOM #10: In this room are two jellyfish and two red frogs. There are also 4 paths with conveyor tiles on each path in different directions. Defeat all the enemies in this room to open the wall to the North and ROOM #11. Remember that these conveyor tiles can push you off the path into the water. ROOM #11: This room has three owls in it. Defeat them and the door to the North will open to ROOM #12. ROOM #12: BOSS: Zoda's Blob Inside of this room is Zoda. He creates some sort of weird ball. Just hop around the ball until you defeat it. Don't sit on one tile for two long. You must keep moving to defeat this blob. Then jump on one of the tiles that it was on to get the question mark which opens the door to the East and ROOM #13. ROOM #13: Exit back to the overworld. ============= LONDON SEWERS ============= Back in the sewer you see Zoda running off. You follow him to the second sewer. =============== LONDON SEWERS 2 =============== LEGEND FOR LONDON SEWERS 2 1 = Starting Point for London Sewers 2 21 = BOSS: Zoda X 22 = Leads to Overworld [3]-[2] | | [-- 6 --]-[4] [1] | | [7] [15] [5] | | [8]-[9] | [10] [12] | [13]-[11]-[14] | | [16]-[17] | [22] [-- 18 --] | | [21]-[19]-[20] ROOM #1: There are two hearts if you need them to the left. There are also two more pairs of two hearts to the right if you jump on the tiles that way. Otherwise head North to ROOM #2. ROOM #2: There are three Zoda spawns in this room. Defeat them and jump on the tile to open the chest to obtain spiked frisbees. After acquiring this head to the West and ROOM #3. ROOM #3: Just two large rats in here. Defeat them to open the door to the South and ROOM #4. ROOM #4: This room has two small rats and two owls. When you defeat the owls the wall to the South will open revealing ROOM #5. There is also a tile in this room that will open the door to the West and ROOM #6. ROOM #5: Jump on the tile on the left side to open the chest which has medicine inside. Collect this and then head back to ROOM #4. ROOM #6: This room has no enemies but a lot of carefully timed jumps. Keep heading to the left and eventually you will see an exit to the South and ROOM #7. ROOM #7: There are two caterpillars in here that once defeated will open the door South to ROOM #8. ROOM #8: There are four blue blobs in this room. Dispose of them and the door to the East will open to ROOM #9. ROOM #9: There are three sets of tiles. Look for the tile in the middle group to activate a mark. Grab the mark and the wall to the South will open to ROOM #10. ROOM #10: Jump on the tile on the left side to open the chest which has medicine inside. Collect this and then head back to ROOM #9. ROOM #9: (Revisited) You will need to fall through the floor in the middle of one of these tiles. This will allow you to fall to ROOM #11. ROOM #11: In this room are three vertical rows. You can head North to ROOM #12. If you landed on the left path you can also take the path West to ROOM #13. If you landed on the right path you can also take the path East to ROOM #14. If you landed on the middle path you can also take the path South to ROOM #16. ROOM #12: Each path ends in a ladder to the North. If you take any of these ladders they will take you back upstairs to ROOM #15. ROOM #13: If you can't tell by the pattern of the tiles (the pattern is a skull) that this is a dead end. After you defeat all the Zoda spawns you can grab two hearts and eventually you should also find the mark to open the door to the East back to ROOM #11. ROOM #14: This room has three Zoda spawns and one blue blob on the other side of the water. After defeating the spawns you need to jump across and defeat the blob. Then take the path South to ROOM #17. ROOM #15: There are four blue blobs hopping around in this room. Dispose of the if you wish and look for a tile to open the wall to the South taking you back to ROOM #9. ROOM #16: There are five small rats. Defeat them and the wall will open to East and ROOM #17. ROOM #17: Two caterpillars are in here and once defeated the door to the South open to ROOM #18. ROOM #18: You need to jump from raft to raft here. There are also two hearts and some more spiked frisbees in here. You can also get the life sign if you feel lucky. Once you make it around the rafts you should see an exit to the South and ROOM #19. ROOM #19: There are four Zoda spawns in here. Defeat them and then the wall to the East will open to ROOM #20. You can also activate the switch to open the door to the West and ROOM #21 but this is where the BOSS is so do ROOM #20 first. ROOM #20: There is a medicine in here. Get it and then head back West to ROOM #19 avoiding enemies or defeating them as necessary. ROOM #21: BOSS: Zoda X This Zoda boss is harder than most bosses. The room is full of conveyor belts going in multiple directions so you will have trouble walking in a straight line. Zoda X will appear in random locations and either shoot a spread of shots or make a ring of fire. Avoid both the shots and the fire as best as possible and just keep trying to hit him when he becomes visible and eventually he'll go down. Defeat him and take the door to the North ROOM #22. ROOM #22: This is the exit back to the overworld. ============= LONDON SEWERS ============= Back in the overworld you keep walking the sewers until you find another tetrad. Then take the ladder you'll find Holmes who deduces that there must be a Zoda-Y and Zoda-Z as well. You thank Holmes for his help and then say the magic words: PAA PAA PAA OOM PAPA MOW MOW. This flips the pages again and sends Mike to another time period. ============================== ||* 5: Chapter 5: OLD WEST *|| ============================== When you first enter this chapter you appear in the middle of a rocky desert with the only place to go as North. Proceed North and you will eventually come across a town. =========== DESERT TOWN =========== Inside of this town are several miners all looking to strike it rich. Walking around the town you will eventually find a store, a saloon, and a shop. The saloon is a good place if you want to have a few drinks of ginger ale. In the saloon you will want to talk to the piano player. Pay attention to the tune he sings you will use this tune later in this chapter. Make sure you go to the shop in the Northern part of the town. He will give you a clue to where to go next. Make your way back to Bob's store and he will now give you some dynamite. =================== DESERT WEST OF TOWN =================== Outside the town you can travel North but soon reach a body of water, so your only path is West. As you head West you will eventually come across a mountain ridge. If you press up against this ridge you will set your dynamite so pay attention to your movement. You can always go back to Bob's store for more dynamite so don't worry about wasting it. You should see some rocks that are a lighter shade forming a line towards the ridge. Follow this line and lay the dynamite there. This will open up caves that you can find gold and chicken nuggets in. You will also see two large boulders next to the ridge. Place a load of dynamite in between these to reveal a cave door with a BIG HEART in it. Go back and get more dynamite and if you collected the gold piece Bob will offer to purchase your gold. All it does is give you points so it is completely optional if you want to sell it to him or not. I would recommend it however because otherwise you will lose that gold at the start of the next chapter. Go back to the ridge and place dynamite a few spaces below the cave that you got the gold nugget. This will reveal the cave you need to go next. =========== MINING CAVE =========== LEGEND FOR MINING CAVE 1 = Starting Point for Mining Cave 12 = BOSS: Mining Cyclops 13 = Exit to Overworld [6]-[7] [5] [-- 3 --] | | | [4]-[2] [8] | | [1] [9] | [13]-[12]-[10] | [11] ROOM #1: Just a usual entrance. Head North to ROOM #2. ROOM #2: There are three blue scorpions in here. Defeat them and head North to Room #3 or West to ROOM #4. ROOM #3: This room has two blue asps. After you defeat them you will notice there is more to this room on the other side of the wall. Nothing you can do now so head back to ROOM #2 and then ROOM #4. ROOM #4: This room has four tiles and two cactus guys. Defeat the cactus guys and then shoot the crack in the wall to the North. This opens the wall to ROOM #5. ROOM #5: This room simply has a ladder going up to ROOM #6. ROOM #6: Inside of this room are three horizontal paths to the right. On each of these paths is a rolling boulder. Just jump back and forth between these paths to avoid the boulder make your way to the East and eventually the door and ROOM #7. ROOM #7: There are three blue asps in this room with a tile pattern on the Eastern side of the room. You can defeat the asps if you want. The tiles will reveal a pair of two hearts so grab this if you are low on health. There is a floating tile in the middle of the tiles. If you jump to this you will fall through the false floor down to the other side of Room #3. ROOM #3 (revisited): If you fell from ROOM #7 you will find two cactus guys which you must defeat to open the door to the South and ROOM #8. ROOM #8: There are two blue asps and two blue scorpions in here. You don't have to defeat them but it makes it much easier to activate the tile on the South end of the room. This will reveal a question mark which after you get will open the door to the South to ROOM #9. You can also grab the two pairs of two hearts in here if you are low on energy. ROOM #9: This room has the treasure chest enemies. Defeat them to open the wall to the South and ROOM #10. There is also a normal trasure chest in here with a slingshot if you want to pick that up. ROOM #10: There are three cactus guys in this room who if you defeat will open the wall to the South and ROOM #11. There is also a passageway to the West and ROOM #12 but go to ROOM #11 first. ROOM #11: In this room is just a chest and tiles. Open the chest to reveal a medicine and then head back North to ROOM #10 and then West to ROOM #12. ROOM #12: BOSS: Mining Cyclops There is just a long straight pathway to a cyclops at the other end. After awhile he will grab a rock to throw at you just keep hitting him until he is defeated. Be careful not to touch him as he will kill you instantly if you do. After you defeat him a floating platform will appear on the South side of the room. Jump on this and then the next and then to the corner of the room on the bottom left part of the room. This will take you to ROOM #13. ROOM #13: This is the exit back to the overworld. ====================== INSIDE THE MINING CAVE ====================== Back in the overworld we find that we are still in the cave. We head North to find a donkey. This donkey teaches Mike the Super Psychic Shock Wave. Hmm... this donkey seems kinda like the monkey in Egypt. He then vanishes, allowing Mike to continue forward to the next cave. ================ MINING CAVE 2 ================ LEGEND FOR MINING CAVE 2 1 = Starting Point for Mining Cave 2 22 = BOSS: Skeleton Miner 23 = Leads to Overworld [23] | [22] | [21] | [20] | [19] [18] | | [16]-[17] | [6] [-- 15 --]-[14] | | [7] [5]-[8] [11] [13] | | | [4]-[9]-[-- 10 --]-[12] | [3] | [2] | [1] ROOM #1: There is a tile here when you start that reveals two hearts. Head North to ROOM #2. ROOM #2: You need to do some careful jumping in this room and get over to the ledge on the North wall. There are three blue scorpions here that after you defeat will open the door to the North and ROOM #3. ROOM #3: Immediately jump to your right when you enter this room. There is one blue scorpion to defeat and then grab the medicine. Then continue North to ROOM #4. ROOM #4: Just let the conveyor take you North to ROOM #5. ROOM #5: Immediately jump to your left when you enter this room. There are three blue scorpions that you can defeat if you need to defeat and take the left path to the North to ROOM #6. ROOM #6: If you arrived in the middle of the room. All you can do is walk forward through the false floor to ROOM #7 below. If you are not in the middle then defeat the cactus guys if you want and then take the lower right path to the South back to Room #5. ROOM #7: If you fell into this room you must defeat the three Asps first before the floating block will appear. Hop on these to the ladder and back up to ROOM #6. ROOM #5 (revisited): If you defeated all the scorpions on the other side of the room earlier then a wall will have opened to the East revealing ROOM #8. Otherwise, continue South back to ROOM #4. ROOM #8 There are two hearts here and a medicine in the chest. Take these and return to ROOM #5 and then head South to ROOM #4. ROOM #4 (revisited): Just a short corner to take to the East and ROOM #9. ROOM #9: There are four treasure chest enemies in this room. Defeat them and the wall to the East will open revealing ROOM #10. ROOM #10: When you first enter this room you will see a crack in the wall to the North. Shoot at the wall here to reveal a path to ROOM #11. ROOM #11: Nothing in here but a medicine. Grab this and head back South to ROOM #10. ROOM #10 (revisited): There are three paths to take to the right, but there are boulders that roll on each. Avoid these boulders and keep moving right. You will see tile near the bottom of the room. Use this to open the chest and get the Star. After that avoid the boulders and head East to ROOM #12. ROOM #12: Defeat the four cactus guys in this room to trigger the door. Head North to ROOM #13. ROOM #13: There is a skeleton that rides around in a mining cart. First he will turn purple and then red before he is defeated. Avoid his shots and the little glowing guys he throws out to open the door to the North and ROOM #14. ROOM #14: There are three blue scorpions to defeat in this room. Once you have gotten rid of them the door to the West opens to ROOM #15. ROOM #15: Just head West in this room until you find a tile. This tile will open the door to the North and ROOM #16. ROOM #16: This room has three blue asps. Defeat them and a wall to the East will open to ROOM #17. ROOM #17: There are some tiles in this room to open the chest. Inside of the chest is a Star. After you get the Star shoot the crack in the wall to the North and proceed to ROOM #18. ROOM #18: This room has a medicine. Take it and then head back South to ROOM #17, then West to ROOM #16, and then go North to ROOM #19 ROOM #19: This room is just a slender room heading North to ROOM #20. Avoid the spikes out of the wall and pick up the two hearts here if you need them. ROOM #20: This room is just a slender room heading North to ROOM #21. Avoid the spikes out of the wall and pick up the two hearts here if you need them. ROOM #21: This room is just a more slender room heading North to ROOM #22. Avoid the spikes out of the wall and pick up the two hearts here if you need them. ROOM #22 BOSS: Skeleton Miner This miner carries a large hammer that he will frequently smash into the ground. This will stun Mike, and cause a spread of shots to be fired in every direction, as well as cause several rocks to fall onto the floor and imped Mike's ability to move around the room. If you jump when he smashes his hammer then you can usually avoid being stunned. Shoot your Stars at him if you have any and avoid him jumping into you as well. Eventually you will defeat him and a door till open allowing you to head North to ROOM #23. ROOM #23: Exit to the overworld. ====================== INSIDE THE MINING CAVE ====================== Back in the overworld we are once again in the cave. Go North to pick up another Tetrad. You say the magic words: PAA PAA PAA OOM PAPA MOW MOW. This flips the pages again and sends Mike to another time period. ============================= ||* 6: Chapter 6: VENICE *|| ============================= You start this chapter in the middle of a city that looks like London from Chapter 4. You need to walk around the city for awhile until you eventually find an open door. Enter the door to find a statue and some paint spilled on the ground with Zoda's footprints on the floor (uh-oh). You hear the statue so we can assume someone is in the statue. Take the stairs down to enter the first dungeon in this chapter. Since there are no enemies and only traps in this dungeon I won't detail it. Just pay attention to the traps and you should have no trouble reaching the room on the other side. Back in the overworld we find ourself in Da Vinci's room. Grab the chisel and hammer. Mike races back to the statue and chips Leonardo out of the statue. He tells Mike that Zoda plastered him and offers Mike his flying machine. Mike takes the machine and flies it up in the air when he gets another telepathic message from Mica. She tells him to be careful and he tells her his adventure so far. As usual she leaves before Mike can say goodbye. ============ SMALL ISLAND ============ When we next see Mike he is on an island. There is a BIG HEART here if you walk around the island. Once you get the BIG HEART head back to the flying machine. ============= MUSEUM ISLAND ============= You will fly a little further and land on another island. You will see a Museum here which you should enter. ############## MUSEUM FLOOR 1 ############## O = ENTRANCE XX = DEAD END ______ | XX | _______ | | |S2(UP) | | | |___ | | | | | | | | | | | | | |S6(UP)| ______ | |__________ |______| | XX | | S1(UP)| |S5(UP)| |______ ___| |______| | | __________________ | | | | | | | ________ | | | | | | |____ | | | | |__ | __________________ | | | | | |___ | ______________ | | |_____| |_________ | | | | | | | | |____S4(UP)| | | | | |__ | |____| | |S8(UP) S7(UP)| | | | | | | | | | ______ | | | | | | |S3(UP)| | |______________| | | |_______| ____| |______ ________| | | | |____ _______| _________| | | | | |____ |___| ____ _____| | | | | |_________| |___ _____| | O | ############## MUSEUM FLOOR 2 ############## XX = DEAD END $$ = Tetrad _________________ | | | | ______________________| | __ | | |XX| | ___________________ $$ | | | | | | | | | | | __ | | | | | | |XX| |_________________| | | | | | | | | | | | | | |__| |__| | |_____ _____| | | | | | | ____________| | | | | ____________| | | | | | | ___________ | | | | | | |S2(DN) XX | ________________ | | |___________| | | |S8(DN) | __________ | |__| _____________________| | __ | | | | |S1(DN) | | __________ | _____________ ___| | | | | | S5(DN) | | | | | | | | |__ | _______| | | | | | | | || | | | | | | |_ |__ || | | | _____| | |__ | | |__ _________| | | ____| | | | |__ | | |S6(DN) | |__ |__ S4(DN) | | _________| |____| |__ | |_________| | | | |__ | | |__ |____________ | | | | |S7(DN) | S3(DN) | |__| |______________| This museum is a large maze. You will occasionally fall through the floor and they are short one room dungeons that have an exit in the adjacent room. Some of them are larger but you don't have to worry about a boss at the end. When you first enter the museum head North and take the right path to the North which will curve around to the East and eventually take you to a stairway heading up. This is marked as S4(up) on the map I made. Once you make it to the second floor, head West instead of North and you will curve around until you come to a split with one path South and the other West. Continue on the West path and you will eventually find a stairway back down marked as S7(dn) on the map I made. You are now in a room with statues and some stairs leading up a little to the West. Head for those stairs marked as S8(up) on my map but anticipate falling a couple times before reaching them. Eventually you will reach the stairway and head back up to the second floor. Follow the path until it splits in three and take the middle path. Once you get close to the tetrad you will fall twice and face a triceratops at the end of both dungeons. Once you get the tetrad Zoda will appear and you will be whisked off to your next time zone. ================================== ||* 7: Chapter 7: TRANSYLVANIA *|| ================================== We find Mike in a cold dark mountainside. Head North and you will eventually find the castle. ============= SPOOKY CASTLE ============= LEGEND FOR SPOOKY CASTLE 1 = Starting Point for Spooky Castle 30 = BOSS: Zoda Y 31 = Exit [30]-[31] | [29] | [28]-[27] | [26]-[25]-[24]-[23] | [21]-[22] [16]-[19]-[20] [17]-[15]-[18] [14] [10] | [8]-[9]-[11]-[12]-[13] | | [6]-[7] | [5]-[3]---[4] | | | [2]-[-- 1 --] ROOM #1: There are two hearts if you need them. Head West to ROOM #2. ROOM #2: There are two more hearts here if you need them. Otherwise head back to ROOM #1. You can also take the path to the North ROOM #5. ROOM #3: If you enter ROOM #3 from ROOM #1, you won't be able to make the jump. Head back to ROOM #1. If you are entering from ROOM #4 or ROOM #5 then jump up on the boxes in the middle of the room and grab the medicine. ROOM #4: There are three blue bats in here. Defeat them and then follow the open door to the West and ROOM #3. ROOM #5: There are three frankensteins in this room. Defeat them and the door to the North ROOM #6 will open. ROOM #6-ROOM#9: These four rooms are connected. They each appear empty at first but if you wait a few moments you will see ghost appear. Go for the ghost that is a different color than the rest. Defeating the ghosts in ROOM #8 will open the wall to the North leading you to ROOM #10. Likewise, defeating them in ROOM #9 opens the wall to the East and ROOM #11. ROOM #10: Watch out for the flames guarding the medicine. Grab the medicine and return to ROOM #8. ROOM #11: Haven't seen these three pyramid guards since Egypt. Use your psychic blast. Once all three are defeated the door to the East will open to ROOM #12. ROOM #12: This room has a Tombstone Ghost in it. You can only hurt him from behind. Defeat him and the door to the East will open leading you to ROOM #13. ROOM #13: There is a chest on the East wall. Make sure you get the Spike balls in it before you go down the hole in the middle of the ROOM to ROOM #14. ROOM #14: You won't have a chance to land safely in this room if you are falling from ROOM #13. You will simply fall through to ROOM #15. ROOM #15: If you moved in any direction as you fell from ROOM #14, you will land safely on a tile in this room. There are open paths to the West or East, or ROOM #17 and ROOM #18 respectively. If you didn't move any direction you will continue falling to ROOM #16. You will eventually realize that you need to fall through the floor in this room as ROOM #16 is the room to continue along. ROOM #16: If you arrived at this room by falling and move in any direction you will land safely. There are three Frankenstein monsters in here. Defeat them and the door to the East will open to ROOM #19. If you didn't move in any direction, you will continue to fall back to ROOM #13, where the original pitfall is located. ROOM #17: There is an island with a medicine in this room but I have not been able to figure out how to get it. ROOM #18: There is a priest in here. If you defeat him you can get some of the hearts in the room but otherwise turn around and head back to ROOM #16. ROOM #19: There are two tombstone ghosts in here. Defeat them and the door to the East will open to ROOM #20. ROOM #20: There are four skeletons in here. Avoid them and head up the stairs to ROOM #21. ROOM #21: There is a magician in this room. Defeat him and the door to the East will open to ROOM #22. ROOM #22: This room has five blue bats. Defeat them and head North to ROOM #23. ROOM #23: There are two Frankensteins in this room. You don't have to defeat them, rather find the tile to open the door to the West and ROOM #24. ROOM #24: There is a priest in here. Defeat him to open the door to the West and ROOM #25. ROOM #25: Three more pyramid guards in here. Defeat them to open a hidden wall to the West and ROOM #26. To open the door to the North activate one of the tiles to open the door to ROOM #27. ROOM #26: This room has two Frankenstein monsters. Defeating them reveals a floating platform that you can use to get a medicine and some spike balls on the other side of a pit on the Western end of the room. After you get these head back to ROOM #25 and North to ROOM #27. ROOM #27: There are two skeletons and two bats. Defeat the bats and the door to the West will open to ROOM #28. ROOM #28: This room has a magician in it. Defeat him to open the door to the North and ROOM #29. ROOM #29: This room has five bats that once defeated will open the door to the North and ROOM #30. There are also several tiles in this room that will reveal two hearts and medicine. ROOM #30: BOSS: Zoda Y When Zoda Y first appears he will appear, shoot a spray of shots at Mike and then disappear. Shoot at him when he first appears and then avoid his shots. Eventually you will defeat him and he will kneel down on one knee and transform into a bird creature. This form will release two bats at a time, you can defeat these bats if you'd like, but they will just keep coming as long as Zoda Y is still alive. The bord form will also flap its wings and push Mike back into spikes on the back wall. In addition to push Mike towards the spikes it will also release feathers at Mike that can damage him. Just keep hitting this bird form and you will eventually defeat him to open the door to the East and ROOM #31. ROOM #31: Head North out of this room to get back to the Overworld. ============= SPOOKY CASTLE ============= We find Mike back in the overworld with another Tetrad in front of him. Grab the tetrad and then open the book: PAA PAA PAA OOM PAPA MOW MOW. This flips the pages again and sends Mike to another time period. ============================= ||* 8: Chapter 8: CAMELOT *|| ============================= We find Mike in the middle of a forest. After walking around you will notice a castle in the distance. Talk to people like Sir Lancelot on your way to the castle. Inside the castle you will find Arthur who will tell you that there is a dragon attacking Camelot. He asks for your help. * WARNING * Do not say NO, as this seems to prevent you from going any farther in the game and you will need to reset. After you accept Arthur will increase your life and when you go back outside the castle the guard blocking your path will now move. Follow this path north until you reach the cave. =========== DRAGON CAVE =========== LEGEND FOR DRAGON CAVE 1 = Starting Point for Dragon Cave 17 = BOSS: Knight 18 = Exit [-- 17 --]-[18] | [--16--]-[--15--]-[--14--]-[13] | [9]-[8]-[10] [11]-[7]-[12] | [6] | [4]-[3] [5]-[2] | [1] ROOM #1: There is nothing here so head North to ROOM #2. ROOM #2: This room has three blue blobs. Once you defeat them the floor will allow you to fall through to ROOM #3. The trick here is to kill the last blob while standing in the middle of the room towards the North wall. If you are in the right position then Mike will fall on the ledge in this room rather than below it. You can activate the tile in the room but you will need to jump down to get the medicine it reveals and then you will need to go around and back down to this room. Otherwise head North to ROOM #6. ROOM #3: This room has no enemies. You can't reach the tile on the ledge so head West to ROOM #4. ROOM #4: This room has three skeleton heads, but just avoid them and go up the stairs in the Northwest corner to ROOM #5. ROOM #5: This room has no enemies and a tile in the middle of it. Activating it opens the wall to the East and ROOM #2. ROOM #6: This room has four robed skeletons. There is also a medicine in this room as well. You can take the path North to ROOM #7. ROOM #7: There is a magician in this room who once defeated you will fall through the floor to ROOM #8. There is also a medicine in this room if you want to try to get it. You want to fall in the middle against the North wall again. ROOM #8: If you landed on the ledge then simply head North to ROOM #13. Otherwise go East to ROOM #10 or West to ROOM #9. ROOM #9: There are several blue blobs in this room, but just avoid them and head for the stairs which will take you up to ROOM #11. ROOM #10: There are several blue blobs in this room, but just avoid them and head for the stairs which will take you up to ROOM #12. ROOM #11: Just activate the tile to open the wall to the East back to ROOM #7. ROOM #12: Just activate the tile to open the wall to the West back to ROOM #7. ROOM #13: There are two knights in the room. Defeat them to open the wall to the West and ROOM #14. ROOM #14: You need to move through this room as quickly as possible because on the far West side of the room there are spikes forming that block the way to ROOM #15 as soon as you enter the room. Take the conveyor belt to move around this room quickly and proceed West to ROOM #15. ROOM #15: You need to move through this room as quickly as possible because on the far West side of the room there are spikes forming that block the way to ROOM #16 as soon as you enter the room. Take the conveyor belt up on the first loop and down on the second loop to avoid the blades that come out of the ground. If you made it across the room fast enough you should be able to jump over the spikes, otherwise take the damage and proceed West to ROOM #16. ROOM #16: This room is similar to ROOM #15. Take the first loop down and on the second loop just stay in the middle and keep moving on the conveyor belt towards the west. Jump over the spikes and grab the four hearts before taking the path to the North and ROOM #17. ROOM #17: BOSS: KNIGHT This boss is in the middle of the room. You are on a conveyor belt in a perpetual counter-clockwise motion. Just keep throwing shots at him to defeat him as he runs back and forth in the middle of the room. Occasionally he will shoot at you and just try to avoid the shots. Eventually he will be defeated and the door will open to the East and ROOM #18. ROOM #18: Take the exit back to the Overworld. ====================== INSIDE THE DRAGON CAVE ====================== We find Mike back somewhere in the Dragon cave with a pathway to the North. As you proceed forward you will run into an Owl who reveals himself to be the monkey and donkey you encountered earlier in the game. Actually he reveals himself to be the Merlin of Camelot. He explains to you about Hiricon and then how the tetrads were spread throughout time. He then explains how they must be put together. Merlin then teaches you the Ultra Psychic Shockwave. After he vanishes proceed North to the second Dragon Cave. ================ DRAGON CAVE 2 ================ LEGEND FOR DRAGON CAVE 2 1 = Starting Point for Dragon Cave 2 26 = BOSS: Dragon 27 = Exit back to Overworld [26]-[27] | [25] | [24]-[23]-[22]-[19] | [17]-[16]-[18]-[20]-[21] | [15] | [14] | [13] | [12]-[11]-[10] | [6]-[7]-[8]-[9] | [5] [4] | | [3]-[2] | [1] ROOM #1: There is nothing here so head North to ROOM #2. ROOM #2: There are three purple bats in this room as well as four hearts. Defeating the bats open the wall to the West and ROOM #3. There is an open path to the North and ROOM #4. ROOM #3: There is a medicine and spike balls in this room as well as two owls. There is a tile that will open the wall to the North and ROOM #5. ROOM #4: This room has two rockmen in it. Defeat them to open the wall to the North and ROOM #6. ROOM #5: Activate the tile to reveal the medicine in this room and then head back South and then East to ROOM #2 and then head North to ROOM #4. ROOM #6: This room has a big green blob. Defeat it to open the door to the East and ROOM #7. ROOM #7: This room has a Red Triceratops. Now that you have the Ultra Psychic Shockwave you can shoot at him from a safe distance. Defeat him to open the door to the East and ROOM #8. ROOM #8: There are three knights in this room. Be as careful as possible to defeat them while taking as little damage as possible. This will open the door to the East and ROOM #9. ROOM#9: There are several blue blobs in this room. Defeat all of them to open the wall to the North and ROOM #10. There is also a tile in this room that will reveal four hearts. ROOM #10: This room has two big green blobs. Defeat them to open the wall to the West and ROOM #11. There is also a tile in this room that will reveal four hearts. ROOM #11: This room has three rock guys who when defeated will open both East and West doors. Continue West to ROOM #12. ROOM #12: There are no enemies in this room. When you first enter you will want to jump on the floating platform and then to the moving platform. Jump over the first spiked wire and then jump up to the stationary platform above you. Then jump to the next one with the tile. You will then need to jump back the way you came to get the question mark to open the door. There is also four hearts in this room if you need them, otherwise enter the open door to the North and ROOM #13. ROOM #13: There is a regular knight and an armored knight in this room. Defeat both to open the door to the North and ROOM #14. ROOM #14: There are no enemies in this room only balls moving back and forth. You just need to shoot them once to stop them and once again to start them again. Activate the tile and then grab the question mark to open the door to the North and ROOM #15. There are also two sets of four hearts in this room if you are low on life. ROOM #15: This room is covered in tiles. There is no magician in this room but the bombs that he normally drops will continually be layed in this room. This means find the tile and then the question mark fast to open the door to the North and ROOM #16. ROOM #16: There are no enemies in this room. Just two sets of tiles which will reveal two sets of four hearts if you need them. There are open doors to the West and ROOM #17 and the East to ROOM #18. ROOM #17: There is a triceratops in this room that you must defeat to open the East door back to ROOM #16. There is also a medicine in the upper west corner of the room. ROOM #18: This room has two triceratops. Defeat both of them to open the door to the West and ROOM #20. There is also a tile in this room that will open the room to the North and ROOM #19. ROOM #19: This room has two skull heads up on a raised section of the room. Defeat them to open the door to the West and ROOM #22. ROOM #20: There are no enemies in this room. In the center of the room are tiles but be careful as there are flames that surround the medicine and question mark you can make appear by jumping on the correct tile. The question mark will open the wall to the East and ROOM #21. ROOM #21: There are six bats in this room and some spike balls in the corner. You can defeat the bats if you wish otherwise grab the spike balls and head back West to ROOM #18 and then North to ROOM #19. ROOM #22: There are two armored knights in this room. Defeat them to open the wall to the West and ROOM #23. ROOM #23: There are four rock guys in this room as well as four patches of tiles. Defeat all the rock guys to open the wall to the West and ROOM #24. You can also activate one of the tiles to get four hearts. ROOM #24: There is one armored knight and two regular knights in this room. Defeat all of them to open the wall to the North and ROOM #25. ROOM #25: There are two big green blobs in this room and a medicine. Defeat the blobs to open the door to the North and ROOM #26. Grab the medicine as well. ROOM #26: BOSS: Dragon This is boss Dragon room. It took me forever to figure out that you have to hit his head by jumping up and firing in midair. Don't wait for him to breathe fire as this will take too long as the spikes start to fill up the room. When I first battled him I thought I could only shoot him when he lowered his head to breathe fire, but this will take to long and the room will be covered in spikes before you can defeat him. Defeat him to open the door to the East and ROOM #27. ROOm #27: Take the exit to the North back to the overworld. ====================== INSIDE THE DRAGON CAVE ====================== We find Mike back in the cave with a Tetrad just North of him. Grab the last tetrad and now Mike should be at full health. Mike tries to put them together but no dice. Exit the cave to the Northeast. Mica then tells you to join her at C-island. Mike then opens the book, says the magic words and is zipped off to the next chapter. ================================ ||* 9: Chapter 9: C - ISLAND *|| ================================ Back on C-island we find Mike. Hurry to CoralCola. There are a lot more boars here than there used to be. Eventually you will find a little kid who will tell you that all of the villagers are now boars. Take the stairs behind him. ============= CORACOLA CAVE ============= LEGEND FOR CORACOLA CAVE 1 = Starting Point for CORACOLA CAVE 11 = BOSS Serpent [27]-[28] [26] | [25] | [24] [23] | [21]-[22] | [20] [16] | [12]-[13]-[14]-[15]-[19] | | | [11] [17]-[18] | [10] [9] | | [-- 7 --]-[8] | [6] | [5] | [-- 4 --] | [3] | [2] | [1] ROOm #1: Take the passage to the North to ROOM #2. ROOM #2: There are three pink blobs in this room. Defeat them to open the passageway to the North and ROOM #3. There are also two sets of four hearts in this room. ROOM #3: There are six pink blobs in this room. You only need to defeat a certain random blob to open the door to the North and ROOM #4. ROOM #4: There are several blue small rats in this room. Make your way East until you need to hop on tiles back West. Activate the tile to open the door to the North and ROOM #5. ROOM #5: There are two purple bats and three blue rats in this room. Defeat them to open the door to the North and ROOM #6. ROOM #6: There are spike balls in the middle of this room. Activate the tiles in this room to get four hearts and to open the door to the North and ROOM #7. ROOM #7: There are two purple asps and two pink blobs in this room. There are also two tiles in this room that open the door to the North and ROOM #9 and the other opens the wall to the East and ROOm #8. ROOM #8: There is a medicine in this room and a tile that opens the wall to the North and ROOM #9 ROOM #9: This room has an island in the middle of the room with two hearts, a medicine, and a random life sign. Avoid taking as much damage as possible jumping to this island and jumping back. Then head back to ROOM #8, ROOM #7, and then North to ROOM #10. ROOM #10: This room has three bats and two asps. Defeat them quickly to open the door to the North and ROOM #11. ROOM #11: BOSS: C-Serpent This is the old C-Serpent from the first game. Now it is only the bones. Just avoid the shots and hit the head when the mouth is open. When you defeat it a platform will appear allowing you to proceed forward North to ROOM #12. ROOM #12: Nothing much to do here except take the path East to ROOM #13. ROOM #13: This room has a bunch of tiles forming an arrow that leads to one of three conveyor belt paths. Take any one of these to ROOM #14. ROOM #14 - ROOM #15 - ROOM #16 - ROOM #17 - ROOM #18: All of these rooms are connected by the conveyor belt. Move along them collecting hearts and medicines. Try to avoid hitting any spikes. Eventually all the conveyor belts will drop you in ROOM #19. ROOM #19: As soon as you enter this room you fall through the floor to ROOM #20. ROOM #20 This is a greyscale room that appears to have no way out. Eventually a tile in the middle of the room will appear and allow the door to the North to open to ROOM #21. ROOM #21: BOSS: Yum Yum Yum Yum is in this room. However unlike last time he will not be eating a boar. Use the same technique that you used last time to defeat him and open the door to the East and ROOM #22. ROOM #22: BOSS: Scorpion This room has the scorpion boss from Egypt. Just avoid the little scorpions and you should have no trouble defeating him which opens the door to the North and ROOM #23. ROOM #23: BOSS: Pharoah The pharoah mask boss is in this room. Defeat him while avoiding his blasts to fall through the floor to ROOM #24. ROOM #24: BOSS: Zoda-X The random conveyor belt in this room should remind you of Zoda-X. Try to avoid getting hit and defeat him to open the door to the North and ROOM #25. ROOM #25: BOSS: Skeleton Miner The Skeleton Miner is in this room. Defeat him the same way you beat him last time to open the door to the North and ROOM #26. ROOM #26: BOSS: Zoda-Y This room has Zoda-Y. Zoda-Y will transform into a bird halfway thorough the battle. Defeat him to fall through the floor to ROOM #27. ROOM #27: BOSS: Dragon The dragon is in this room. Just remember to hit his head by jumping in the air. Defeat him to open the door to the East and ROOM #28. ROOM #28: There are two tiles that will eventually appear in this room. One will make a pill appear. The other will open the door to the North and ROOM #29. ROOM #29: This room has Zoda-Z. Initially he will appear as four little Zoda balls. Shoot at the off color ball until it is defeated and Zoda-Z appears. After several shots he will transform into his true form. After several more shots he will move into his final form. Defeat both forms to open the door to the West and ROOM #30. ROOM #30: Just an exit to the North. ================ CORACOLA CAVE ================ Back inside of the cave head North and eventually find Mica. She tells you there are many stories to tell you but first you must check on the villagers. Head West and you will appear back in the village. Head to the chief's hut. Mica will join you there and tell you that you saved everyone. She then helps you assemble the tetrads. Then talk to the Chief. He will agree to assist you and puts them together to resemble a maple leaf. Once assembled Hiricon appears and thanks you for saving him. Hiricon then explains how Mica and he came to their predicament. They then say that they can go back to Aragonia. She then tells you backwards that she will be thinking about you. Hiricon then bestows upon Mike "Hero of Aragonia". They all turn into balls of light and fly off the island into the sky. THE END ======================================================================= ||*******************************************************************|| ======================================================================= SECTION 3: Items & Weapons 1) ITEMS Here is a list of items that are found throughout the game. Some appear more frequently than others. There are basically two types of items. Those that affect Mike immediately and those that he can use later: A) IMMEDIATE Two Hearts: Mike's health restored by two. Four Hearts: Mike's health restored by four. Star: When you get 5 of these in a dungeon you restore health by one. Random-Life Sign: Take a chance to gain or lose lives. Chicken Nuggets: Found in Old West caves. Restores health to Mike. Pill: This will give Mike a full twenty hearts. Acts sames as in first game. Big Heart: Mike's number of hearts increased by one permanently. B) USE LATER Medicine: Mike's health restored by five. Flute: Found and used in Egyptian Pyramid. Makes asps visible. Dynamite: Used to blow open caves in the side of mountains in Old West. Gold Nugget: Can be sold in town to Bob for points in Old West. Chisel: Mike uses this to get Leonardo Da Vinci free. Tetrad: These are found at the end of each chapter. Collect them all. 2) WEAPONS Mike is a gifted baseball pitcher so he is comfortable hurling things. Some of the weapons he throws are infinite and you will never run out of and some are non-permanent and only able to be used in the current dungeon in certain quantities: PERMANENT: Axes: You get these from a cave man named Tink in the Ice Age Chapter. Daggers: An upgrade to your axes, given by Cleopatra in Egypt Chapter. Katana: An upgrade to your daggers, given by Leonardo Da Vinci in Venice. Psychic Shockwave: A monkey in an Egyptian Savannah teaches this to you. Super Psychic Shockwave: A donkey in the Wild West teaches this to you. Ultra Psychic Shockwave: Merlin in Camelot teaches this to you. You will need at least 10 hearts to have this ability. NON-PERMANENT: Rocks: The first weapon in the game. Very weak but useful. Found in Ice Age. Slingshot: A little more powerful than rocks and travels a little further. The slingshot is first found in Egypt. Spiked Frisbees: Shoots little frisbees a short distance. Found in Scotland Yard. Stars: Shoot these to inflict good damage. These are first found in Old West. Spike Balls: These do a spread shot in three directions. These are first found in Transylvania. ======================================================================= ||*******************************************************************|| ======================================================================= SECTION 4: Enemies BOARS: One of the first enemies in the game. You first find these guys in the caves of the Ice Age. When you first meet them you have stones and they require to hits, but once you find the axe they can be taken out in one hit. LIZARDS: These guys are also found in the ICE AGE. They require two hits of the axe. BLUE BEAR: FOund in the ice age. These guys require X number of hits from the axe. YELLOW BEAR: More powerful than the BLUE BEAR, these require even more hits from the axe. SNOW MEN: I am not sure if they are snow men or not but they are white and require several hits to defeat them. SPIDERS: We first encounter these in the Egyptian caves. The can shoot little balls so watch out. Two hits from the axe will take them out. CYCLOPS: These guys carry daggers and attack similar to the BEARS. A couple shots of the axe they will be no more. PORCUPINES: These creatures are invicible once they have rolled into a ball. You must attack them when they are not rolled into a ball. We first find them in Egypt. SCORPIONS: Average enemeny you meet in Egypt. Just requires two shots. UNDERGROUND ENEMY: I am not sure if this is the best name for these guys. We never see their faces and find them in Egypt. BLUE FROGS: These guys can hop around and cause mischief but generally are easy to encounter. CROCODILE: These are similar to the LIZARDS from the Ice Age. Long but slow and relatively easy to defeat. WHITE JELLYFISH: Somehow these jellyfish have acquired the ability to levitate over the surface. However, they are easy to defeat and shouldn't pose much problem. HIPPOPATAMUS: These are generally hiding in the water when you first enter the room. They will pop their head up and fire two shots at you. SWANS: Somehow these swans have the ability to shoot at you once every few moments. They are not very difficult but require a few shots to defeat. LADYBUGS: I am not sure if they are ladybugs or not but their backs have colors similar to the ladybug. Their skull masks make them look frightening but a couple of shots from your dagger and they will be toast. ASPS: Similar to other snakes in the game. Just don't get in the way of their charges and you should be able to defeat them without much effort. PYRAMID GUARDS: They are slow but are immune to daggers. You need to use your psychic shockwave to defeat them. AMAN-RA GUARDIAN: I don't know if this is the best description for these guys but they remind me of the drwaings of Aman-Ra so I named them thus. They are moderately difficult to defeat. They just slowly walk around and every once in awhile flash and shoot two fireballs. YELLOW JELLYFISH: Just like the White Jellyfish only they take twice as many shots to defeat. RED FROGS: These frogs are just like their Blue Frog ancestors only they take twice as many hits to defeat. SMALL RATS: Similar to Boars or Scorpions. Just be careful of them in numbers. LARGE RATS: These guys take several hits to defeat but move around similar to the Small Rats. BLUE BLOB: These are tricky to defeat because they jump in the air and you will generally only be able to hit them only when they fall back to the ground. OWLS: These fly around similar to the jellyfish except you can hit the jellyfish at ground level. Owls are always airborn so either attack them from a cloumn or jump and attack them. ZODA SPAWN: These are just little balls with tentacles. You'll remember them from Zoda's ship in the first game. CATERPILLAR: These guys look like floating caterpillars to me with glasses. Like the kind from Alice in Wonderland. They will spray three shots occasionally, but otherwise are easy to defeat. BLUE SCORPIONS: This version of the scorpion can shoot two shots in one direction. BLUE ASP: Big asp that takes several hits to defeat. CACTUS GUYS: These guys should be defeated diagonally because when you defeat them they explode in a cross direction. TREASURE CHEST: Not all treasure chests are friendly. You will see some that jump around and turn into coins when they are attacked. These are moderately difficult. RED CATERPILLAR: Just like the other caterpillars only they take more hits adn do more damage. BLUE BATS: These are found in castle dracula and take two hits to defeat. FRANKENSTEIN: These are slow moving creatures but after a few hits their torso drops off and they are a much faster pair of legs. GHOSTS: These generally appear in groups. Look for the one that is a different color than the rest as this will be the only one you can successfully hit. TOMBSTONE GHOST: These guys can only be hit from behind in their tombstone. Occasionally they fire a shot at you. MAGICIAN: These guys walk around leaving explosives that explode after a few moments. Avoid these and shoot at him when you get an opportunity. PRIESTS: These guys leave bubbles like magicians except that they don't explode. Instead when you accidentally (or intentionally) hit these they shoot back at you. Priests will usually hide behind these as well. ROCK GUYS: These are similar ot the cactus guys from the Old West chapter. A couple hits and they will explode so watch out when they do. PURPLE BATS: Just a more improved version of the original. BIG GREEN BLOB: Slow to move, once you hit it enough it will break up into small green blobs. SMALL GREEN BLOBS: Just your average garden variety blob. A little harder to kill than their predecessors. KNIGHTS: These knights in shining armor walk around at a moderate speed. They occasionally will shoot spikes in groups of three. TRICERATOPS: These guys take a deep breath and then shoot a big ball at you. You can jump over it but cannot shoot through it. ARMORED KNIGHT: These guys move and shoot the same way as regular knights. The difference is that these guys carry a shield preventing you from hitting them in the front. Hit them from behind to defeat them. ======================================================================= ||*******************************************************************|| ======================================================================= SECTION 5: Thank you This is my first FAQ, so I hope you liked it. Please let me know if there is anything I can improve. I can be reached at vindit (at) hotmail (dot) com. If you have any comments for suggestions.