Star Tropics

Star Tropics

16.10.2013 21:35:43
Version 1.4

Welcome to my walkthrough for StarTropics for the Nintendo Entertainment
System. This walkthrough takes you step by step from the beginning to the
end. I hope you enjoy it, and please feel free to email me at
harring@student.umass.edu with any questions or corrections. Thanks.

Revisions

Version 1.4 - Because people keep mailing me about the organ, I decided to see
what the problem was. I found that if you do NOT give Peter the worm first,
the notes WILL NOT work, even if you put them in correctly.

Version 1.3 - Sansker316@aol.com mailed me this cool trick for Chapter 6 on
how to get the maximum number of hearts.

Version 1.2 - Put in exactly how to play Captain Bell's organ. Apparently,
not too many people know the musical scale...

Version 1.1 - Changed the enemy names and some of the cave names to their
"official" ones. Many of the names are in the instruction manual and/or
Nintendo Power magazine. DrewJB@aol.com sent me a list of the official names.
However, some of the names of the enemies and caves are still unknown or
misleading, so not all of them were changed. Added a section called "Enemy
List" describing each enemy. Also added a couple of secret rooms that were
missing, and a strategy for Chapter 4.

Version 1.0 - First release. Complete walkthrough given, although missing a
couple of rooms, and using unofficial names for enemies and caves.


Enemy List

This is a section describing what each enemy looks like. This is for those of
you who don't know the difference between a Nocto and a Looper. :) This list
does not include bosses.

Jelly: a slug-like creature
Nocto: a bat
Looper: a snake
Rattus: a rat
Mud-O-Fish: a mudfish
Spinistar: a four-armed starfish-like creature that spins
Puff: a big blowfish that shoots fireballs
Octot: a small octopus
Dodo: a tiny little dodo bird
Ninja Monkey: a winged monkey
Bonehead: a skeletal ostrich
Gadfly: an insect-like creature
Mad Muddy: a monster that rises out of lava/water
Bonedog: a little dog skeleton
Skull: a skull (oh yeah?)
Muumu: a mummy
Minie: a small ghost
Mr. Armstrong: an arm that pops out of the ground and throws rocks
Dimhag: a vanishing wizard
Froppa: a creature that jumps out of lava
Gogglin: a moving eye
Big Bully: a giant purple demon
Silver Ball: a silver ball (I woulda never guessed...)
Megaton: a giant bowling ball
Pirate Ghoul: a vanishing pirate
Armet: a little sea creature
Squido: a lobster
Urchin: hmmmm, perhaps it's an urchin?
Biter: a little purple creature
Fuzz: a semi-transparent piece of, yes, fuzz
Rocky: an almost invisible creature that runs across the room

This list does not include enemies from the UFO. If anyone knows the names of
those later enemies, please email me.




THE COMPLETE STARTROPICS WALKTHROUGH v1.1


*CHAPTER #1: PRELUDE*


Start by walking left to the village from the helicopter pad. Inside the
village, talk to everyone, then go to the Chief's hut in the upper left. He
will explain the preliminary story and give you your first weapon, the Yo-Yo.
Exit and talk to the tunnel guard in the upper right. He'll let you pass.
The Shaman will talk to you for a bit before you head off into the very first
cave.

Island Tunnel

1. Start by going up from the entrance.
2. Kill the Jellies, and continue up.
3. Kill some more Jellies, and up again.
4. Kill Jellies. The upper tile in the far right causes the door switch.
Kill the Rattus and go up.
5. Kill Rattuses. Jump across the tiles. The lower tile below the door
causes its switch. Go up.
6. Kill the Rattuses and Jellies. Go up.
7. Kill Jellies. The two center tiles in this room cause the door switches
for the doors to the sides. The upper left causes the switch which opens the
upper wall. Go up, because the left and right doors lead to dead-ends.
8. The upper right tile in the bottom set causes the chest switch. The chest
contains 25 Fires. The lower right tile in the top set causes the door
switch. Go up.
9. Kill Noctos and Rats. Go up.
10.Kill the Jelly and Loopers. The second tile from the right in the upper
set causes the door switch. The tile just above the door switch causes the
switch that opens the right wall. The second tile from the left causes the
chest switch. The chest contains 25 Fires. Go right.
11.Get the Potion. The lower tile on the right side causes the switch that
opens the upper wall. Go up.
12.Get the Potion. The lower tile on the right side causes the switch that
opens the upper wall, but do NOT go up, because you will die. Go back to the
room with the Jelly and Loopers.
13.Kill the Jelly and Loopers again. Open up the door again and go up. (The
chest is empty now.)
14.Kill Noctos and Loopers. Go up.
15.BOSS: C-SERPENT - Use the Fires. Stand on a side tile until he opens his
mouth. If he breathes fire, stay on the tile. If not, jump to the center and
shoot fire into his mouth. When he closes his mouth, jump back to the side.
This takes a really long time, but you shouldn't get hit this way. When he's
dead, go up.
16.The lone tile in this room causes the door switch. Go up.
17.Go up through the exit.

Follow the path and talk to Baboo, Dr. J's assistant. He will give you the ID
code with which to start up Sub-C. Go to the lab. Talk to Nav-Com, Sub-C's
computer. You'll give him the ID code automatically. Sub-C will then start
up and sail off to the east.

*END OF CHAPTER 1*


*CHAPTER #2: DOLPHINS*


Travel east and talk to the dolphin. Continue east. Go through the small
tunnel, dock, and go into the Lighthouse. Talk to the man there. Get back in
Sub-C and go to the east wall. Look for the spot where the bubbles appear on
the surface of the water. This indicates there's a secret passage in the
wall. Pass through two walls, and then dock. Go into the single hut. Talk
to the woman. Leave, and go down to the sand. Walk as far north as possible,
then turn west into the mountains. It's another secret passage. Come out the
other side and grab the Bottle; it's got another ID code in it. Go back to
Sub-C and you will give Nav-Com this new ID code. It activates Sub-C's diving
capabilities. Look for the black waves in the water. These indicate where
you can dive down. Press B when you're over them to dive. Surface on the
other side, go through the tunnel and dock. Walk south to the mountains west
of the Big Heart, and go through the secret passage to get the Heart. It's
like a Heart Container in Zelda. Go back through the secret tunnel and then
head north and go into the cave.


Octo's Lair

1. Go up from the entrance.
2. Kill the Mud-O-Fish that rise from the water as you travel right. Grab the
Baseball Bat, and go up.
3. Kill the Noctos and Looper. Jump across the Up/Down tiles when they're up,
or else you will fall into the water and die. Go left.
4. Kill Mud-O-Fish. Go left.
5. Kill Noctos. Go up.
6. Kill the Spinistar. Jump across the Up/Down tile. Kill the Octots. The
tile just left of the Up/Down tile causes the door switch. Go up.
7. Kill Loopers. Walk to the left side of the room. Look for the black spot
on the ground. This is yet another indicator of a secret passage. Walk right
through the wall. Kill the Nocto. Get the Double Hearts and Baseball Bat.
The lower right tile causes the door switch, but it appears in the part
through the next wall. Travel through the next wall. Kill the Nocto. Go up.
8. Kill the Spinistars all at once by running up to the center of them and
swinging the Baseball Bat. You must be very fast. Go up.
9. Jump quickly across the tiles to avoid the fireball-spewing Puff. Kill the
Octots. Go up.
10.Get the Double Hearts. The lower right tile in the upper set causes the
door switch. Go up.
11.Kill Noctos. Go up.
12.Kill the Spinistars by using the center method you used before. Go up.
13.Go left in this empty room.
14.Kill Loopers and Noctos. Go down.
15.Get the Potion. The lower tile on the right side causes the switch that
opens the right wall. Go right.
16.The Spinistars are back so kill them anew or just run through the secret
passage in the right wall. The right tile causes the chest switch. The chest
contains the Snowman doll. The upper tile causes the door switch. Go up.
17.Kill the Octots but watch out for another Puff in this room. Go up.
18.Kill the lone Octot. You now see the baby dolphin crying for help. Don't
worry, you're about to free him. Go up.
19.BOSS: OCTO THE HUGE - First, jump left and right to avoid his bullets as
best you can. When he approaches, quickly use the Snowman doll. It will
freeze the screen, including Octo the Huge, and you must now hit him rapidly
with the Yo-Yo. Hit him as many times as you can. You will have to use the
Snowman twice no matter how fast you are. When he's dead, the baby dolphin
will be freed.

Go back to Sub-C and talk to the baby dolphin. The mother will show up as
well. In return for saving her son, she will offer to lead you through the
coral. Sub-C will automatically follow the dolphins through the coral.
Afterwards, the dolphins say goodbye, and Sub-C continues eastward.

*END OF CHAPTER 2*


*CHAPTER 3: STORM AND CALM*


A storm has passed, but during it Sub-C got wrecked. You have washed up on
the shore of an unfamiliar island, your sub no longer operational. You must
now search this island, in hopes of finding a miracle to save your sub.
Follow the path to the single hut. The man inside will give you some coconut
milk, which will refill your energy. Continue following the path to the cave.


Cave

1. Go up from the entrance.
2. Kill Dodos, and go up.
3. Kill Dodos. The upper right tile causes the chest switch. The chest
contains 40 Bolas. Go up.
4. Kill Ninja Monkeys. Go up.
5. Kill Ninja Monkeys. Go up.
6. Kill the top Looper first. The left tile in the bottom set causes the
chest switch. The chest contains 40 more Bolas. Kill the two remaining
Loopers. Go up.
7. Jump across the Up/Down tiles. The left and right tiles both cause Double
Hearts. Go up.
8. Kill Dodos and Boneheads. Go left.
9. This room is dark. Try and catch a glimpse of it when you first enter.
Kill the Noctos (which are visible). Stand 2 squares left of where you first
entered the room. Jump up (meaning north, not straight up) to find the Light
tile, which illuminates the room. The tile above that one causes the door
switch. Go up. Do NOT go left, the stairs in that room are a false exit and
you will have to come back around and start from the beginning of the cave
again.
10.Go up through the exit.

Walk up to the village of Miracola. Talk to everyone here. Go to the hut on
the right side of the village and pass through its left wall to find a man who
will give you a life refill. Talk to the Chief, who will explain the problem
with his daughter. To see her, go to the north side of the hut (on the
outside), and pass through the wall 4 squares from the left. Go upstairs,
talk to the people and see the Chief's daughter, Bananette. You will now be
allowed to exit the village to the right so do that. Follow the path to the
next cave.


Magma's Molten Tunnel

1. Go up from the entrance. (surprise)
2. Kill Loopers. Go up.
3. Kill Boneheads. Go left.
4. This room is dark. To find out where the land is, trigger the Loopers to
charge at you and see how far they go. The third one down is the one that is
close enough for you to jump to. Kill these Loopers and now watch the Octot
jumping. Again, where he is jumping is where land is. Kill him and then jump
across the tiles that he was on. One of them is the Light tile and will
illuminate this room. On the left side, grab the Slingshot and the Baseball
Bat. Go to the lowest tile in this room and jump down into the next room
5. The left tile in this room causes the chest switch. The chest contains a
Potion. Go back up.
6. Just go left, don't bother killing anything.
7. Kill the Gadflies. The left tile causes the door switch. Go up.
8. Jump across the Up/Down tiles. The left tile causes Double Hearts. Go up.
9. Go downstairs twice.
10.Go right.
11.Get the Try Your Luck sign, the odds are in your favor. Avoid the
fireballs being shot at you. The upper left tile causes the door switch. Go
up.
12.Kill Gadflies. The second tile from the left in the bottom set causes a
Stopwatch if you need some help against the Gadflies. Go up.
13.Watch out for the Mad Muddy in this room. You can kill him if you want,
but it's not necessary. The far right tile causes the door switch. Go up.
14.The lower right tile causes Bolas. Jump across the left tiles, going up
into the next room.
15.Get the Double Hearts, but don't go up any further. Go back down to the
previous room, jump across the right tiles this time, and go up two screens.
16.Jump across the Up/Down tiles (carefully). Go up twice.
17.BOSS: MAGMA THE FIERCE - You can't kill this boss with conventional
weapons; he is immune to them. What you must do is release his perch so that
he falls into the water. The upper left tile causes the switch which destroys
the left link of the perch. The lower right tile on the perch itself causes
the switch which destroys the right link. Simply hit these two switches while
avoiding fire and fireballs and the boss will die. Go right.
18.Go upstairs twice, then up through the exit.

Follow the path to the Castle. You can't get in because you're male, so
instead travel around the perimeter of the castle to the right to eventually
find the Fortune Teller's camp. Talk to the Teller to be asked a favor. The
Teller will get you into the Castle if you can find the Crystal Ball. Leave.
Walk up through the secret passage in the mountains to the north, going
downstairs in the passage to find a Big Heart. Follow the path to the lone
hut. This is the Minie Village. Look for the tombstone which is a slightly
different color from the rest. It's the entrance to the next cave.


Ghost Village

1. Go up from the entrance (where have you heard that before?).
2. Kill the Bonedogs. Go left.
3. Kill Skulls and Bonedogs. The tile on the far left causes the lower door
switch. Go down. If you go up, you'll find Double Hearts, but you'll have to
take the false exit and reenter the cave again.
4. Quickly jump across the water to avoid the invisible Minie coming at you.
The right tile causes the door switch. Go down.
5. Kill Muumus. The tile causes the chest switch. The chest contains the Rod
of Sight, which allows you to see invisible creatures. Go down.
6. Use the Rod of Sight here to see the Minies. Kill them. The tile causes
the door switch. Go down.
7. Kill Skulls. The upper tile on the right wall causes the switch which
opens the right wall. Go right. If you go down, you again find Double Hearts
and a false exit.
8. Use the Rod of Sight to see the Minies. Kill them and go right.
9. Get the Double Hearts and go back left.
10.Use the Rod of Sight once again to see the Minies. Kill again and go down.
11.Kill the one Jelly here. DO NOT GO UP THE STAIRS!!! This is actually
quite tricky. The Jelly was concealing a secret passage in the right wall.
Make sure you go right. The stairs, of course, are another false exit.
12.Use the Rod of Sight one last time. Kill the Minies which appear. You'll
have to go through the wall in the bottom left to get the last one. Killing
them opens up the lower wall. Go back to the room on the left and then come
back through the first passage. Go down. You don't need the Rod of Sight
again because the Minies won't get in your way when you come back.
13.Get the Double Hearts and go back up.
14.The left tile on the upper wall causes the door switch. Go right.
15.Avoid the fireballs being shot at you. The tile causes the door switch.
Go right.
16.This room is dark. Kill the Noctos. Don't worry about that Up/Down tile
which you hear. Jump to the right to cause the switch which opens the lower
wall. Go down.
17.Kill Muumus and the Skull. Go down.
18.Kill the Skull. The bottom left tile causes the Lantern, which lights up
the dark rooms for a short period of time. Go back up.
19.Kill Muumus and the Skull again. Go up.
20.Kill Noctos again. Go all the way to the right and walk through the right
wall. Follow these directions very carefully now. Jump down to get the Rod
of Sight. Jump right. Walk up and through the right wall. Jump down, down,
right, up, up. The switch will open the far right wall. Jump up again and
walk through the next wall. Now use the Lantern so you can see the Up/Down
tiles. Carefully jump across them. You can go slow if you want because you
have 5 uses of the Lantern and this is the only room you need it in. Once you
get across, go right. Note that when you get the Rod of Sight, you can return
to the room in step 18 and use it to expose the Minies. Killing them opens
the right wall in that room, which leads to a Potion and Double Hearts.
21.Kill the Mr. Armstrongs. Go right.
22.The right tile in the center of the bottom wall will open the right door,
but it's just a dead end. Instead, go to the top center of the screen and
jump up and off the screen.
23.Kill the Bonedogs. Go up.
24.Kill Muumus. The left tile causes a Stopwatch if you want it. Go up.
25.Get Double Hearts. The lower right tile in the upper set causes the door
switch. Go up.
26.Go left here.
27.Kill Mr. Armstrongs. The upper left tile causes the Rod of Sight. Go back
to the right.
28.Use the Rod of Sight to see Minies. Kill them and go right.
29.Use the Rod of Sight to see Minies. Kill them and go right. (deja vu)
30.Kill the Bonedogs. The left tile in the upper right causes the Magic
Mirror which you must have for the next room. Go right.
31.Use the Mirror to deflect the Dimhag's fireballs back at him. Kill them
all and go right.
32.Kill Muumus. Go down.
33.Use the Rod of Sight here to see a Minie. Kill it and you can go left.
34.Get the Double Hearts and go back right.
35.Get the Bola. The tile causes the door switch. Go down.
36.Kill Skulls and Dimhags. The lower switch on the right wall causes another
Rod of Sight. Go left.
37.Use the Rod of Sight. YIKES!
BOSS: MAXIE - He shoots Minies at you which you can kill. Avoid the
fireballs and shoot Bolas at Maxie. When he stops moving, fire rapidly at
him. If you run out of Bolas, you can Yo-Yo him at the extreme left and right
edges, but it's a pain. He will speed up very fast when he is close to dying.
When he's dead, go left.
38.The tile causes the door switch. Go up. (Note: There's a Minie in this
room if you use the Rod of Sight. Why the hell is it there?)
39.Jump on the top tile 3 times. The lake will drain.

Get the Crystal Ball from the drained lake and leave the Ghost Village. Go
back to the Fortune Teller and give her the Crystal Ball. She will now
disguise you so you may enter the castle. Talk to the people inside, and then
go upstairs and talk to the Queen. She will give you a new weapon, the
Shooting Star. You must have at least 6 red hearts to use it, otherwise
you'll use your Yo-Yo. Go back downstairs and talk to the Head Warrior (in
the upper right). She'll tell you how to get through the cave to the west.
Go back outside, and the Fortune Teller will change you back to Mike. Leave
the Castle. Now go west along the sandy path and into the next cave.


Cave #4

1. Go up from the entrance. (really?)
2. Remember what the Head Warrior told you here. If you forgot, she said
shout "Abracadbra!" and jump on the switch 10 times. Do that, and then go up.
(Note the Abracadbra part is optional.)
3. Get Double Hearts. Kill Octots. Jump across to the left. Go down.
4. Kill Octots. Go left.
5. Kill Mud-O-Fish. Go left. (Shooting Star's cool, yes?)
6. Kill Octots and Mud-O-Fish. Go up.
7. Go up through the exit. (That's it??)

Yes, that was it. Walk down and left through the secret passage in the
mountains. Talk to the guy in the hut. Now go down into the NEXT cave.
(sigh...)


Cave #5

1. Guess what you do first.
2. Kill Loopers. Go right.
3. Kill Skulls. The tile in the upper right tile causes the Baseball Bat.
How do you get there, you ask? Simple. Stand underneath it and jump towards
it. Seriously. A tile will appear to save you from falling into the water.
Get the Bat and go right.
4. Kill Boneheads. Go right.
5. Jump very quickly across the Sink tiles. If you linger for even a moment,
you will die. Kill the Skull. The tile on the right of the right Sink tile
causes the door switch. Go right.
6. Jump on the right tile to cause the chest switch. Leap towards it, another
tile appears. The chest contains Bolas. The upper tile causes the door
switch. Go up.
7. Go downstairs.
8. Go right.
9. Jump across the Sink tiles, then jump across the Up/Down tile. Kill the
Froppas. The tile near the Up/Down tile causes the door switch. Go up.
10.Kill the Gadfly and the Mad Muddy. Go up.
11.Jump across the Up/Down tiles. The left tile causes Double Hearts, but you
need to utilize the Stopwatch to get them safely. Get them and go up.
12.The bottom left tile causes the door switch. The upper left tile (jump
towards it from the right) causes a Sign. The left tile causes the switch
which opens the left wall. Go left, because up is a dead end.
13.Get the Potion and Double Hearts. Go back right.
14.The right tile causes the switch which opens the right wall. Go right.
15.Kill Froppas. Go right.
16.Kill Gogglins. Go right.
17.Go upstairs.
18.Go up.
19.Kill Mad Muddys. The tile causes the door switch. Go up.
20.Kill the Big Bullies. The tile causes the door switch. Go up.
21.Kill the Gogglin. The tile causes the switch which opens the right wall,
but don't go that way. Go up.
22.Kill the Big Bullies. Go right.
23.The left tile causes the switch which opens the right wall. The upper tile
causes the door switch. Go right, down is a dead end.
24.Kill the Big Bullies. Go down.
25.Kill the Looper, but do not go down. Look for a secret passage about the
middle of the left wall. It's unmarked so you have to search for it.
26.Jump on the geyser to be propelled to the top of the mountain.

Here you'll meet the Mountain Hermit who will give you the Scroll to wake up
Bananette. Now you'll run back to the village (through some unknown dark
route) and read the humorous scroll to wake up the girl. She will immediately
be hungry and ask for a banana cream pie, but that's not your concern. In
return, the Chief has ordered the repair of Sub-C and when you leave you find
it is indeed repaired. You will then sail off to the east yet again.


*END OF CHAPTER 3* (finally)


*CHAPTER 4: CONFESSION*


This chapter is blessedly short, compared to that last marathon. Sail east,
dock, and enter the hut. Talk to the residents of Tunacola and then head out
again. Sail east and you will be swallowed by a huge whale! Inside, travel
left and you will find Baboo once again. He will explain to you some
interesting details about what happened to Dr. J and then come up with an idea
about how to get out of this blasted whale. Let's start a fire! Sure, just
need a lighter. Follow these directions as best you can to get the Lighter:
Right, right, down, right, up, dive, up, left, left, down, left, dive, up,
left, up, left, left, down, right, down, through the secret passage (bubbles),
down, get out, down, right, right, and presto! There it is. Now go back
exactly the same way and talk to Baboo again. According to DrewJB@aol.com,
you can also dive down in the black wavy water within the closed-off bay
itself, and when you surface, go down, and you'll be at Baboo. You'll start
the fire (where'd the wood come from?) and the whale will spit you out.
You'll land on an island. Baboo will talk some more to you. Then go back to
Sub-C and input the frequency. Wait a minute, what frequency? Remember the
letter that came attached to the instruction manual? Oh wait, maybe you
bought a used copy of this game from Funcoland and didn't get that or just
simply lost it. Well, if you still have the letter, get it and dip it in
water. Input the number that you see. For the rest of you, the number is
747. What this does is allow Nav-Com to track Dr. J's signal. (I didn't know
Dr. J had a homing device on him.) Anyway, you sail east once again.


*END OF CHAPTER 4*


*CHAPTER 5: CAPTAIN BELL*


Start by sailing to the dock. Get out and go to the village. Talk to
everyone and then the Chief of Bellcola. He will say how you need the help of
Peter to get rid of Captain Bell's ship which is blocking the strait. Leave
and go west. Meet Peter, the parrot. Of course, he requests a gift. ("No
gift no chat!") Let's see, what would a parrot want? Go back to Sub-C,
travel east and then south until you find a place you can dive. Dive and then
dive again moving north. Find the secret passage and dock. Go to the hut to
the north. The guy will try and get you interested in fishing and give you a
fresh worm. A worm! Just what a parrot would want. So, head on back to
Peter and give him that nice tasty worm. What's that he's saying now? Sounds
like notes. Hmmm. Well, go on back to Sub-C and then go back to the dock
near the hut. Look for a secret passage in the mountains going west. At the
end of the first secret tunnel go west instead of north to find the second
secret tunnel. Go through this to get to Captain Bell's memorial. Inside,
talk to the woman. Now see the giant organ. Hmm, now what do you do with a
giant organ? Play music, of course! But what to play? How about those notes
Peter was saying? Do you remember them? Did you write them down like any
good adventurer would, knowing that it was a clue? No? Okay, well the notes
are Do Mi So Fa Do Mi. Play them on the organ, but MAKE SURE that you have
given Peter his worm first. If you do NOT give Peter the worm, the notes WILL
NOT work, even if you do them right. What's that? You don't know which note
is which key on the organ? Okay, well, the leftmost key is `Do', so that
would make the next one `Re', and the one after that `Mi', and so forth. For
those of you who don't know the musical scale, it's Do Re Mi Fa So La Ti Do.
So now it should be quite clear how to play the organ. Through a strange
coincidence, the fire blocking the stairs will now go out. Go down the
stairs. Go down the next set of stairs that you see. Look for a false wall
on the left side of the small room. Get the Big Heart in the secret room. Go
back up and continue outside. Follow the path to get to the requisite cave.


Cave

1. This is a really really long one so make sure you have plenty of time. We
break the monotony of just going up at the entrance by killing a Jelly at the
entrance. But, it's not hiding anything. However, there's a secret passage
on the right wall that leads to Double Hearts. Get them and now go up.
2. Kill Noctos. Go left.
3. The upper right and lower right tiles cause Double Hearts. But this is an
earthquake room. Jump quickly across the tiles because they will fall. The
upper left tile causes the door switch, make sure you hit it quickly. Go for
the Double Hearts if you think you can make it. Go left.
4. Run to the left. The Spears will just miss you. Jump on the tile fast
before the Spear hits you. It causes the switch which opens the left wall.
One square right of the opening in the purple blocks, jump up so the Spear
passes under you. Go left.
5. The Silver Ball can't be killed, but you can hit it so it moves. The upper
right tile causes the switch that opens the left wall. Jump over the ball
when it comes close, and go left.
6. Go left. Grab the Double Hearts quickly to avoid the Spears. Quickly go
back to the right to avoid the Spears again.
7. Go down. Kill Loopers and the Nocto, and get the Sign. Go back up.
8. Go up. Kill the Rattus. This isn't a dead end, there is a false floor in
the upper right corner of this little section. Fall through it, and quickly
run to the lower right stairs to avoid the Stakes. Back in the room again,
search along the wall to your left to find the secret passage that leads to
the other side of the room. Go left.
9. Kill Loopers and Nocto. Go down.
10.Go left.
11.Kill Noctos, but stay on the tile you're on while you're doing that. As
soon as you move, the earthquake starts. Jump straight to the left quickly.
The lower left tile causes the door switch. Go left.
12.This giant Megaton will kill you instantly if you touch it. So, don't
touch it. Avoid it by moving left one niche at a time when the coast is
clear. The upper left tile causes the door switch. The lower left tile
causes the Mirror, which you will again need. Go left.
13.Kill the Pirate Ghouls by using the Mirror like you did on the Dimhags.
Also kill the Looper. Go left.
14.Hit the Silver Ball right in front of you. Grab the Rod of Sight, go into
the upper passage, and hit the Silver Ball. The left tile causes the upper
door switch. Go up.
15.Jump immediately forward off of the Sink tile onto a solid one which causes
the door switch. The left and right tiles cause Double Hearts. This room
demands exact timing with all the Sink tiles in it. Be careful. Grab the
Double Hearts and go back down.
16.Get into the left passage. The upper tile causes the switch which opens
the left wall. Go left.
17.The upper tile on the left side causes the Baseball Bat. Use the Rod of
Sight here to reveal a Minie. Kill it and go down.
18.Get the Potion. The lower tile on the right side causes the door switch.
Go up and then back right.
19.Get into the lower passage. The left tile causes the door switch. Go
down.
20.Kill Loopers and the Nocto. Go down.
21.Kill Dodos. Go left.
22.Another Megaton. This one is harder. The right tile causes the switch
which opens the left wall. Of course, the switch appears on the left side of
the room. Follow after the Megaton as it's still going left (don't get too
close), and duck into the upper passage. As it passes again, run to the
switch. DO NOT GO UP! It's a dead end and when you come back you will be
faced with an extremely difficult task of trying to hit the tile again. Just
go left like you're supposed to.
23.The tile causes the door switch. Go up.
24.Just jump quickly across all the tiles to avoid the Noctos. Go up.
25.Kill the Big Bullies, but don't go right. That way leads back to the room
with the Baseball Bat. And you will have to come all the way back around
again. Instead, use the Rod of Sight to reveal a Minie. Kill it and the left
wall will open. Go left.
26.The upper left tile causes the door switch. Go left.
27.Avoid the Stakes in this room by watching what line they're moving on and
getting out of the way. Be careful, they CAN come through tiles. The center
tile causes the door switch. The right tile causes Double Hearts. Go left.
28.Run to the left to avoid both the Stake chasing you and the Spears. But
don't jump straight to the Up/Down tile because it will be going down.
Instead, jump in place (over the Spear repeatedly) until you can jump across
the Up/Down tile safely. Run to the left to avoid more Spears. The first
tile causes the door switch. Go left.
29.One more Megaton. This one is very smart. You can't outrun it, nor can
you use the strategy of moving up one niche at a time. What you actually have
to do is stop it with your weapon. First, get it so that it's on your right
side, then freeze it, run to the left, freeze it when it gets close, and keep
running to the left until you reach the tiles. The upper left tile causes the
door switch. The lower left tile causes the Mirror, which hopefully you will
not need to chance getting since you should already have them unless you died
along the way. Go left.
30.Kill Pirate Ghouls and Loopers. Go up.
31.Lots of unmarked secret passages here. Go through the one to the right,
then walk all the way up, and back to the left through the other passage.
Jump on the tile three times to start the water flowing. The ship will fill
with water and sink. You'll then get back in Sub-C and travel north through
the previously blocked strait.

*END OF CHAPTER 5*


*CHAPTER 6: REUNION*


This area is very large, so follow these directions as best you can to try not
to get lost. These directions are probably vague in some parts, simply
because everything looks similar. Oh well, those are NES graphics for you.

Go east between the two islands. There's a secret passage, find it and go
through it, and then dock. Talk to the people in this village. Go back to
Sub-C. Nav-Com will give you coordinates as to the whereabouts of Dr. J's
location. His coordinates are in relation to where you are. Travel north and
west until you can find black wavy water you can dive in. Dive and then dive
in the wavy water east of you. You'll surface near an island with stairs. Go
down the stairs to get a Big Heart. Go back in Sub-C, travel east and find
the secret passage through the land. Travel south and you'll see a bunch of
wavy water. Take the second one from the left. When you surface, travel
south and dive in the bottom most wavy water. Then, take the wavy water just
west of you. When you surface and start moving, Nav-Com will start screaming
coordinates at you. Look for the secret passage going east through the land.
Follow Nav-Com's coordinates until it says the signal stopped. Dive down.
This is a little underwater tunnel. Go north through it. Just keep walking
north and don't worry about the darkness. Follow the path until you find the
cave entrance.


Cave #1

1. Go up from the entrance.
2. Kill Loopers. Go up.
3. Get the Anklet. It increases your jumping power so you can now jump two
squares instead of one. The tiles in this room cause chest switches. The
chests contain Double Hearts. Go up.
4. Kill Muumus. Go left.
5. Jump across the bottom tiles to get the Anklet. Then kill the Octots. Go
left.
6. Jump across the Sink tiles. Now carefully kill the Muumus. One of the
tiles causes the chest switch. The chest contains Double Hearts. See the
tile in the upper right? Jump from the top Sink tile towards it. Two tiles
will appear. That tile that you're jumping towards causes a Potion. Go up.
7. Kill the Sea Creature. Go up.
8. BOSS: GIANT TURBOSS - He's just like Octo the Huge. Kill him the same way
(except of course, you don't have the Snowman's power). The lower right tile
causes the Anklet. Go left.
9. The tile causes the door switch. Go up.
10.Thought you were done? No way. There is more than one boss in this cave.
Kill Armets. Go up.
11.This is tricky. There are three secret passages on the left wall, in the
top, middle, and bottom. Go through the bottom secret passage. The tile
causes the switch which opens the upper wall. Go back into the previous room
again.
12.Go through the top secret passage. Get the Anklet. The tile here causes a
chest switch. Jump down to the middle strip of land. Hit the Light tile and
illuminate this room. Now hit the switch. The chest contains Double Hearts.
The tile below the chest causes another chest switch. This chest contains
Baseballs. Go up.
13.Get the Spikes, and use them to kill the Squidos. (Neat, huh?) Go left.
14.Avoid the fireballs being shot at you. Kill Armets. The upper tile on
this side of the room causes the Anklet. The lower tile causes Double Hearts.
Go over to the left side of the room and kill more Armets. The lower tile
causes Double Hearts. Go up.
15.Kill Muumus. Go up.
16.Kill Loopers. Go up.
17.BOSS: BROKEN JOE - Wait until he comes out of the wall. Jump over his
projectiles while throwing Baseballs into his open mouth. When he's dead, go
up.
18.Go up through the exit.

Follow the path all the way to the east, then go north until you reach the
stairs. Go down them to find a Big Heart. Go all the way back to the
beginning and then go north, east, and north again to find the big rock. Look
at it and then go around it and then north to reach the next cave.

Here's a neat trick you can do. After you get the Big Heart, enter the cave.
When the game finishes saving, exit the cave and go back to where the Big
Heart was. Voila! It'll be there again, and you can repeat this process
until you have the maximum 22 hearts. However, once you complete the chapter,
your hearts go back down to where they were initially.
(Contributed by )


Cave #2

1. Do NOT go up from the entrance! Instead, go through the secret passage to
the right. The third tile from the bottom causes the door switch. Go up
through this door.
2. Kill Rats. Get Double Hearts. Go up.
3. Kill Noctos. Avoid the Knives the same way you avoided the Stakes earlier
in the game. Go up.
4. Get the Asterisk. It's a weapon that fires out in front of you, then
splits into two and goes perpendicular to the original flight path when you
press the button again. Use this weapon to kill the Loopers easily. Go up.
5. Use the Asterisk again to kill the Loopers. The Urchin is like the Silver
Ball of before. Get past it the same way and go up.
6. Kill Gadflies. The second tile from the left causes the switch which opens
the upper wall, but go left first.
7. Get Double Hearts and go back right.
8. Kill Gadflies again or just run up.
9. Kill Noctos. Go up.
10.Kill Biters. Avoid the Fuzzies. You can't kill them, and they don't hurt
you, but they will cause you to be unable to use your weapon for five seconds
if they touch you. Go left.
11.Go up, around, and down. Get the Double Hearts. Walk left through the
secret passage (don't go up). Get more Double Hearts. The tile causes the
door switch. Go left.
12.BOSS: HOODOO DOLL - Jump over his projectiles and fire with the Shooting
Star. You can use the Asterisk too but it's more difficult. The tile in this
room causes a Sign. When the boss is dead, go up.
13.The tiles cause Double Hearts, an Asterisk, and the door switch. Go up.
14.Use the Asterisk to kill the Loopers. Get past the Urchin and go up.
15.The Rockys can only be killed when they're firing, but they can still hurt
you when they dash across the room. You might want to use the Asterisk and
"lead" them into the shot. Go up.
16.Kill Gadflies. The left and right tiles cause Double Hearts and an
Asterisk. Go up.
17.Kill Rockys. Go up.
18.Kill Noctos. Avoid the Knives and get the Double Hearts. Go up.
19.Kill the Purple Muumu. Go up.
20.Kill Purple Muumus. Avoid the Fuzzies and go left through the secret
passage.
21.Go to the bottom of the screen and jump down.
22.Get the Potion. The left tile causes the Asterisk. The right tile causes
the switch that opens the lower wall. Go down.
23.BOSS: 2 HOODOO DOLLS - Same strategy. When dead, go left.
24.The tile causes the door switch. Go up.
25.Don't worry about the darkness. Feel your way along the wall to the left
for a secret passage. It leads to a small room with a chest and some tiles.
I believe there is a Potion in the chest. Return and go up.
26.BOSS: STATUES OF TWIN SUMOCHO - Basically stay at the bottom and jump over
their bullets. The Asterisk is the perfect weapon against them. Make sure
you're centered when you fire. When dead, go up.
27.Go up through the exit.

Follow the path and you will finally meet none other than Dr. J. He'll
explain what the heck's going on and let you pass. Continue along the path
and go up the stairs when you reach them.


*END OF CHAPTER 6*


*CHAPTER 7: ALIEN SPACESHIP*


An alien spaceship? Of course! Walk north into it.


UFO

This spaceship is very large and confusing, so follow these directions for the
easiest route through it. You're going to skip some sections of it simply
because you'll just fight tough Noctotles with little reward. So here we go:

1. Go up from the entrance. (Yes, even in an alien spaceship.)
2. Destroy the Turrets while jumping over their bullets. Get the Quadruple
Hearts and go up.
3. Kill the Spaceman by shooting him while timing your jump over his bullets.
Your timing has to be good against these guys, but if you've made it this far
in the game, I imagine it's good enough. Go up.
4. Destroy the Turrets. Get the Pill. It will recharge your life to 22
hearts, but the extra hearts will gradually diminish until you get down to
your actual maximum. Destroy the wall above the turret (it's weak). Go up.
5. Get the Spikes. Go back down.
6. Destroy the Turrets once again. Go right.
7. Kill Spacemen. Note the green ones are more powerful. Go right.
8. Destroy the Turret and Spacemen. Get the Ray Gun. You can use this
effectively as a substitute for the Shooting Star if your life dips to below 6
hearts. Go back left and then down.
9. Kill Spacemen and grab another Ray Gun. Go into the Warp.
10.Take the upper Warp.
11.Destroy the Turret and Spaceman. Get the Quadruple Hearts and Potion. Go
right.
12.Destroy the Turret and Spaceman. Destroy the weak wall above the Turret.
Go up.
13.Get the Pill and go back down.
14.Destroy the Turret and Spacemen again. Go all the way to the right and
then down.
15.Run quickly down to avoid the Flying Ships screaming at you.
16.Kill tons of Spacemen. Get the Quadruple Hearts. Go left along the
bottom.
17.Jump across the bottom quickly. Shoot/jump any Flying Ships that get in
your way. There's an infinite number of them so just keep going. Get the Ray
Gun and go into the Warp.
18.Go into the Warp right next to you.
19.Go left.
20.BOSS: TWIN ROBOT SOLDIERS - Get the Anklet. You'll probably want to get
rid of the Turret first. Then simply jump around avoiding bullets while
firing at them with the Ray Gun. Don't let them touch you. When they die, go
up.
21.Go up through the exit.

You'll have a choice of three stairs to take. Two of them lead to each other.
Take the one in the lower right corner to proceed. You'll find the first
Magic Cube. It will turn your Shooting Star into the long-awaited Supernova.
This weapon has full-screen range and twice the Shooting Star's power, but
requires 11 red hearts (one full row) to use. Go into the next section.


UFO Part II

1. Go up from the entrance.
2. Kill Spacemen, but get the Quadruple Hearts first so you can use your brand
spanking new weapon. Go right.
3. Kill Spacemen and a Green Creature. Get the Ray Gun and Quadruple Hearts.
Go right.
4. Kill Spacemen. Destroy the weak upper wall. Go up.
5. Get the Potion and go back down.
6. Kill Spacemen or just run right.
7. Kill Green Creatures and the Spaceman. Go right.
8. Kill the Spaceman. The red Stars don't stop coming from the hole, so shoot
just enough to get past. Get the Ray Gun and Quadruple Hearts. Go up.
9. Kill Spacemen. Go into the Warp.
10.Kill Green Creatures. Go right.
11.Kill Flying Robots. Destroy the weak upper wall. Go up.
12.Get the Super Ray Gun and go back down.
13.Kill Flying Robots or just run right.
14.Kill Spacemen, avoid the Red Stars, and grab the Pill and Ray Gun. Go
right.
15.Kill Flying Robots. Watch out for that nasty beam. Don't try and jump
over it; you can't. Wait on the far left until it shuts off and then run for
it. Go right.
16.Kill the Spacemen while staying on this narrow strip of land you're on.
Run past another beam and go right.
17.Kill Flying Robots. Get the Quadruple Hearts and Super Ray Gun. Go up.
18.BOSS: JET-PACK JUMPER - Shoot at him from the center with either the
Supernova or Ray Gun (the regular one). When he charges at you, jump to the
sides and over his bullets. Return to the center when he flies back up. When
he's dead, go right. There isn't anything in the secret room.
19.Kill the Spaceman. If you want that Ray Gun, be careful when you go after
it. Destroy the weak upper wall and go up.
20.Get the Super Ray Gun and go back down.
21.Kill the Spaceman or just run right.
22.Kill Flying Robots. Jump across the Opening Tiles, which are sort of like
Up/Down tiles. If you jump on them when they're open, you'll fall through the
trapdoor and die. Get the Double Hearts and go right.
23.This part is tricky. Jump back and forth across the strips of land
avoiding the Heat Panels. Try to alternate which side you jump to, that seems
to work better. The Heat Panels cause 7 1/2 hearts of damage so be extremely
careful. Gradually work your way to the right until you can go that way.
24.BOSS: OSTROID - You can't kill him with conventional weapons. You'll have
to kill him another way. Shoot him with your Supernova or Ray Gun. They
won't hurt him, but they will drive him back to the right side. Jump over the
projectiles he shoots at you while laying down constant fire. When you can
reach the tile, jump on it. Now go back to the left and hit the switch, which
drops the right side of this platform you're on. During the time you went
back to hit the switch, he may have recovered and managed to get onto the part
that didn't fall. If this happens, shoot him rapidly, driving him back to try
to make him fall over the edge. He'll be very reluctant to go, but it's not
an impossible task. Just fire away. When he dies, go up.

Follow this maze around and you'll eventually stumble upon the second Magic
Cube. This one will give you as many hearts as possible (22). The spaceship
will now take off and begin orbiting the planet. Uh-oh!


*END OF CHAPTER 7*


*CHAPTER 8: FINAL BATTLE*


Walk up and you'll talk to this strange being named Zoda. (I think he's
trying to use the telekinesis strategy that Andross used in Star Fox.) He
tells you how pitiful you are, etc. Jamming bananas in your ears, you enter
the tunnel.


Tunnel

1. Go up from the entrance. (for the last time)
2. BOSS: ZODA - The boss already? Yes! He's really dangerous so don't mess
around. Quickly grab that Ray Gun and prepare to use it. Do not touch this
boss's hand or head because you will die instantly. Also, you may take, at
most, one hit from the eyes he shoots at you. So here's your strategy: Stand
in the center. If his hand appears, run to the screen opposite where it came
from. It'll just miss you if you're fast. If his head appears, shoot it.
Don't get too close because it moves randomly and can catch you by surprise.
Jump over the eyes he shoots at you like every other projectile. Go back to
the center after each of his attacks. With patience and a clear head, you'll
win this battle. After Zoda retreats (and changes forms) go left.
3. Yes, you have to fight through one last cave/tunnel. Grab the Pill for a
welcome life boost. Kill those Spacemen. Go all the way left and down.
4. Kill Spacemen and the new Window Spacemen. Go left.
5. See the trapdoor? JUMP INTO IT when it opens. You won't die. Trust me.
6. You'll fall into this crowded room with a bunch of Spacemen already in it.
Kill them all. You'll probably take some punishment but don't worry about it.
Try and save the Pill until this battle is over. Get the Ray Gun also. Go
up.
7. Get 3 Potions (you'll need them) and the Super Ray Gun (you'll need that
too). Go back down, right, and into the Warp.
8. You'll end up back in the first area again so head back to the room with
the trapdoor. This time don't fall in but go left instead.
9. BOSS: MAIN ENGINE - Here's a toughie. Don't go all the way to the bottom
because Red Stars will constantly hit you. When the trapdoors open, quickly
shoot the Spaceman who jumps out. Then, stand on the center trapdoor and fire
at the core with the Supernova or Super Ray Gun. It changes appearance as
it's taking damage. The main problem is, it heals itself a certain amount
each time it closes up. You have to "stay ahead" of its healing enough. Just
shoot as fast as possible when it's open. But, when the bottom trapdoors
open, quickly jump off the center one and kill the Spaceman. You don't want
to fall into the trapdoors because you'll land back in that room with all the
Spacemen and have to warp all the way back to the start again, which is very
frustrating at this point. When you finally best the Main Engine, go left.
10.You can shoot this constant stream of red creatures to recharge yourself
since they often leave Hearts and Stars. You'll need all your health for the
next battle.
11.Go up as far as possible into the next room.
12.BOSS: ZODA II - Oh boy. The last boss. Ya psyched? Here goes. Stay as
far away from him as possible, but keeping him on the screen. Fire at him
with the Supernova. You'll want to make every effort to keep your life level
above 11 hearts because you need the Supernova's range against him. Jump
around to avoid his bullets. Be very careful when jumping, it's very easy in
this room to make a mistake and jump into a pit. You would then need to start
all over again, which is a giant pain, so stay focused. Zoda can jump long
distances too so be prepared. Just play keep away with him and don't ever let
him get close to you. You can use the regular Ray Gun if you can't use the
Supernova. Don't use the Super Ray Gun because its range is too short. After
enormous punishment, Zoda will finally die. Go up to the exit.
13.Get the last Magic Cube and then, well, see what happens!

*END OF WALKTHROUGH*


This walkthrough was written by me, Joshua Harring
(harring@student.umass.edu). Feel free to email me if you spotted something
missing or incorrect. You may distribute this guide to whomever and also post
it on any webpage as long as credit is given. Thanks to Jeff Veasey at
www.gamefaqs.com for posting this, DrewJB@aol.com for the enemy names and
other stuff, and Sankser316@aol.com for the Chapter 6 trick.
 
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