Young Merlin Walkthrough Version 1.1 By Dancin' Homer at dancinhomer@rpgfan.com 06/01/01 Table o' Contents Part one: The Story So Far... Part two: Kind of Plain Part three: It's Off to Work We Go Part four: Over the Meadow and Through the Wood Part five: Under the Sea Part six: Short Guy Central Part seven: Not-So-Grand Prix Part eight: Over the Rainbow Part nine: Even More Tracks and the Big Cheese Part one: The Story So Far... Everybody's heard of Merlin. You know, the wizard dude with the pointy hat and the magic and stuff. Anyway, when he was a kid, he was pretty dumb. While walking by a river, he sees some lady drowning, dives in after her, and gets sucked into another land filled with evil brown goblins and slimy, angry puddles. He awakens by a strange stream, and he now has no choice but to find his way home... Part two: Kind of Plain Enemies Possessed Tree - Most likely relatives of the ones who pegged Dorothy with apples. These arboreal terrors fling acorns at you from a distance and throttle you if you try to walk past. Dodge the nuts until you can get close and fill him full of star power. As long as you keep up the fire, he can't move. Smilax - These immobile plants do nothing but sit around and wait for idiots to step on them. They are immortal, but Pixie Dust can paralyze them long enough to let you pass. Lil' Oink - The stars of any boar hunt. These unprocessed bacon strips will appear out of thin air, charge at you, and then disappear. Step out of the way of their charge and nail them twice with stars to finish them off. Big Oink - Where's Hercules when you need him? The giant boar guard of the plains acts almost like the possessed trees do, throwing boomerang axes at you repeatedly. Dodge the axes, get up close, freeze him with Pixie Dust, and nail him with a Star. Continue freezing and hitting him until he explodes. Goblins - These pests appear after killing many enemies. They run away on their own and can't be hit, so don't bother. Just don't let them kick you in the shins. Goblin Wall - When a group of Goblins stands in your path, you know you're licked. Don't try to pass by them unless you're feeling suicidal. You can scare them off with the Wooden Thingy. Treasure Purple Jewel - Found right next to you when you start. Throw it in the stream to get the Star spell. Star Spell - Trade the Purple Jewel for it. Lets you throw stars a short distance. This is your primary attack. Orange Jewel - Found behind the first possessed tree, to the right of where you start. Throw it in the stream for a bag of Pixie Dust. Bottle 1 - Found next to the Orange Jewel. Carries liquids. Rainbow Water - Restores a little life. Taken from the rainbow stream. Pixie Dust - Trade the Orange Jewel for it. Temporarily paralyzes most enemies. Plain Water - Restores three hearts. Taken from the spring to the north of the field filled with Lil' Oinks. Yellow Flower - Found to the right of the spring. Plant it in Pinedale for the Silver Star. Heart Container - Found in the bottom right corner of the field filled with Lil' Oinks. Lantern - Found on the riverbank after killing the Big Oink. Lets you see inside caves. White Flower - Found by the fairy lake sign. Plant it in Pinedale for the Snowflake. Blue Water - Grants you temporary invulnerability. Taken from the fairy pond. Orange Jewel - You find this behind the second possessed tree. Throw it in the stream for a Balloon. Balloon - Trade the Orange Jewel for it. Got a little gas, Merlin? Lets you float past broken ladders. Heart Container - Found south of the mine entrance. Wooden Thingy - Trade the Red Jewel (Mines) for it. Lets you blow bubbles. Fairy Cube - Found behind the Goblin Wall. Return it to the fairy lake to open up the Pinedale path. Wheel - Found on the mine cart outside of the mine after using the Monkey Wrench. Use it to ride the mine cart in the mines. Bubble - Trade the Blue Jewel (Underwater) for it. Doubles your air supply underwater. Magic Mirror - Trade the Green Jewel (Dungeon) for it. Allows you to make clones to distract enemies. Only one clone can be created at a time. Torch - Trade the Purple Jewel (Dungeon) for it. Destroys nearby enemies. Rainbow Jewel - Trade the Purple Jewel (Dungeon) for it. Allows you to open the horseshoe gate. Area Walkthrough After throwing the Purple Jewel into the stream, pick up the star and head right. Kill the possessed tree, pick up the bottle and Orange Jewel, and return to the stream. Regain your life by drinking Rainbow Water, the trade in the Orange Jewel for the Pixie Dust. Head right until you see the smilaxes. Use the Pixie Dust on them and continue through the field filled with Lil' Oinks. Go to the bottom right corner of the field, pick up the Heart Container, then head left and kill the Big Oink. Watch the cut scene where the fairy gets kidnapped in the ice cube. Head south past the log bridge and continue along the riverbank until you find the lantern. Return to the log bridge and cross it, despite the angry goblin waiting for you. Once across, pick a flower from the sign near the fairy pond and talk to the fairy. He will tell you that his friend was kidnapped in an ice cube and you have to rescue it. Go southwest to find another possessed tree. Kill it, grab the Orange Jewel behind it, and watch another cut scene as Merlin gets the snot kicked out of him by some goblins. Go back to the stream and trade the Orange Jewel in for a Balloon. Now, return to where you fought the Big Oink and head west across the railroad bridge. Go south to find a Heart Container and then enter the mines. Part three: It's Off to Work We Go Enemies Deranged Dwarf - I suppose these small fries heard one too many little people jokes and now they're out for blood. At close range, they will axe you to death, and at long range, they throw bombs. Try to hit them with Pixie Dust before attacking or they'll block you with shields. Also, try not to battle them in groups. Treasure Red Jewel - Found to the north of the entrance. Throw it in the stream for a Wooden Thingy. Heart Container - Found in a secret room behind a fake wall. Heart Container - Found in a secret room behind a fake wall. Bottle 2 - Found in a secret room behind a fake wall. Area Walkthrough This whole place is a disgustingly twisted maze and it's filled with angry little dwarves. I'd include a map, but you know how mean those things are to make. First, head straight up to get the Red Jewel. The last ladder you climb will be broken, but you can use the Balloon to get past. Before you leave, search the mines until you find two Heart Containers and another Bottle behind some fake walls. They are all around the left side of the mine. If you search long enough, you might find a mine cart missing a wheel, but that's not important yet. Return the Red Jewel to the rainbow stream to get the Wooden Thingy. Use the Wooden Thingy to chase away the Goblin Wall behind the second possessed tree and pick up the fairy cube. Return the fairy cube to the fairy pond and watch the cut scene where a red head walks around in the land of Pinedale. Time to move on. Part four: Over the Meadow and Through the Wood Enemies Haunted Hedge - And to think those stupid knights actually WANTED a shrubbery. These bushy bipeds appear out of the walls of the hedge maze and attack you. They take quite a bit of damage before going down, so try not to face more than one at a time. You can tell where they'll show up by watching for curious goblins. If you don't feel like fighting, sprinkle some Pixie Dust and run. Treasure Monkey Wrench - Found outside the girl's house. Red Flower - Found in the hedge maze garden. Plant it in Pinedale for the Comb. Plain Water - Restores three hearts. Taken from the hedge maze garden fountain. Key - Found in the hedge maze. Give it to the wizard. Bottle 3 - Found in hedge maze behind a fake wall. Heart Container - Found in top right corner of hedge maze behind a fake wall. Fishbowl - Trade the Key for it. Use it to capture a Fish. Spring - Trade the Fish for it. Silver Star - Plant the Yellow Flower for it. More powerful than the old Star. Comb - Plant the Red Flower for it. Lets you comb your hair and woo the ladies! Snowflake - Plant the White Flower for it. Lets you freeze or destroy most enemies. Hourglass - Plant the Orange Flower for it. Paralyzes most enemies and freezes time momentarily. Thunder - Plant the Maroon Flower for it. Allows you to blast all on- screen enemies. Area Walkthrough As soon as you enter Pinedale, go to the house of the girl you saw and take the Monkey Wrench. A cut scene will follow where you learn that the girl likes you and her dad doesn't. Anyway, head east, cross the bridge, and then go northwest until you find a wizard. He'll ask you to help find his key. Go north until you find the hedge maze. Inside, you'll be attacked by haunted hedges, so be careful. Continue searching until you find the Red Flower, Key, third Bottle, and another Heart Container. After getting all four items, return the key to the wizard and he'll give you a fishbowl, asking you to return it to him with fish. Return to the plains and go to the mine entrance. Walk up to the fallen mine cart and pry the wheel off using the Monkey Wrench. Enter the mines once again, find the broken mine cart in the top left corner, apply the wheel, and go cart boarding, Merlin style! Go south, south, east, south, south, east, east, south, west, north, east, east, south, east, east, and east to get another Heart Container and then crash. Get back on and go south, south, east, south, east, south, west, north, west, south, east, east, and north to reach the end of the line. Head north to go... Part five: Under the Sea Enemies Piranha - Although human meat is a rare delicacy for these fishes, they don't mind snacking on it from time to time. They appear sometimes when searching caves for mermaids. Three shots will get rid of them. Dogfish and Catfish - Although not dangerous, they will chase past you, spinning you in circles and wasting precious time. Hammerhead - These guys are living proof that helmets can save lives. Stay out of their paths or they'll knock you silly with their oversized noses. Anemone - Invincible, slow, and painful; what more is there to say? Current - Wherever you see bubbles coming out of the wall, be very careful. They will suddenly begin moving very quickly every once in a while, and getting hit by them is not pleasant. Wait for an opening and run. Treasure Blue Jewel - Found in underwater cave in the northwest corner. Trade it for the Bubble. Fish - Found underwater in the southwest corner. Give it to the wizard in exchange for the Spring. Heart Container - Found along the path near the top right corner underwater. Heart Container - Found near the left side underwater past some Currents. Teleporter - Found in underwater cave opposite the Blue Jewel. It looks like a bunch of arrows, but it lets you teleport to the last arrow seal you stepped on while in the dungeon. Area Walkthrough While underwater, you must keep an eye on your oxygen bar. Once this hits zero, you die and have to start the area over. Also, please note that the exits from this world are marked by beams of light from the ceiling. Use the Balloon to float out. The trick to this place is to find and memorize the mermaid caves. By walking up to these holes in the walls, a mermaid will come out, give you a big old fish-lady kiss, and you'll get back some air. Half of the caves contain mermaids, and the other half contains piranhas. Find the mermaid ones and use them to keep your oxygen up while heading to the northwest corner. There, you'll find the Blue Jewel. Pick it up, return to the rainbow stream, throw it in, and you'll receive the Bubble. You'll also see a short cut scene where the dwarves discover that you stole their jewel. Grab some Rainbow Water, Plain Water, and Blue Water, return to the cave, and use the Bubble when underwater. You'll now have twice your old air supply. Find your way to the Fish in the southwest corner, grab it with the Fishbowl, and leave. If you want, you can explore a bit more for another two Heart Containers. Return to the wizard, give him his Fish, and you'll receive the Spring. Now, return to where you got the Blue Jewel with the Spring, kill the dwarf waiting there for you, and use the Spring to jump up and grab the Teleporter. Go through the door to finish this area. Part six: Short Guy Central Enemies Steel Soldier - Mr. Iron Pants here can only move side to side and usually is placed to guard important doorways. He's completely invincible, and unless you distract him with a Magic Mirror clone, you won't be able to get past him. Yesterday's Lunch - This pile of refried beans has an annoying habit of falling from the sky and eating you. Use the Magic Mirror to distract him long enough to hit him with Stars until he explodes. Then, continue the same battle plan against the four puddles he leaves behind. The puddles will reform into the whole eventually, but if you keep attacking, he'll explode again. However, once you have him down to one puddle remaining, he'll turn red and start jumping around much faster. Make sure not to get between the dummy and the puddle, as it will crash into you even when not aiming for you. If you are VERY lucky, you can manage to kill the last two puddles with a single shot. This makes it so the red puddle can be skipped. Treasure Green Jewel - Found in the bottom right corner of the dungeon. Throw it in the stream to get a Magic Mirror. Heart Container - Found in a secret chamber behind a pillar after using the Balloon. Key - Found behind Yesterday's Lunch. Free the elf with it. Area Walkthrough The very first thing you see here is a dragonhead gateway covered in flames and three basins on the wall. Fill each basin with the corresponding type of water (Rainbow in Rainbow, Plain in Orange, Blue in white) and the flames will vanish. Go through the gate. Now, this whole area is a bunch of block pushing puzzles, so think before you act. Before going anywhere, head left. You'll see a group of blocks standing by a wall. You have to push the middle block out of the way, stand near the wall, and use the Balloon to fly up to a secret chamber. Pick up a heart piece and head back down. Go to the right and you'll see three blocks near a pool of lava. Push block 1 to the right and block 2 down. Then, walk across the bottom part of the lava to cross, pushing block 4 out of the way in the process. Finally, push block 5 up to freedom. ######### ######### 1 ## 1##5 2 #5 # 3 4 23 4 ######### ######### You'll find a seal that looks like your teleporter here. Use the teleporter on it and that will be your new teleport point. In the next room, push the block onto the switch to open the gate to the north. Head south instead and go east without pushing any blocks. In the east room, push block 3 out of the way so you can push the blocks in front of the gate down later. ## ### ## ### 12 12 3 3 45# 45# ####### ####### Go back to the room where you opened the gate and head east. Here you have to push all six blocks onto the switches. Push blocks 1, 2, and 3 onto spaces D, E, and F. Then, push block 6 back once to open up that passage, push block 5 to the left three times, and then push block 4 down three times from behind. Go all the way around and push block 4 right three spaces, up one, and then left one. Push block 5 left once more and then down four. Go all the way around again, push it right four spaces, left one, and then up one. Finally, push block 6 down three spaces, go all the way around, push it left twice, and then up once. The gate will now open. ######### ######### ######### ######### ######### # ## # # ## # # ## # # ## # # ## # # 5 # # 5 6# # 6# # # # # #4 ### 6# # ### # # ### # # ### # # ### # # #DEF# # # #213# # # #213# # # #213# # # #213# # # #ABC# # # #ABC# # # #4BC# # # #45C# # # #456# # 1 2 3 4 5 6 # # # # # ## ##### ## ##### ## ##### ## ##### ## ##### Push the blocks out of the way and head right. You'll find another teleporter point and a Green Jewel. As usual, head back to the stream, chuck it in, and grab the Magic Mirror in exchange. You also get to see a cut scene in which the dwarves guarding the dungeon receive some reinforcements. Oh joy! Return to the dungeon with your new looking glass. Go north through the gate you opened to find a room with five blocks and five switches. Push block 2 to the right and then block 1 to the left. Push blocks 3 and 5 down twice each, and then push block 3 to the right once. Next, push block 4 right once and then down once. Finally, push block 1 to the right twice. The gate will now open to the north. ###### ###### ###### ###### # # # # #345 #345 # 4 # 2DE 2E 2E 24 1ABC 1 ABC 1 A35 135 ## ## ## ## ###### ###### ###### ###### Continue north past the seal on the floor and you'll find yet another puzzle. Push block 4 up once before anything else. Then, push block 2 to the right six times. Push block 1 down once and left twice, then push block 2 to the left four times. Push block 3 down once and to the left twice, and then push block 4 down once and to the left twice. The gate to the south will open. ############ ############ ############ ## ## # ## ## # ## ## # # 1 ##3 # # ##34 # # ## # # 2ABCD 4 # # 1BCD 2 # # 1234 # ## # # ## # # ## # # ### ### ## ### ### ## ### ### ## Continue along the path you find until you see a Steel Soldier. Use the Magic Mirror to distract him and then walk past until you find an elf chained to the wall in a room with a big pit. If you walk up to the pit, the elf will ask you to find him a Key. Go back to the last seal you found and go left. After two rooms, you'll encounter Yesterday's Lunch. This boss is quite a bit harder than the last one, so read my strategy in the Enemies section and keep trying. He just takes practice to get used to; don't feel discouraged if you die once or twice. Continue north, find the Key in a room full of machinery, and go back to the elf. Unlock the guy, jump in the pit, and be prepared for more mine cart racing. Also, reader aceacm1 says: "I've been using your players guide and it is pretty good. In part 6 where you fight yesterdays lunch I found you can stay in the doorway. You wont get hit and you can do damadge to yesterdays lunch." Part seven: Not-So-Grand Prix Enemies Goblin Lord - If you hated them small, you'll despise them large. This monster will stand guard by the exit to a room, summoning eyeball bats and laughing. Use the Magic Mirror to distract the bats and then destroy them with Stars. He'll summon more, and you'll destroy those. Kill the last load of bats and then walk directly into the Goblin King. He'll punch you in the face, you'll lose almost all of your life, and the way will be clear. Treasure Purple Jewel - Throw it into the rainbow stream for a Torch and a Rainbow Jewel. Area Walkthrough This time around, the track is not so well maintained. You have to lean to the left or right to dodge broken rails, so here's another list. Remember, U, D, L, and R represent which direction you should hold to skip the broken rail, NOT which side the broken rail is on. Go R, L, west, west, south, U, D, U, north, L, west, west, north, east, south, south, west, west, and west. You will end up beneath the area filled with machinery and pick up a rock in the process. Grab onto the pulleys and return to the dungeon. Place the rock on the conveyor belt (near the weird box on the left, not the right) and it will be turned into the Purple Jewel. Go south, and in the room where you fought Yesterday's Lunch, you'll encounter the Goblin King. Refer to my Enemies section for more details. Return the Purple Jewel to the rainbow stream in order to get the Rainbow Jewel and the Torch, then watch the cut scene where everyone in Pinedale gets kidnapped by Goblins. Then laugh. Return to Pinedale, open the horseshoe gate with the Rainbow Jewel, and pray that you don't have allergies. Part eight: Over the Rainbow Enemies Army Ant - Like many things in this area, they cannot be killed by Torches or normal Stars. They will slowly approach and bite you, so your best bet is to run. That is of course unless you have the Snowflake or Thunder spell. Then you can just blast them away with elemental powers. Troll - Despite the fact that it's still light out, these trolls will continue to chase after you until killed. They are immune to all weapons except for the Torch and the Thunder spell, both of which incinerate them instantly. They reappear out of the ground though, so watch out. It is kind of funny to see them strangle Merlin though... Mushroom - Either mobile or stationary, these fungi are no match for two good Star shots. They rarely move fast enough to be a problem, so just stand back and fire. Of course, the red ones are immune to all but Thunder and Snowflakes. Flytraps - Although normally stationary, these tiny flowers will get up and chomp you if you move too close. They are immune to all Stars and Torches, plus they deliver extraordinary amounts of damage. However, if you use the Comb in front of them, they'll fall in love with the blond pretty boy. Little Spiders - These come out of spider eggs, climb on your head, and make you die. You can burn them off with the Torch or shoot them with Stars, but its best to just distract them with the Magic Mirror. Big Spider - Although invincible, you don't really need to fight him. Simply use the Snowflake next to him, switch to the Star, and shoot the egg sack next to him until it explodes. He'll leave. Oh, by the way, don't get too close. He bites. Red Dragon - This isn't just any dragon. It's a Red Dragon! That means it can breath fire, be immune to all attacks except Thunder, and eat you. I suggest using the Hourglass, running behind him, and then blasting him with Thunder while he's confused. About eight hits later, he'll be dead. Treasure Heart Container - Found in the first anthill. Heart Container - Found on a secret path to the left of the mushroom area. Gold Hearts - Found near a flower transporter, behind some mushrooms, behind some Flytraps, in a spider's den, and behind a wooden gate. Trade them in at Pinedale. Orange Flower - Found behind some red mushrooms. Plant it in Pinedale for the Hourglass. Maroon Flower - Found beyond the spider's den. Plant it in Pinedale for the Thunder spell. Heart Container - Found behind the Red Dragon. Area Walkthrough As soon as you enter this world of flowers and mushrooms, head right until you see a cone shaped object. Enter it and go right as far as you can, then go down to find a Heart Container. After that, you're kind of on your own. I'd help walk you through this place, but it's very hard to describe. Search the place until you find two Golden Hearts. Not only do you need these, but it will help you get a grip on the surrounding area. There are more Gold Hearts, but you can't reach them yet. Of the two you can find, one is next to a flower teleporter, and the other is behind a trio of Mushrooms. By the way, if you find a spider's nest while searching, run. After you find the two, return to the real world and head left from the horseshoe gate until you find a heart tree. Use the first Golden Heart on it. A small mound will appear nearby. Plant the Yellow Flower there and you'll receive the Silver Star, which is better than your old gold one. Then insert the second one and plant the Red Flower in the mound that appears. You'll receive the Comb. Now, go back to the rainbow world and find the room filled with Flytraps. Use the Comb in front of them and they'll allow you to grab the third Gold Heart without biting. Return it to the Pinedale stump, plant the White Flower, and receive the Snowflake as your reward. Go find the spider's den in the anthills and tear apart the fellows within using the strategy given in the Enemies section. Take a fourth Gold Heart as a reward and trade it in. This time, you'll need an orange flower. Now, go back into rainbow world and look for a room with three red mushrooms, only accessible via anthill. Use the Snowflake to destroy them, and then pick up your flower. Plant it to receive the Hourglass. Go back to rainbow world AGAIN. Go past the spider's den until you find a wooden gate. Use the Hourglass while standing on the switch in front of it to keep it open long enough for you to get through. Once there, pick up the Maroon Flower and the last Gold Heart. Continue through the second gate and go up the anthill there. Immediately use the Hourglass, then run past the Red Dragon standing guard up here. Grab the Heart Container, use the same trick to get past him again, and then return to Pinedale. Trade these last two items in for the Thunder spell. This is your new best friend. Go once more to the rainbow world and head through both gates again to face the Red Dragon. Defeat him using the Enemies section strategy and the then jump in the pit he leaves behind. Part nine: Even More Tracks and the Big Cheese Enemies Big Spider - Same as before until you kill the egg sack. Then it gets mean and starts shooting webs at you. Dodge the webs and use the same freeze-hit combo to get rid of him. He has very little life, and after dying, you rescue the father and get full health. Big Oink - Same as before, only now he has more life and you have to deal with his Lil' Oink partners. Focus on the Big Oink, but freeze the little guys with Pixie dust to get them off your back for a bit. Also, if you need help, just fight off some of them. They often drop Hearts or Clovers. After beating him, you'll rescue a fairy and she'll give you full health. Yesterday's Lunch - Same as before, only this one has indestructible puddles. Use the Magic Mirror to distract them, then continuously fire Pixie Dust at the spot they were on until you've frozen every one there. Then, shoot it once. Freeze it again. Shoot it again. Continue until the beast is no more. You'll rescue the wizard by doing this, and he'll heal you whenever you visit him. Goblin Lord - He's back and he has far more tricks up his sleeve than last time. First off, he flings three eyeball bats at you. Fry them with the Torch. Then, he'll do the exact same thing. Repeat your cooking. Then, he transforms into a big mean demon thing. He'll set loose two sets of time bomb-carrying Goblins at you that will explode on contact. Wait for them to approach and then use the Comb repeatedly. You'll be invincible and the bombs won't do a thing unless they hit between combings. Then, the lights will go out. Whip up some visibility with your Torch and quickly switch to the Magic Mirror. He'll summon two sets of thunder balls that will attack your clone. After that, he'll start flying back and forth to attack you. Run past him and hit the girl's bubble cage with a Star. She'll give you the Gold Medallion. Equip the Hourglass and then run out to do battle with the Goblin Lord. Hit him with the Gold Medallion (It has terrible accuracy, by the way) and then use the Hourglass until the Medallion recharges. Continue this process until the thing is dead. Treasure Heart Container - Found along the tracks behind a secret wall. Golden Medallion - Given to you by the girl. Despite its poor reload time and accuracy, it's the only weapon that can hurt the Goblin King. Use it with the Hourglass for best results. Area Walkthrough Just like last time, there are broken tracks to get past. Also, you have to take out three old bosses before reaching the true finale. Here's the guide. Go down, down, L, R, L, up, right, U, right, L, R, L, L, R, then down into the wall. You'll go through a secret passage, grab the last Heart Container, and crash. Then, try again and head down, left, up, up, U, D, U, up, left, bounce, down, down, R, and left. This will lead you to a big metal door. Opening it will cost you the Thunder spell (I'll miss you...) but do it and go in. Inside, you'll find a big mirror. Use the Magic Mirror to switch places with your mirror image. Walk past there, kill the Big Spider using the new strategy in the Enemies section, and return to your waiting cart. From here, go up, R, up, up, left, bounce, down, left, U, D, U, and down and you should reach another metal door. Not surprisingly, you need to use the Snowflake to open it. Give up another great spell and walk in. Inside you find Big Oink yet again, after walking through a short hallway. He's a pushover compared to the Big Spider. Leave after beating him and head up, U, D, U, up, up, and left to meet another metal door. This time, give up your Wooden Thingy to enter. Inside is another Yesterday's Lunch, but this one's a bit beefier. Use the Enemies section strategy to defeat him. Now, get back on your cart and head straight to your right to reach the final metal door. Place your Lantern inside to open it, and enter. After passing through a small and pointless maze, you'll find the girl. She'll get kidnapped by eyeball bats, the Goblin Lord will appear, and you shall defeat this final boss by using the Enemies strategy. You'll see a particularly cheesy ending, and if you got all the Heart Containers, you'll get the chance to enter a Grand Prize drawing for a contest! Sadly, it ended many, many years ago. Part ten: Legal Stuff I don't care where this walkthrough goes as long as you notify me first, but please, if you have any respect for the gaming industry, guys named Homer, or things that rhyme with "orange", please don't change any of it, under penalty of horrible, tormenting death at the hands of a guy named Jeff*. Thank you very much. *Not guaranteed. It will make you a social online outcast, however, and bad luck will hopefully torment you until the end of your days. This document Copyright 2001 Andrew Demario Part eleven: Special Thanks Stuff Well, I really didn't get that much help on it, but... Thanks go to Sensei Phoenix of RPGFan for helping me find the underwater cave. Thanks go to Brian P. Minnebo for his exemplary FAQ on the game. I would never have gotten through the mine cart areas without it.