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StarTropics (e)

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StarTropics Walkthrough
Created by: Phil Henry (Philby15@hotmail.com)

Aug. 25, 2004

Version 1.3
(c) Phil Henry 2004
This walkthrough is not to be reproduced or published elsewhere unless
permission is granted by the author.

Contents:
*********************************
0: Update Versions
1: Basic Elements
  1a: Intro to StarTropics
  1b: Controls/Gameplay
  1c: Major Characters
2: Walkthrough
  2a: Prelude
     2a-a: The Test of Island Courage
  2b: Dolphins
     2b-a: Octo's Cave
  2c: Storm and Calm
     2c-a: Tunnel to MiraCola
     2c-b: Magma's Molten Tunnel
     2c-c: The Ghost Tunnel
     2c-d: The West Tunnel
     2c-e: The Hermit's Mountain
  2d: Confession
     2d-a: Inside the Belly of a Whale
  2e: Captain Bell
     2e-a: Captain Bell's Cave
  2f: Reunion
     2f-a: Lost Ruins
     2f-b: Big Rock Tunnel
  2g: Alien Spaceship
     2g-a: Inside The Alien Ship
     2g-b: The Second Cube
  2h: Final Battle
     2h-a: The Core and Zoda
3: Lists
  3a: Weapons
  3b: Items
     3b-a: Dungeon Items
     3b-b: Key Items
  3c: Enemies
  3d: Bosses and Strategies
4: Other
  4a: FAQ
  4b: Legal Stuff
  4c: Closing
**********************************

0: Update Versions
**********************************

Version 1.3 (8/25/04)
-Completed Enemies Section.
-Completed Boss Section

Version 1.2 (10/23/03)
-Added enemies from Chapter 1.
-Added C-Serpent to Boss List.

Version 1.1 (9/17/03)
-Changed the order of the lists. (3)
-Completed Weapons Section.
-Completed Items Section.
-Fixed some spelling errors.

Version 1.0 (9/15/03)
-Completed the last 4 chapters.
-Walkthrough Section basically finished.

Version 0.5 (9/11/03)
-First Update!
-First 4 chapters complete.



1: Basic Elements
**********************************

  1a: Intro to StarTropics
  ********************************

    StarTropics was released in 1990 for play on the Nintendo
Entertainment System (NES). It is an Action/Adventure game with
many RPG elements. StarTropics was overlooked by gamers because
of hyped games like Super Mario Bros. 3 and Mega Man 3, but those
who have played it know it to be a game of challenge and fun.

   You are Mike, a young boy from Seattle, Washington. You are
invited to C-Island to visit your uncle, Doctor Jones, who is a
very famous archeaologist. After arriving on the island via
helicopter, Mike finds that Dr. J. has been abducted. This was,
no doubt, done by one who wanted the secret of a strange rock
that Dr. J. recently found. The village of Coralcola entrusts
Mike, equipped with only a Yo-yo, with the task of finding
Dr. J. Mike must now fight his way through countless dungeons
with evil monsters and pitfalls.


   Excerpt from manual:

   Hi. My name is Michael Jones, but my friends call me Mike. I'm
fifteen years old and I live in Seattle Washington.

   Have you heard of my Uncle Steve? Well, most people don't call
him that, they call him Dr. Jones. He is a very famous archeologist
who is looking for some lost ruins in the Coral Seas. I've never
actually met him, but last week I recieved a letter from him
inviting me to stay with him at his laboratory on C-Island.

   I leave tomorrow on a helicopter! I bet I won't be able to sleep
at all tonight. Well, goodnight.


  1b: Controls/Gameplay
  ********************************

   StarTropics has two styles of gameplay. In this guide I will refer
to them as Overhead and Dungeon.

   Overhead Mode is where all of the story sequences take place.
The control is extremely similar to Dragon Warrior. Your character
will usually traverse towns in this mode, where you can talk to
inhabitants and learn information about your quest and earn valuable
weapons. No fighting takes place in the Overhead Mode so you can't
lose health. You usually travel on land by foot to and from dungeons
and villages, but sometimes, you're forced to go by sea using your
submarine, Sub-C.

   Dungeon Mode is the exciting part of the game. All fighting is
held in this mode. Your character is much bigger in this mode and
moves around a little differently. Turning requires a wait of about
.5 seconds, which can be annoying, but you get used to it. Your goal
in a Dungeon is to find your way out by finding the exit or defeating
a Boss Enemy. To do this, you must find your way through a series of
rooms. To advance to the next room, you must either find the exit,
defeat some or all of the enemies in that room or find a switch that
opens the door. To find a switch, jump on the green colored tiles to
discover a button. Jump on the button to open doors or treasure chests.
On to the controls.

  Controls in Overhead Mode:

  Directional Buttons: Move Mike or Sub-C around the area.
  A Button: Talk to villagers or inspect objects.
  B Button: Submerge Sub-C (Must have ID Code).
  Select: Checks Health, Chapter, and current Weapon.
  Start: Nothing.

  Controls in Dungeon Mode:

  Directional Buttons: Move Mike around the area. While Paused, moves
                       selection cursor.
  A Button: Jump.
  B Button: Attack with Selected Weapon.
  Select: Changes Current Main Weapon.
  Start: Pauses game (By pressing Down while Paused, You can select
          Magic and Items found in the Dungeon. Press the B Button to
          use the selected Magic or Item).

  1c: Major Characters
  ********************************


  Mike Jones:
    Mike Jones is a 15 year old boy from Seattle. He's also the main
    character of StarTropics. You, as the player, must guide Mike
    through countless dungeons to save his abducted uncle.
  Dr. Steve Jones:
    Mike's uncle who is a famous archeaologist from the Coral Seas.
    According to CoralCola's Chief, he has been abducted because of
    his knowledge of a recent discovery.
  CoralCola's Shaman:
    The Shaman of the Coral seas who guides Mike when things are going
    badly. She believes that the Southern Cross is the key to rescuing
    Dr. Jones.
  Baboo:
    Dr. Jones' young assistant. He seems to be hiding something about
    the recent abduction.
  Nav-Com:
    The pilot and computer of Sub-C. Looks like the robot that came
    with the Nintendo.
  The Fortune Teller:
    With the help of her Crystal Ball, the Fortune Teller helps you
    get into the Castle of SheCola.
  Queen SheCola:
    Her name says it all. She gives you your second weapon, the
    Shooting Star.
  Hermit:
    The Hermit who gives you the Scroll of Obob.
  Peter:
    The Parrot of BellCola who gives you a hint on how to get into
    Captain Bell's Cave.
  Zoda:
    The Prime Invader, as he calls himself. His reasonings for
    abducting Dr. Jones is known only to himself, and the Doctor.




2: Walkthrough
**********************************

  2a: Chapter 1; Prelude
  ********************************

	One day in summer,
       you land at C-Island
       where Dr. Jones has
          his laboratory


   You start out on the Heli-pad on the edge of C-Island. Head directly
to the left until you see a few small buildings. This is the first town,
CoralCola. Talk to the natives to learn about Coralcola, your uncle, Dr.
J. and about the Southern Cross. On the north side of town, you'll
notice someone blocking a house. Talking to him will only result in you
getting the brush off. He won't let you pass until you talk to every
single villager, so, do so.

  After speaking with everyone, head into the big hut on the western
side of the village. This is the hut of Coralcola's Chief. Talk to him
to learn about your uncle's sudden disappearance. He leaves it up to
you to find Dr. J. and bring him back to CoralCola. To aid you on your
journey, the Chief gives you your first weapon; The Island Yoyo! Despite
it's toyish appearance, the Yoyo is a very powerful tool and will be
your primary weapon until half-way through Chapter 3.

  With the information and Yoyo in hand, head back to the guy who wouldn't
let you pass. For some reason, he recognizes you as Dr. J.'s nephew and
allows you to go. Head inside and you will see a staircase leading down.
Inside, you will meet the Chief's sister, the Shaman. She tells you that
Dr. J. was abducted because of his knowledge. She also tells you that the
Southern Cross is with you. With that, she wishes you good luck and you
start the first Dungeon.

  2a-a: The Test of Island Courage
  ********************************

  Here we go, the first level. Very easy, very straight forward. Enemies
here are the easiest ones you'll see in the game. The Boss isn't very hard
either. The only thing that might trouble you is the One Room of Death.
The room directly above the two rooms with Medicine is a Death Room. You
step in it, you die. Try not to go in there, OK?
  With each dungeon, I will map out the floors using my wonderful ascii
art talent, and I will provide two walkthroughs for each tunnel. The
quick run is for players who want little information about the actual
rooms or if they are stuck on something and want a quick answer. The
in-depth run covers every room of the tunnel, what to do, and strategies
for tough locations. Read which ever you feel you need.

New Enemies: Jelly, Rattus, Nocto, Looper.
New Obstacles: Tiles, Switches, Dead-Ends, Death Room, Treasure Chests.
New Items/Weapons: Torch, Medicine.
Boss: C-Serpent


                ***
                *E*                   S=Start
                ***                   E=End
                 |                    B=Boss
                ***                   M=Medicine
                * *                   T=Torch
                ***                   D=Death Room (Bad)
                 |
                ***     ***
                *B*     *D*
                ***     ***
                 |       |
                ***     ***
                * *     *M*
                ***     ***
                 |       |
                ******* ***
                *T    *-*M*
                ******* ***
                 |
                ***
                * *
                ***
                 |
                ***
                *T*
                ***
                 |
            *** *** ***
            * *-* *-* *
            *** *** ***
                 |
                ***
                * *
                ***
                 |
                *******
                *     *
                *******
                 |
                ***
                * *
                ***
                 |
                ***
                * *
                ***
                 |
                ***
                * *
                ***
                 |
                ***
                *S*
                ***
  Quick Run:
    Go up until the intersection. Ignore the left an right exits and
  find the Switch to keep moving up. Collect the torch. Don't
  bother collecting the Medicine, unless you really suck, you won't
  need it. Continue up after collecting some more torchs. Go up
  one more room and you'll encounter the Boss.

  In-Depth Run:
    In the starting room, walk around to get used to the controls. You'll
  notice that you move in a square grid fashion. After you're confident
  enough, head up. This first room has three Jellies. Dispose of them to
  open up the door to the next room. This room has six Jellies, and you
  need to kill them all to open the door. Alright, first room with a
  switch. See the tile that one of the Jellies is stuck on? There's the
  Activation Switch. Kill the Jelly and step on the tile to find the
  switch. Kill the Rattus and continue on. This room is the length of two
  rooms. Head to the right while destroying the Rattus' and jump through
  the series of tiles to reach the switch and open the door. The next room
  is similar to an earlier room, but has two Jellies and three Rattus'.
  Take care of them to open the door.

    This room can be confusing. There are two doors, one to the left and
  one to the right. Ignore them both or you'll have to fight your way back
  from a room full of Noctos. Make your way to the top, killing all the
  Jellies on the way and ignoring the switches, and jump on the leftern
  most tile on the top row. Open the door and continue. In this room are
  two Rattus' and two Noctos. You must kill the Rattus' before the door
  opens. This hallway has two switches. One to open the Treasure Chest
  that holds 25 torchs and one to open up the door.

    This room is a two room lengthed room with two doors, one of which is
  hidden. Kill the Jelly and the two Loopers and jump on the tiles near
  the door. You'll uncover three switches. They open the Treasure Chest
  and the two doors. Collect the 25 torchs and go back to the long
  hallway where one of the Loopers were and you'll find a door going to
  the right. In there, you'll find a bottle of Medicine. Step on the tiles
  to find a switch to a door above and, in there, you'll find another
  bottle of Medicine. There's another switch here, but it leads to a room
  full of water and you'll die if you go in there, so don't. Never. Ever.

    Trek back to the original path and go up another room. You'll find 3
  Noctos and 2 Loopers. Dispose of them all to unlock the last door.
  Continue in to fight your first Boss: The C-Serpent. If you're having
  trouble with him, refer to my Boss Strategies section. After killing the
  C-Serpent, continue upwards twice to exit the first stage.

  WOW! YOU'VE DONE IT!
       GOOD LUCK!

  Back to C-Island

  You are now able to explore the rest of C-Island, but since there's not
much to explore.... go to Dr. Jones' Laboratory. Blocking the way is Dr.
J.'s assistance, Baboo. He gives you the ID code for Sub-C, 1492. He
refrains from telling you more, because he is afraid of something that he
won't talk about. Anyway, that's not our concern, now, so head into the
Lab to meet Nav-Com, the main computer of the Sub-C. Give him the ID Code
and you will sail away from C-Island and conclude the first Chapter!



 2b: Chapter 2; Dolphins
  ********************************

       After a few hours voyage,
       Sub-C is still cruising
            on the ocean....

  Like it says up there, you're still cruising along on the ocean, when
a dolphin approaches our hero. Nav-Com translates her squeals and you
discover that she has lost her son. Agree to help in order to continue.
Keep going to the right to find an island with a light-house. Drive Sub-C
into the tunnel and dock to visit the light-house. The man inside doesn't
know anything about the dolphin but he suggests that you see his wife.
Board Sub-C and wait..... you'll see a bit of bubbling at the bottom right
corner of the little area you're in. This means that there is a tunnel.
Push against the wall and you'll go through it. Continue to do this until
you can dock and head to the tiny house. Don't worry about the little
squiggly lines in the water, we'll talk about that later. Inside the hut
is the Lighthouse keeper's wife. She says she saw a bottle on the nearby
beach, so that's where you should go next. You should be able to see it
from her house. Circle around the house and mountains to the neighboring
beach. There is a hidden passage in the mountains if you hold to the left
on the top square. Follow the path to the bottle and read it. It's from
Dr. J.!

  He says that he's been captured by evil aliens and that he wants his
nephew to use the ID Code, 1776. Go back to Sub-C and give this code to
Navcom. He inputs the code and you are now able to submerge with the Sub-C
using the B button. By the way, those squiggly lines are dive areas. By
diving on them, you can travel underwater to another area, so do that.
You'll be able to dock at the top of the island where you see a cave, but
before entering, do you see the Big Heart? You do? Good. There is another
hidden passage in the mountains right next to the Heart. Grab the Heart
and your life level will increase. You should now have a maximum of 6
hearts. You are now done with the overhead map of this island, so enter
the cave which will lead you to....

  2b-a: Octo's Cave
  ********************************

  OK, your second cave. Not too hard, no need to panic. Enemies are harder
here, though. They're faster and hit harder, so be careful. You have a
bigger chance of jumping into the water accidentally here, so watch where
you're jumping. The boss is actually easier than the first one if you
handle it right. Lastly, this level is the first to introduce Submerging
Tiles. Some tiles will submerge every other second and then come back.
Watch your timing with these ones.

New Enemies: Mud-O-Fish, Spinistar, Octot, Puff.
New Obstacles: Sinking Tiles, Hidden Wall Passages.
New Items/Weapons: Baseball Bat, Snowman Doll
Boss: Octo the Octopus.


        ***           S=Start
        *B*           B=Boss & End
        ***           M=Medicine
         |            b=Baseball Bat
        ***           s=Snowman Doll
        * *           --=Secret Wall Passage
        ***
         |
 *** ******
 * *-* ** *
 *** ******
  |   |  |
 *** ******
 *M*-* --s*
 *** ******
      |
     ***
     * *
     ***
      |
     ***
     * *
     ***
      |
     ******
     *    *
     ******
         |
        ***
        * *
        ***
         |
     ******
     *b-- *
     ******
         |
        ******
        *    *
        ******
            |
           *** ****** ******
           * *-*    *-*    *
           *** ****** ******
                          |
                      ******
                      *   b*
                      ******
                       |
                      ***
                      *S*
                      ***
  Quick Run:
    Go up, collect the Bat. Don't equip it, it's not as good as the
  Yo-Yo. Keeping following the path until you reach the second room
  with a Bat. This room has a few secret passages in the wall. Push
  against the wall in places where there is a large shadow. Continue
  with the path until you reach a room with 4 Spinistars. This should
  be the 2nd room yo've seen like this. Unlike the first one, however,
  this room has a secret passage on the right wall. If you feel like
  you might not be able to make it without some extra help, keep
  following the obvious route to some Medicine, then go through the
  passage. Collect the Snowman Doll and continue upward until you meet
  Octo.

  In-Depth Run
    From the starting room, head up to wide open area full of water.
  Continue on the path of grass and, about half way, a Mud-O-Fish will
  jump out from the water at the end and head towards you. 2 Hits from
  your Yo-Yo is more than enough for these guys. Cross another pathway
  and collect the Baseball Bat. You only get 30 swings with it, though.
  (For some reason, it breaks after that...) In the next room, don't
  bother killing the Noctos, they don't cause much harm. Be careful when
  jumping across the sinking tile, and then destroy the Looper and
  continue. This long room is only a few more long pathways of land and
  some Mud-O-Fish. Take them out. Kill the 3 Noctos in the next room to
  open the door upward and go in it. Watch the Spinistar's movements and
  destroy it with two hits from your Yo-Yo or one hit from your Bat. This
  room is a series of tiles with a lot of Octots jumping back and forth
  on them. Kill any Octots that get in your way, making sure not to fall
  into the water or the sinking tile, and find the switch and continue
  through the door.

    This long horizontal room looks a bit bizarre at first because of its
  lack of space. Kill the three Loopers that get in your way and go to
  the left of the room. You'll notice that a part of the wall has an extra
  shadow. Push against it and you'll walk through the wall into the little
  secluded room. Kill the Nocto and collect the hearts and Bat and find
  the switch. Continue through another secret passage leading to another
  little room and hit the switch and leave. In this room, hurry and walk
  to the center of the Spinistars and equip the Bat and take a swing. You
  should be able to take them all out in one swing. If not, wait until
  they slow down and pick them off with your Yo-Yo. Go through the door.

    To open the door in this room, destroy all four of the Octrots around
  the tiles while avoiding the shots from Puff. This next hallway contains
  two hearts and a switch. Move on. Though there are 5 Noctos in this
  room, you only need to destory the one on your immediate left to open
  the soor. Ignore the others and continue up. This next room is similar
  to one you've seen previously. Attack all the Spinistars with your Bat,
  continue up. (If you don't want the Medicine and want to just finish the
  stage, skip to the next paragraph. If not, then read on) This room is
  empty, so head to the left, kill the Loopers and the Noctos and go down.
  Collect the Medicine and find a switch that opens a door that leads you
  back to the room with the Spinistars!

    To continue on with the level, kill the Spinistars if you haven't done
  so already and find the part of the wall that is darkened and push
  against it. On the other side of the hidden passage is a switch and the
  elusive Snowman Doll. You can only use it twice, so save it for the Boss.
  Destroy the Octots and go up to the last room before the Boss. Hey! It's
  the baby dolphin! Grr.... Who put it in that little cage? To find out, kill
  the single Octot and go up to meet Octo the Octopus! If you're having
  difficulty with Octo, refer to my Boss Strategy Section. After defeating
  Octo, the dolphin baby will be free and you will be teleported outside
  the cave.


  WOW! YOU'VE DONE IT!
       GOOD LUCK!

  Back to the Island

  Head back to the dock and board Sub-C and you'll meet the baby Dolphin
and his mother. She thanks you for saving her child and, in return, shows
you the way past the rocks. With a final squeal they wish you luck and
Sub-C sails away to Chapter 3!



 2c: Chapter 3; Storm and Calm
  ********************************

        Suddenly it gets dark
       and stormy on the ocean.
        The sea tosses Sub-C....


  You awaken to find that Sub-C has been knocked over into the rocks and
is in need of repair. Since you can't do anything with it yet, explore
a bit of the island. On your way, visit the hut to drink some coconut
milk that recovers all of your hearts. Keep walking eastward to find a
cave that leads to a town. It's only a short cave, but I'll still map
it for you.

  2c-a: Tunnel to MiraCola
  ********************************

  I think this is the shortest cave in StarTropics. It only takes about 5
minutes to complete but there is a catch. There are two exits at the end
of the tunnel, one that leads to the town of MiraCola, and the other leads
back outside of the cave next to the entrance. You'll meet some tougher,
quicker enemies here, but you will also get to use a powerful weapon.

New Enemies: Dodo, Ninja Monkey, Boneheads
New Obstacles: Sinking Tile Path, Alternate Exit, Dark Rooms, Light Switch
New Items/Weapons: Bola
Boss: None


      ***
      *E*                   S=Start
      ***                   E=End
       |                    e=Wrong End
  *** *** ***               D=Dark Room
  *e*-*D*-* *               B=Bola
  *** *** ***
           |
          ***
          * *
          ***
           |
          ***
          *B*
          ***
           |
          ***
          * *
          ***
           |
          ***
          * *
          ***
           |
          ***
          *B*
          ***
           |
          ***
          * *
          ***
           |
          ***
          *S*
          ***

  Quick Run:
    Go up two rooms to get the Bola. Take out the Ninja Monkeys with the
  Bolas and continue up. Get some more Bolas and continue to the Dark
  Room. Find the Light Switch and go up to the exit.

  In-Depth Run:
    Go up one room and destroy the three Dodos. Be careful, their movement
  is very erratic. Continue up and destroy the two Dodos (stand on the
  tile and they can't get to you.) and find the switch for the Treasure
  Chest on the little island. You will get 40 Bolas. Equip them for the
  next room and continue. Dispatch the 4 swift Ninja Monkeys with your
  Bolas as quickly as you can. When they're destroyed, the door will open
  to a room with 6 Ninja Monkeys. Again, try to kill as many as possible
  without moving from the entrance to ensure your safety. In the next room,
  don't open the Treasure Chest. First, kill the Looper when he tries to
  attack you through the chest, then open it. Grab the 40 Bolas and jump
  when the 2 Loopers attack. Continue up one square, turn around, and hit
  them when they return. Continue up.

    These types of rooms are my favorite. It's a path of sinking tiles
  that you must jump across quickly. If you don't think you can make it in
  one run, jump to one of the side tiles to rest, and to collect some
  hearts. In the next room, stay where you are and take care of the Dodos
  before moving. When they're gone, move out and hit the Boneheads 5 times
  with your Bola to open the door.

    This next room is a Dark Room. It is completely black until you step
  on the Light Switch. Just follow my directions. Step two squares left and
  jump one square up to activate the lights. Jump upwards once more to find
  the switch to the Northern room. Go there instead of the Western room.
  The room on the left will take you directly outside of the cave, back on
  to the path to the entrance. So, don't go this way or you'll have to do
  the whole cave over again, not that it's very difficult... Anyway, go up
  to the Exit and finish the cave. Right, no boss!


  WOW! YOU'VE DONE IT!
       GOOD LUCK!

  Back to MiraCola Island

    Follow the short path to enter the village of MiraCola. Once inside,
you'll notice a large grass hut to the right. Circle around it and the
small forest while talking to everyone. On the way there, stop to drink
some coconut milk to restore your hearts. Cross the bridge and talk to
the guard in front of the hut. If he won't let you in, then you must
speak with all of the villagers. Inside the hut, the chief of MiraCola
will tell you the story of how his daughter bananette fell into a deep,
never-ending sleep. He informs you of a hermit living on the northern
side of the mountain who might be able to help. He alse tells you that
he will repair the Sub-C if you help him. You don't have much of a
choice so agree to help him out. If you want, stop by Bananette's room
to see how she's doing. When you're ready, leave MiraCola using the exit
on the eastern side of the village.

    The road north is long and full of dangerous dungeons. After a short
walk, you come across the second dungeon of Chapter 3.


  2c-b: Magma's Molten Tunnel
  ********************************

   A lot longer and tougher than the previous dungeon, but not overly
difficult. The cave starts like a usual cave, but then enters a hellish
pit with fire and lava. The hardest part of this stage is not in the
stage itself, but actually in defeating Magma The Fierce. The Items
you will find are useful, but the Sling Shot is useless.

New Enemies: Gadfly, Mad Muddy
New Obstacles: Volcanoes
New Items/Weapons: Stop/Slow Watch, Try-Your-Luck Sign, Sling Shot
Boss: Magma The Fierce


  ***             ***            *** ***      ***
  *1*             *1*            *B*-*2*      *2*
  ***             ***            *** ***      ***
   |                              |            S=Start
  ***                            ***           E=End
  * *                            * *      ***  B=Boss
  ***                            ***      *E*  M=Medicine
   |                              |       ***  D=Dark Room
  *** ****** ***                 ***       |   s=Sling Shot
  * *-*sb D*-* *                 * *      ***  W=Stop/Slow Watch
  *** ****** ***                 * *      *2*  T=Try-Your-Luck Sign
       |      |                  * *      ***  b=Baseball Bat
      ***    ***                 *o*           o=Bola
      *M*    * *                 ***           1=Staircase
      ***    ***                  |            2=Staircase
              |               ******
             ***              *    *
             *S*              ******
             ***               |
                              ***
                              *W*
                              ***
                               |
                          *** ***
                          *1*-*T*
                          *** ***

  Quick Run:
    Follow the path until the dark room. Take the third path with
  the looper. Jump down to a secret room with some medicine. Acquire
  the Sling Shot and Baseball Bat and continue until you reach a
  staircase. Follow the stairs and grab the T-Y-L Sign. Continue up
  and take the right path of tiles north to Magma the Fierce. Defeat
  him and climb the stairs to the exit.


  In-Depth Run:
    In the first room, there are two rows of three Loopers. They will
  charge at you if you walk in there line of site so the best thing to
  do is to walk in the middle, jump over as they rush at you, and
  repeat until you reach the top of the room. Take the two Bone Heads
  down with five swings of your Yo-yo and continue to the left. In
  this dark room, dispatch the Looper and walk as far as you can to the
  left. Walk to spaces down, turn left, kill the Looper and jump across
  the pit. Carefully destroy the three Loopers and walk up to the same
  row as the Octot and watch his movement. Mime him on the times and
  light the room. Grab the Baseball Bat and the useless Sling Shot and
  ignore the exit for now. Continue south to receive a bottle of Medicine.
  Walk back and take the left exit. Don't equip eaither weapon, they're
  just not as good as the Yo-Yo.

    In this next room, you will meet three Gadflies. These enemies fly
  in a diagonal pattern and then stop to rest for a second. Attack them
  at that moment. After defeating them, uncover the switch at the
  bottem-left hand corner of the room and continue upwards. With luck,
  you will be able to clear this trail of sinking tiles in one try. If
  you're low on hearts, step on the left block to get a pair of hearts.
  Continue up to a room with some stairs. Descend them to another room
  with stairs. Descend them as well.

    Continue to the right and enter a room with four volcanoes. These
  volcanoes will shoot four fireballs every five seconds. They move
  very slow, so dodging them isn't a problem. If you feel lucky, grab
  the sign in the corner. The T-Y-L sign will either give you a life,
  give you two lives, or take one away! It's up to you whether you take
  it or not, but I suggest that you do. Hit the tile next to the sign
  to reveal the switch and enter the next room. This room has three
  Gadflies. Jump three tiles to the left to uncover a Stop/Slow Watch.
  This watch will either slow the enemies or stop them completely. this
  will help in eliminating the three Gadflies.

    In the next room, you will encounter Mad Muddy for the first time.
  He will randomly pop up out of the lava to shoot two fire balls at
  you. Don't take the time to attack Mad Muddy, his fire balls are
  easy to dodge. Jump on the far right tile to access the switch to
  the next room. This room has two paths of tiles. If you are low on
  health, take the left path to some hearts, if not, take the right
  path. Don't bother tracing your steps to get the Bolas, there aren't
  any more enemies to use them against after this room. In the last
  part of this long vertical room is another sinking tile path. Clear
  it and enter the last room before the boss. There's nothing important
  in this room, so continue upwards to fight Magma The Fierce. If you're
  having difficulty with Magma, refer to my Boss Strategy Section.

    After defeating Magma, leave to the right and follow the stairs to
  the exit!


  WOW! YOU'VE DONE IT!
       GOOD LUCK!

  Back to MiraCola Island


  Continue north until your path is divided between a beach and a castle.
Enter the castle. This is SheCola Castle, the biggest feminist rally of
any NES game! Seeing how you are a lowly man, the guard refuses to grant
you passage into their fort. Talk to the old man around the corner to
learn of a fortune teller. Circle around the castle walls to find the
Forune Teller's Camp. The Fortune Teller tells you that she can't help
you because she dropped her crystal ball in the lake at Ghost Village.
Now, why would the old Fortune Teller wander out to a place called
Ghost Village? In any case, you are forced to travel to Ghost Village
to recover her lost crystal ball. Exit the castle and walk north through
the mountain range, taking the staircase for a Big Heart. You should now
have seven hearts in all. Continue through the mountain range and across
the tiny trail of land to a lone house. This is Ghost Village.

Inside Ghost Village, travel to the north eastern field of gravestones.
You'll notice that one gravestone is a different color than all of the
others. Walk into it to enter the next dungeon, The Ghost Tunnel.


  2c-c: The Ghost Tunnel
  ********************************

   This is probably the hardest tunnel in Chapter 3, so be prepared.
Being a ghost tunnel, all of the enemies are undead. One enemy,
however, is a ghost called Minie. Minies are invisible and will harm
you unless you use The Rod of Sight. The Rod allows Mike to see where
there are ghosts in the room. As with the first tunnel of Chapter 3,
this dungeon has multiple false exits. I will tell you where they are,
just don't enter the rooms with them, or you will be forced to exit.

New Enemies: Bonedog, Skull, Minie, Muumu, Mr. Armstrong, Dimhag
New Obstacles: Invisible Enemies,
New Items/Weapons: Rod of Sight, Lantern, Miracle Mirror
Boss: Maxie


   ***                    S=Start             b=Bolas
   *F*                    B=Boss              M=Medicine
   ***                    E=Exit              W=Stop/Slow Watch
    |                     F=False Exits
   ****** ***             R=Rod of Sight
   *    *-* *             L=Lantern
   ****** ***             m=Miracle Mirror
    |      |
   ***    ***              *** *** *** *** *** ***
   * *    *S*              * *-* *-* *-*m*-* *-* *
   ***    ***              *** *** *** *** *** ***
    |                           |               |
   ***                         ***     *** *** ***
   *R*                         * *     *E* * *-*b*
   ***                         ***     *** *** ***
    |                           |       |       |
   ***                         ***     *** *** ***
   * *                         *W*     * *-*B*-* *
   ***                         ***     *** *** ***
    |                           |
   *** *** ***                 ***
   * *-* *-* *                 * *
   *** *** ***                 ***
    |   |                       |
   *** *** *** *** *** *** *** *** ***
   *F* *F*-* *-* *-* *-* *-* *-* *-* *
   *** *** *** *** *** *** *** *** ***
                    |
                   ***
                   * *
                   ***
                    |
                   *** ***
                   *L*-*M*
                   *** ***


  Quick Run:
   Follow the southern path in the horizontal room. Continue down and
  grab the Rod of Sight. Use it in the next room to uncover some
  Minies. In the room with a lot of Skulls and tiles, reveal the switch
  to open an exit to the right. Go down to a room with a Jelly and a
  staircase. Do not go up the staircase unless you want to do the whole
  dungeon again. Kill the Jelly and push against the darkened wall.
  In the dark room, follow the path down to get a Lantern. Use the Rod
  in the the lowest room and open a secret room with some Medicine.
  Go back up to the dark room and use the lantern. Go north at the
  skull room. At the top use the Rod of Sight and continue right.
  Continue moving right using the Rod when needed. in the room with
  two Bonedogs, don't forget to collect the Miracle Mirror. Continue
  and collect the Bolas. When you reach the empty room with four
  volcanoes at the top, use the Rod one last time and defeat Maxie.
  Continue to the last room and jump on the north tile three times
  drain the lake.

  In-Depth Run:
    In the first room, stand on a tile, so the Bonedogs can't reach
  you and then just wail away at them with your Yo-yo. In the next
  room, follow the south path and exit using the southern exit. The
  room to the north leads to a false exit. As soon as you enter this
  seemingly empty room, jump over the water to avoid getting damaged
  by an invisible Minie. Get the switch and continue downwards.
  Be very careful in this room, the Muumus are slow, but they're
  strong. After defeating them, collect the treasure chests to receive
  five Rods of Sight. Use it immediatly in the next room to uncover
  five Minies. This next room has two exits. The one leading south
  is a false exit, so instead find the switch to open an exit to
  the right. Use the Rod of Sight and defeat the Minies to reach a
  room with some hearts. Continue down.

    This room looks like a false exit room, but don't worry, you
  don't need to take the stairs. Instead, kill the Jelly and push
  against the wall where it was standing to go throught the wall.
  Unless you are in a real need of hearts, ignore the Double Heart
  at the bottom of the room. Continue to the right, dodging the
  volcano. In the dark room, follow the path down to a room with
  four Muumus. Defeat them carefully and travel downwards again.
  This room holds a Lantern and a secret exit to a room with some
  medicine. After collecting the items, make your way bak to the
  dark room and use the Lantern. This will light the room for about
  five seconds. Use the Lantern sparingly, though, you only have
  five times to use it. Make your way through the little maze of
  tiles and defeat the two Mr. Armstrongs in the next room to
  continue.

    Go straight up, ignoring the room to the right and defeat the
  three Bonedogs. Collect the hidden Stop/Slow Watch and you'll
  have an easier time with the two Muumus. Grab the hearts in the
  next room and continue up. If you're running low on Rods, go to
  the left to collect some more. Go back to the previous room and
  use the Rod. Continue to the right and use the Rod again. In
  the room with the Bonedogs, there is a hidden Miracle Mirror.
  You need this weapon to continue the dungeon, so get it. You'll
  get 80 hits with the Mirror. In the next room, attack the
  Dimhags by bouncing their energy off of the Mirror. To the right
  is a room with six Muumus!! Be extremely careful with these guys.
  A good strategy is to get them all to follow you like a Muumu
  Conga line and then kill them one by one as they follow you. This
  way, you don't have to worry about running into another Muumu.

    After defeating the Bonedogs in the next room, use the Rod to
  gain entry to a stash of Double Hearts. Collect the Bolas but
  don't equip them yet. You need to use them against the boss.
  Continue downwards and defeat the Dimhags and Skulls to access
  the next room. This room is seemingly empty, so you know what
  to do, use the Rod of Sight. this time, however, no Minies will
  appear. Instead a huge ghost by the name of Maxie will
  materialize! If you're having difficulty with Maxie, refer to my
  Boss Strategy Section. After defeating Maxie, continue to the
  left. If you want, use the Rod again and a single Minie will
  appear in the corner. Defeating it won't do anything so it's
  kind of pointless. In this last room, jump on the top tile three
  times to watch the lake be drained. Revealing the Crystal Ball
  that you came here for! That dungeon was pretty tiring, but
  don't worry, the next two dungeons are kind of a break from the
  difficulty of the last two dungeons.


  WOW! YOU'VE DONE IT!
       GOOD LUCK!

  Back to MiraCola Island


  Now that the lake is drained, collect the Crystal Ball and make
your way back to the Fortune Teller's camp. Now that she's back in
business, the Fortune Teller agrees to help you into SheCola.
With a bright flash, she.... turns you into a girl!!! I think that
Startropics is the first video game with a cross dressing hero.
Take that, Final Fantasy VII! Anyway, you can now enter the Castle
of SheCola. None of the women have anything important to say, so
enter the north-west room and follow the stairs to meet with Queen
SheCola. She has heard of your heroic venture to Ghost Village and
asks you to join SheCola. You refuse and ask about the mountain
Hermit. She tells you to talk to the head warrior. Before leaving,
the Queen also gives you your second weapon; The Shooting Star!!
The only drawback is that you must have atleast six full hearts
to use the Shooting Star, otherwise, you're stuck with the Yo-yo.
If you've collected the two Big Hearts, you shouldn't have much of
a problem keeping atleast six hearts. This weapon has a range of
five tiles.

  After leaving the Queen, talk to the head warrior and she will
tell you how to get to the Hermet's island. With the information
in hand, leave SheCola and change back into a guy. Exit to the
Island map and head west to the beach. If you've been here before,
you'll remember that you couldn't pass through because of all the
water, but with SheCola's spell in hand, you can now get past!


  2c-d: The West Tunnel
  ********************************

   Remember when I said that the first dungeon in Chapter 3 was
the smallest in the game? I lied. This tunnel is less than 10
rooms long. It's incredibly easy, and all of the enemies are
from Chapter 2. This is really only a chance for you to use your
new Shooting Star. I'll map this dungeon for you, but I won't
include an in-depth run, because there's no need for one.

New Enemies: None
New Obstacles: None
New Items/Weapons: Shooting Star
Boss: None

   ***         *******
   *E*         *     *  S=Start
   ***         *******  E=Exit
    |           |   |
   *************** ***
   *             * * *
   *************** ***
                    |
                   ***
                   *S*
                   ***

  Quick Run:
    Go up to the first room. Stand on the switch and cast the spell
  told to you by SheCola. "Shout ABRACADABRA and jump ten times".
  Don't worry, you don't have to shout abracadabra unless you really
  want to, but you do need to jump ten times. This will create a
  bridge. Follow the path, defeating the Octots and Mud O Fish until
  you reach the end. Exit the tunnel. If you died here, you are sad.


  WOW! YOU'VE DONE IT!
       GOOD LUCK!

  Back to MiraCola Island


  Hug the side of the mountains to walk through the mountain range.
On the other side, go into the hut to talk to Po, the poet. Po sings
you a hint on exiting the next dungeon, but since I'm here, you don't
need Po, so slap him in the face and exit the hut. Head down and enter
the cave next to the tall mountain to enter the last dungeon of chapter
3; The Hermit's Mountain.


  2c-e: The Hermit's Mountain
  ********************************

   This is it! The last dungeon in Chapter 3!! Not as long as the
Ghost Tunnel, but the enemies require more hits to defeat. But as
long as you're equipped with the Shooting Star, you shouldn't have
much trouble. Be careful of the new Sudden Sink Tiles. These white
tiles will sink as soon as you jump on them, so jump directly after
landing. Also, there are Phantom Tiles. You can't see these tiles
until you actually attempt to jump on them. i'll point them out for
you.

New Enemies: Froppa, Gogglin, Big Bully
New Obstacles: Sudden Sink Tile, Phantom Tile
New Items/Weapons: None
Boss: None

                            *** *** ***
         ***                * *-* *-* *
         * *                *** *** ***
         ***                 |   |   |
          |                 *** *** ***
     *** *** *** *** ***    * *-*E*-* *
     *M*-*T*-* *-* *-*2*    *** *** ***
     *** *** *** *** ***     |   |   |
          |                 *** *** ***
         ***                * * * *-* *
         *W*                *** *** ***
         ***   S=Start       |
          |    E=End        ***
         ***   1=Staircase  * *
         * *   2=Staircase  ***
         ***   M=Medicine    |
          |    B=Bat        ***
 *** *******   T=TYL Sign   *2*
 *1*-*     *   b=Bola       ***
 *** *******
                  ***
                  *1*
                  ***      W=Stop/Slow Watch
                   |
  *** *** *** *** ***
  * *-*B*-* *-* *-*b*
  *** *** *** *** ***
   |
  ***
  *S*
  ***

  Quick Run:
    Kill the Righthand Looper and continue right, and ignore the
  Baseball Bat. Collect the Bolas and go up to descend the stairs.
  Find the switch while avoiding the Froppas and head up. To open the
  door, kill the Mad Muddy. At the intersection, go left to collect
  medicine. Find a hidden switch near the top of the intersection to
  receive a TYL Sign. Continue to the right, killing the Froppas and
  Gogglins and ascend the staircase. Continue up until a room with a
  Gogglin. Kill the Gogglin and move up, then to the right, ignore
  the exit to the south and continue right, then down. In this room
  with the single looper is an invisible passage way through the wall
  on the left. Go through it and jump on the fountain. The end.

  In-Depth Run:
    To gain access to the second room, you must defeat the lower right
  hand Looper. You can kill the others if you'd like, but it's not
  necessary. Simply destroy all three skulls to open this next door.
  Also, there is a secret switch that you can only get to by using a
  Phantom Tile. Jump up to the top right hand tile and a Phantom Tile
  will appear under your feet. The switch holds a Baseball Bat, but
  it's not very useful, so unless you're better with the bat than the
  Shooting Star, don't take it. With the new Weapon, Boneheads only
  take three hits to defeat, so dispatch these two and continue right.

    This is the first room with Sudden Sink Tiles. You can't kill the
  Skull from your vantage point, so hop quickly to the other side and
  take it out. Press the switch and open the door. There are 40 Bolas
  Inside the Chest. To get to it, simply jump across, using the
  Phantom Tile. Go up and descend the staircase.

    Jump across the Sudden Sink Tiles while avoiding the non-stop wave
  of Froppas. The switch is on the tile directly next to the Sink Tile.
  Defeat the Mad Muddy that pops out to open this next door. To easily
  defeat him, jump on the tiles and when Mad Muddy appears, jump over
  him and stab him in the back. Jump across the Sinking Tile Path and
  ignore the Stop/Slow Watch. In this next room, go to the left and
  reveal a switch to open the lefthand door. Colect the Medicine and
  go back to the intersection. Near the top is a switch for a TYL Sign.
  Don't bother going into the top room, it's a dead end. Find the switch
  and open the door to the right. Defeat two Froppas to open the way to
  the next room. Be careful while defeating the Gogglers here. Once hit,
  They move quickly either up and down, or left to right. Ascend the
  staircase.

    Go up and ignore the Mad Muddy. Kill the Big Bully and move up.
  This room has two exits, take the northern one by defeating the
  Goggler. Defeat another Big Bully and continue right. This room
  also has two exits uncover the switches and take the one to the
  right. Once again, destroy the Big Bully and move south. Defeat the
  Looper and go to the fifth row of blocks. Then push against the wall
  to the left. You should be in a room with a geyser. Jump on this
  geyser to finish off the final dungeon in Chapter 3!!


  WOW! YOU'VE DONE IT!
       GOOD LUCK!

  Back to MiraCola Island


  Alright, we did it! We are now on the top of the mountain with the
Hermit. Talk to him to receive the Scroll of Obob. With this in hand,
you can now wake Bananette. You automatically run all the way to
MiraCola to save Chief MiraCola's daughter. Mike reads from the scroll
and Bananette finally wakes up. The village rejoices and they agree to
repair the Sub-C. You are now able to continue your journey. We finally
end the longest chapter in the game. Congratulations.



 2d: Chapter 4; Confession
  ********************************

        Sub-C is cruising
          on the ocean....
      A small island appears
         on the horizon...


  After such a long chapter with five dungeons, it's nice to have a
little rest. There are no real dungeons in this chapter, but there is
a maze. Like a regular dungeon, I'll map that out for you.

  Continue sailing to the east and you'll arrive at an island shaped
like a fish. Enter the small town of TunaCola and talk to the villagers.
According to a fellow named Bate, a sailor from C-Island was looking for
you, but is now traveling east. Well, get back in the Sub-C and start
sailing east. In a few seconds a large whale will eat you. Very
inconveniant...



  2d-a: Inside the Belly of a Whale
  ************************************

  *=Water
  #=Land
  %=Fish Bones

                                   ##****    ***      *
       ****************            #    *   *****   ***
      **          *                #    *****   *****#**#######
      *           *                #    *           ***       ##
      *          ***               #    *             *        #
      *          *#*               #    *             *        #
      *****      ******            #    *             *        #
          *      *#*  *            #    *             *        #
          ****##****  *            #    *                     ##
          *        *  **           ##****                     #
          *        *  *             **                        #
          *        #  *              *                        #
          *        #  **##****       *                        #
     ###  *   #    #  *    **        *                        #
     # #***   #    #       **        #                  ########
     #*#***   #    #       **        ####                      #
     #*#***   #    #       **           #       **             #
     #*#     ##%####       *            *    ******            #
     #*#     #     #      **            ******* ***            #
   ###*###   #     #      **             *       *             #
  ##*****##  #     #      *              *       *    *        #
  #*******#  #     ##******              *       *    *        #
  #*******#  ##    #   *                 *       *    *        #
  #*******#####    #   *           *******       *    *        #
  #*******#  #   ###   *         ***             **   ***     ##
  ##*****##  #   #     *   BABOO ***              *****#**#####
   ###*#%#   #   #     *      | #**                   ***
     #*#     #   #     ***    ###**
     %*#     ##  #     ***#######*
     ###      #######   ***#*#****
     #              #    **#*****            ***
     #              #    ********     **********--START
     #              #     *************      ***
     #              %      ****
   ###      ##########
  ###       #        |
  ###     ###     LIGHTER
  ####    ###
   ####  ####
     ########
          ##


  You start off in the lower right hand corner of the whale. Sail
to the left until a large room, where you'll see someone with a raft.
Dock in the small inlet and talk to him. It's Baboo, Dr. J's assistant
that you met on C-Island!! Baboo tells you more about the Doc's
disappearance and you both formulate a plan to get out. Using Baboo's
lighter, you can build a fire to make the whale sneeze you out, but
Baboo lost his lighter when he was swallowed... Time to go get it.

  Head to the right and go up. Keep following the water, don't go on
land. Sail until you find a dead end with a dive area. Dive and you'll
travel north. Continue to follow the water until an intersection. Go
down and ignore the first dive area, but dive at the second one.
Go up and continue following water. Soon, you'll reach a dead end that
is a 3x3 tile area. Move through the wall on the left and skip the dive
area. Move down until there is no water and dock. Follow the path and
you'll reach the lighter.

  Walk back to Sub-C and use that Dive area you saw. Move down and
you'll be back in that area with Baboo. Give him the lighter and you
will build a fire. The fire will get smokier and smokier until the
whale spits you out onto a little island.

  Baboo then tells you that Dr.J's last words were to tell Mike to
dip his letter in water. Now, unless you own the game with the manual,
you don't have that letter. If you do have that letter, dip it in
water to reveal a password; 747. If you don't have the letter, guess
you're stuck here... or you can look up a line and see the password.
Either way, board Sub-C and give the password to Nav-Com. This will
enable you to continue on to Chapter 5!!




 2e: Chapter 5; Captain Bell
  ********************************

      Sub-C is searching for
      Dr. Jones' location....
        But the strait is
             blocked!



  You start below two islands. It appears that the only way to go is
through the strait, but it looks like a huge ship is blocking the
way. Dock at the nearest harbour on the western island and enter the
town of BellCola. After talking to some of the villagers, it's pretty
obvious that everyone idolizes some guy named Captain Bell. The guard
won't let you into the Chief's hut until you talk to everyone, so do
just that. When he lets you in, talk to the Chief.

  He tells you the story of Captain Bell and how he saved the islands
by sacrificing his ship and blocking the strait. He then vaguely
mentions someone named Peter. Well, let's go find him. Leave the
village and head to the left through the path of palm trees. Talk to
the parrot at the end to discover that this is Peter. Apparently,
Peter won't give you the time of day, unless you can supply him with
a gift. There's nothing left of value on this island right now, so
head back to Sub-C.

  Follow the walls of the eastern island until you have nowhere to go
but down. You will find a dive area, so dive. Go up until you see a
wall with little bubbles coming out. Push through that wall and dock.
Go up to the lone house to meet Hook, the master fisherman. When asked
if you'd like to know the ABCs of fishing, reply yes. Replying no will
make him wonder if you are Nester, which I think might be a reference
to Nintendo Power's Nester and Howard. Anyway, Hook will give you a
fresh worm. Yay, now we have a suitable gift for Peter, so head back
and talk to him.

  Give the worm to Peter and he'll tell you everything he knows about
getting through the strait. Strangely enough, he'll say Do Me So Far,
Do Me. Those of you who are musically inclined, may recognize the
musical notes used there. This message translates to Do Mi So Fa Do
Mi. Now, with that little tune in your head, go back to the island
where Hook lives. Once there, curve around the mountains to the south
and push through to the left to enter a secret passage. Instead of
following the path up, stop on the last tile and press left to find
a memorial of some kind.

  Inside, a woman tells you that this is the Captain Bell Memorial.
Anyway, look at the huge organ. Maybe Peter was trying to tell you
something. Play the melody that you learned on the giant organ.

Do Mi So Fa Do Mi

or, if you want to more technical,

1 3 5 4 1 3

After hitting the last note, the flames blocking the stairs will
vanish, letting you in. Take the first case of stairs you see to
enter an empty room. Now push against the bottom left of this room
to gain a Big Heart. If you've gotten the other two Big Hearts,
you're maximum hearts should be 9. Continue through the path to
a cave. This is Captain Bell's Cave. Inside is the secret to getting
through the strait.


  2e-a: Captain Bell's Cave
  ********************************

   This tunnel is pretty long and is filled to the brim with
dangerous traps. Be very careful when traveling through a
seemingly empty room. You never know when a spike might jut out
of the ground or an arrow might come out of the wall. Again, there
is no boss, simply a final switch that you must press in the last
room. You will meet newer versions of older enemies, such as Green
Loopers and Red Noctos. These are much more difficult then their
older versions, so expect some new surprises from them.

New Enemies: Pirate Ghouls, Megaton
New Obstacles: Arrows, Silver Balls, Pencil Trap, Trap Rooms,
               Sinking Floors
New Items/Weapons: None
Boss: None
             *** ***   S=Start     T=TYL Sign
             * *-* *   E=End       m=Miracle Mirror
             *** ***   M=Medicine  !=Trap/Megaton Room
              |   |
         *** *** *** *** ****** *** ***   R=Rod of Sight
   TO A -*!*-* *-* *-* *-*    *-*!*-* *   B=Baseball Bat
         *** *** *** *** ****** *** ***
                  |                  |
                 ***                *****
                 *T*                *S  *
                 ***                *****



                                       ***
    ******                             * *
    *E-- *                             ***
    * ****                              |
    * * ******* ****** *** *** *** *** *** *** ******
    * *-*!!!!!*-*    *-* *-* *-* *-*B*-*R*-* *-*m!!!*- FROM A
    *** ******* ****** *** *** *** *** *** *** ******
                                |   |   |
                               *** *** ***
                               * * *M* * *
                               *** *** ***
                                |   |   |
                               *** *** ***
                               * *-*!*-* *
                               *** *** ***


  Quick Run:
    Walk thorught the wall on the right of the entrance to collect 4
  hearts. Collect the hearts in the Trap Room and find the switch before
  being trapped. Continue left through the trap rooms until an inter-
  section with three exits. Go down to collect a TYL Sign. Go to the
  left to get some more hearts, and go up to continue. Fall through the
  floor and climb the bottom right stairs.Go up five spaces and head
  left throught the wall. Go down one space and go through the left wall
  to another room. Go down and left to another trap room. Continue past
  the Megaton room, making sure that you collected the Mirror and defeat
  the Pirate Ghouls. Unless you're in real need of hearts, don't go up.

    Go down and to the left. In this Megaton room, don't bother going
  up. Instead keep going to the left and head up until a room with two
  Big Bullies. Use the Rod of Site in this room to uncover a Minie.
  Defeat it and head to the left. Continue to the left until a room with
  some Pirate Ghouls. Go up and through the wall twice. Jump on the
  switch to end this level.


  In-Depth Run:
    If you're not full on Hearts, go through the right wall in the
  entrance to find a room with two double hearts. This should fill you
  up. Head up and kill the Red Nocto directly to the right of you to
  open the door to the left. This room is a trep room, as if the music
  didn't tip you off. When you reach half-way to the door, the room will
  start breaking apart. Find the switch on the top and bottom right hand
  corners of the room to uncover two more double hearts. The switch to
  open the door is at the top left hand corner. Move quicly through this
  room to avoid the arrows coming out of the wall. As long as you don't
  stop or if you jump every once ina while, you should be safe.

    The Silver Ball in this room will move back and forth very quickly
  once you hit it. You must hit it to pass it, so hit it, and time your
  jumps to reach the next side safely. The switch is on the right side
  of the room, while the trigger is on the left. At this intersection,
  head down to collect a TYL Sign. If you're in need of hearts, go left.
  To continue, travel north to a room with many Rattus. Walk on the space
  at the top right corner of the room to sink down to another room with
  spikes trying to skewer you. Avoid the spikes and ascend the bottom
  right staircase. Back on the top floor, move up five spaces, move
  through the wall on the left and go down one space to move through
  the left wall again to another room. Go down, then left to enter another
  Trap Room. This room will break down after you take your first step. The
  Switch is two tiles under the exit, so get there as soon as you can and
  exit this room.

    This room contains a Megaton ball. Move through the room, avoiding
  the huge ball whenever you need to. Collect the Miracle Mirror and hit
  the switch. In the next room, use the Mirror just like you did against
  the Dimhags back in the Ghost Tunnel. Defeat the Green Looper to open
  the exit. In this intersection, do not travel up. You can travel to
  the left to get a Baseball Bat and some Medicine. To get to the
  Medicine, use the Rod of Sight to uncover a Minie in the corner.
  To continue with the tunnel, move down and defeat the Loopers and
  Noctos. Take out the Dodos in the next room and you'll come to a small
  Megaton room. Don't bother going up, that'll just lead you to the room
  with the Medicine. Hit the switch on the right hand side of the room
  and continue. Move up past a tile path full of Noctos and defeat the
  two Big Bullies. Use the Rod of Site and destroy the Minie to open
  the way to the left hand room.

    Hit one of the Silver balls to activate it. Then, while standing near
  the other Silver Ball. Jump to avoid the moving ball and hit the still
  ball at the same time and, hopefully, they will follow the same path,
  making it easie to jump over them. Find the switch in the middle of
  the tiles while avoiding the Pencil Traps. Also, there is a switch that
  reveals some hearts next to the door switch. Move quickly to the left
  to avoid the arrows. At the last bit of land, jump in place to avoid
  jumping into the sinking tile while it's down. Continue to the left
  and open the door. This Megaton room is much harder because the ball
  doesn't stop as much anymore. If you hit the Megaton with your Shooting
  Star, it will puase for a second, as if it hit a wall. Get in front of
  the ball and walk to the left, hitting the Megaton when it gets too
  close. In this next room, defeat the Pirate Ghouls using the Mirror and
  move upwards. Push through the wall on the right to find a passage.
  Go to the top of the path and head back to the left. Jump on the tile
  three times to complete this dungeon!




  WOW! YOU'VE DONE IT!
       GOOD LUCK!

  Back to BellCola Island


  Now that the dungeon is drained, Captain Bell's ship will sink, leaving
the strait wide open for you. After God Save The Queen, you automatically
board Sub-C and continue through the strait to Chapter 6!




 2f: Chapter 6; Reunion
  ********************************

      Sub-C is searching for
      Dr. Jones' location....
      Will Nav-Com catch his
        signal on time?



  The first little bit of this chapter consists of navigating through a
series of islands via Sub-C. Start off by heading east until you run
into a huge island blocking the path. Search the side of the island for
a secret passage through the island. On the other side there's a little
island with a town on it. If you want, dock and enter the town of
HowdoyaduCola. Talk to the villagers to learn nothing. Board Sub-C and
continue north-west and eventually you'll find a dive area. Dive and
you'll emerge in a tiny area with three more dive spots. The top one
leads to a dead end, the bottom leads to a Big Apple, which doesn't do
anything. Dive at the eastern dive area to continue. Dock and enter the
staircase to collect a Big Heart. You should now have twelve hearts.
You'll now be in a huge area with an island and a house on it. Don't go
in there, there's nothing of importance. Head south until an island
blocks your path. Search the side of the island to find a passage
through it. Continue south to a group of islands and dive areas shaped
like an arrow. Dive at the second dive area from the left. Continue
south some more to two dive spots adjacent to each other. Take the
bottom one. Head directly west to another dive spot and use it.
You will travel north for a while and emerge in a tiny path below an
island. Move north and Nav-Com will report the coordinates of Dr J!
That must mean we're getting close! Continue north and pass through
the large island. Continue east until Nav-Com shouts the numbers
North five, East six, so travel north five spaces and east six spaces.
Nav-Com will say that the signal has stopped. This is your cue to
dive.

  You will find yourself in an underwater cave. Travel north to a cave
and dock. Travel north 3 screens and you will enter a ruin of some
kind. Move to the east and enter the next dungeon.





  2f-a: Lost Ruins
  ********************************

   Not very long or overly difficult. This is the first dungeon,
however, to have two bosses, one of which is a clone of Octo from
Chapter 2. A useful item, the Armlet, is found here. When equipped on
Mike, you can jump a span of two tiles! The effect wears off once you
leave the room, however.

New Enemies: Armet, Squidos
New Obstacles: None
New Items/Weapons: Wonder Horse Hide, Spike, Anklet
Boss: Giant Turboss, Broken Joe


     ***
     *E*       S=Start
     ***       E=Exit
      |        B=Boss
     ***       A=Anklet
     *B*       W=Wonder Horse Hide
     ***       s=Spikes
      |        M=Medicine
     ***
     * *
     ***
      |
     ***
     * *
     ***
      |
     ****** ***
     *   A*-*s*
     ****** ***
             |
            *** ***
            *A*-* *
            *** ***
                 |
                ***
                * *
                ***
                 |
                *** ***
                * *-*B*
                *** ***
                     |
                    ***
                    * *
                    ***
                     |
                    *** ****** ***
                    * *-*   A*-* *
                    *** ****** ***
                                |
                               ***
                               *A*
                               ***
                                |
                               ***
                               * *
                               ***
                                |
                               ***
                               *S*
                               ***


  Quick Run:
    Head up, collect the Anklet and doubleheart and kill the Muumus.
  Find your way through the little tile maze to the left using the
  Anklet. Open the chest and stand in the middle of the donut style
  platform to defeat the Muumus without risking damage. Go up, and
  defeat the Turboss like you defeated Octo.

    Continue to the left, then up until an empty room. Walk through
  the walls in various places to open the chests. Collect the Spikes
  and use them against the Squidos for a quick kill. Continue until
  a room with many Muumus. Use the Spikes against them and then
  travel up to defeat Broken Joe. Exit the dungeon.

  In-Depth Run:
    Go up to the first room and ignore the Loopers and continue up.
  Collect the Anklet and jump ot one of the tiles to activate a switch
  to one of the Treasure Chests. Open the other chest and collect the
  double hearts. Carefully defeat the red Muumus in this next room.
  If you can, try to hit them with the Shooting Star while on the
  opposite side of the water. In this next room, collect the Anklet
  by following the bottom path of tiles. Then, find your way through
  the little tile maze and get to the next room. Wait until there is
  a large gap in the line of muumus, then jump in and follow them.
  When the chest is open, jump in the center and defeat the Mumuus
  without getting hurt. Jump to the tile in the corner and collect
  the Medicine using the two Phantom Tiles that appear. Continue up
  and you'll face the Giant Turboss.If you're having difficulty with
  the Giant Turboss, refer to my Boss Strategy Section.

    Collect the Anklet and head left, then up. Defeat the two Armets
  and keep going up to an empty room. Ignore the dark spot and walk
  all the way to the left and go through the wall. Hit the switch
  and open the door. Head back to the empty room and walk to the top
  of the room and go through to the right. Grab the Anklet, and jump
  down to light the room. Jump on the top switch to open one of the
  treasure chests. Hit the other switch to open the other chest, which
  contains 30 Wonder Horse Hides (Baseballs). Save them for the boss.
  In the next room are a pair of cleats. Grab the Spikes and use them
  immediately. This will take care of all those Squidos. Grab the
  Anklet in the top of the next room and make your way to the opposite
  end and exit at the top. Use the Spikes as much as you want to
  destroy all of the Muumus. Go up one more room, defeat the Loopers
  and then get ready to face off with Broken Joe. If you're having
  difficulty with Broken Joe, refer to my Boss Strategy Section. Go
  up and exit the dungeon!


  WOW! YOU'VE DONE IT!
       GOOD LUCK!

  Back to The Lost Ruins


  Head to the right and ignore the intersection. Continue up until
a dead end. Go up at the last chance you had and follow the waterside
path to a staircase. Inside is a Big Heart. Go bak to the first
intersection you came across in this area and go up. Turn right at the
next chance and follow the path to a big melted rock. It looks like
something was taken out of it. Also, there is something written on it,
but Mike can't read it. Continue to the entrance of the last dungeon
of this chapter.

  *****SECRET; Get Maximum Hearts!******

  If you want to be extra powerful and if you have a little time, you
can obtain maximum hearts right now. That's 22 hearts!! Collect the Big
Heart in the Lost Ruins. Enter the next dungeon and then leave. Go back
to where the Big Heart was and it will be back! Continue this until you
have a full meter of hearts. Sadly, this trick does not last the whole
game. When you reach the next chapter, your hearts will decrease to only
14. Oh, well, atleast you'll be pumped for this dungeon!



  2f-b: Big Rock Tunnel
  ********************************

  This is the final typical dungeon in the game, so enjoy it while you
can. This dungeon holds many dangers. Lots of enemies, traps and
hidden passages make this dungeon quite difficult. The weapon that you
find here, the Asterisk, is my personal favorite. Use it a lot in this
dungeon. They're useful and you find a whole lot of them.

New Enemies: Biter, Rocky, Fuzz, Hoodoo Doll
New Obstacles: Dagger Trap, Urchin
New Items/Weapons: Asterisk
Boss: The Statues of Twin Sumocho


     ***
     *E*            S=Start
     ***            E=End
      |             B=Boss
     *** *** ***    A=Asterisk
     *B* * *-* *    M=Medicine
     *** *** ***    T=TYL Sign
      |   |   |
   ***** *** ***
   *A  * *M*-* *
   ***** *** ***
      |   |   |
     *** *** ***
     * *-* * * *
     *** *** ***
              |
             ***
             * *
             ***
              |
             ***
             *A*
             ***
              |
             ***
             * *
             ***
              |
             ***
             * *
             ***
              |
             *** ***
             *A* * *
             *** ***
              |   |
             *** *** ***
             *T*-* *-* *
             *** *** ***
                      |
                     ***
                     * *
                     ***
                      |
                 *** ***
                 * *-* *
                 *** ***
                      |
                     ***
                     * *
                     ***
                      |
                     ***
                     *A*
                     ***
                      |
                 *** ***
                 * * * *
                 *** ***
                  |   |
                 *** ***
                 * *-* *
                 *** ***
                  |   |
                 *** ***
                 *S*-* *
                 *** ***


  Quick Run:
    Go through a secret tunnel to the right in the entrance. Go up,
  collect the Asterisk and use them to defeat the Loopers. Continue
  up, kill the Gadflies, go to the left if you need hearts, if not,
  find the switch and move up. Defeat the four biters while avoiding
  the fuzz and head to the left. Follow the path until the double
  heart. There, go through the wall and continue. Carefully defeat
  the Hoodoo doll and grab the TYL sign and continue upward. Collect
  the double hearts and the Asterix and head north. Carefully dispose
  of the two Loopers and quickly leave this room before the Urchin has
  a chance to hurt you too badly.

    Grab some more Asterisks and double hearts in the room with the
  group of Gadflies. In the room with the four visible Rockies and
  the two Fuzzes, quickly make your way to the left side of the wall
  and push through. Collect some Medicine, and some more Asterisks
  and go down to a dangerous room with two Hoodoo dolls. There is a
  secret passage on the left wall of the dark hallway. Inside is
  a double heart and even more Asterisks. Go up one more room and
  defeat the Statues of Twin Sumocho. After that, go up another room
  and exit the dungeon.


  In-Depth Run:
    Ignore the northen exit in the entrance and pass through a secret
  passage in the right wall. Be careful of the Dagger Traps in an
  upcoming room. These do a lot of damage. Continue up and grab the
  Asterisk. When you shoot them they will head out like a torch
  or the Bolas, but when you tap the B Button again, they will fly
  out to each side, making them twice as useful. Practice with them
  against the Loopers in this area and continue up. Defeat all the
  Loopers in this room before hitting the urchin. Like the Silver Balls
  in Captain Bell's Cave, these will quickly run from side to side
  when hit. Be extremely careful of these for the take three whole
  hearts!

    When you kill the pair of Gadflies in this room, a door will open
  to the side, allowing you to collect two double hearts. To continue
  up, return to the Gadfly room and fins a switch. When you reach the
  room with the four Biters, defeat them without letting the Fuzz touch
  you. These creatures will temporarily take your weapon away, leaving
  you very defenseless. Follow the path in the next couple of rooms
  until you come across the first pair of hearts. Now, instead of
  continuing the path up to the room, use the secret passage in the wall.
  Defeat the Hoodoo doll in the next room carefully. Use the Asterisk
  to keep out of the enemies sights. Don't be too worried about using
  the Asterisk, you get lots in this dungeon. In fact, you should be
  able to get atleast 50 of them by the time you reach the boss. (If you
  don't use any, you'll have 99!)

    This next room has a lot of switches, collect the double hearts and
  Asterisk and head up. Be very careful of the Urchin in this room as
  it is more difficult to avoid then before. Defeat the invisible Rockies
  when they hit the wall in the next room. Continue up to fight a lot of
  Gadflies and then battle some more invisible Rockies. When you reach a
  room with four visible Rockis and two Fuzzes, ignore the enemies and
  head into a secret passage in the left wall. Jump down and collect the
  Medicine and the Asterisk. Get your Asterisks ready and head down
  another room. To move on, you must defeat two Hoodoo dolls! This can be
  very difficult, but as long as you have a sufficient supply of Asterisks
  you keep out of their line of sight, you should be fine. In the dark
  hallway, there is a passage to the left that holds a double heart and
  one more Asterisk. Continue up to face the Statues of Twin Sumocho.
  If you're having difficulty with The Statues of Twin Sumocho, refer to
  my Boss Strategy Section. Go up one more room and exit dungeon.


  WOW! YOU'VE DONE IT!
       GOOD LUCK!

  Back to The Lost Ruins


  Continue following the long, winding path and talk to the man at the
end. It's Dr. Jones!! Finally, you've found him. Now, turn off the NES
and go back to your life. Oh, wait, it's not the end of the game.
The doc tells you about that stone you saw earlier and that three
cubes were inside. Aliens from another planet abducted Dr. Jones to
learn about the three cubes. Dr. J thinks that they must be very
important, and asks you to board their spaceship and take the cubes back!
Bravely, you accept this mission and leave Dr. J and head towards the
alien Spaceship....



 2g: Chapter 7; Alien Spaceship
  ********************************

      At last, you have arrived
         at the spaceship....
       Find the 3 Magic Cubes!


  No turning back, now. Walk north to find the evil spaceship and
bravely enter.


 2g-a: Inside the Alien Ship
  ********************************

   This dungeon is very small, but the real challenge is navigating
it. To reach the end, you must use the numerous Warp Tiles found
through out the dungeon. I'll tell you which to go into, just try
to remember which room you're in on the map.

New Enemies: Alien Gunner, Alien Rider
New Obstacles: Alien Turrets
New Items/Weapons: Vitamin-X, Ray Gun
Boss: Jet-Pack Jumpers


       ***        ***
       *s*        *V*      S=Start
       ***        ***      E=End
        |          |       B=Boss
   *** *** ****** ******   M=Medicine
   *E* *V*-*M   *-*R   *   V=Vitamin-X
   *** *** ****** ******   s=Spikes
    |   |   |  |   |  |    R=Ray Gun
   *** *** ****** ******
   * *-* *-*   R*-*    *
   *** *** ****** ******
        |   |  |   |  |
       *** ****** ******
       * *-*R   *-*    *
       *** ****** ******
        |
       ***
       *S*
       ***


  Quick Run:
    Go up and collect the quadruple hearts and continue up. Ignore the
  Yellow Gunner and go up. Before collecting the Vitamin-X, bust through
  the top of the room with your Shooting Star and collect the Spikes.
  Go back down, collect the Vitamin-X and, ignoring the Warp, follow the
  path right. At the first chance you get, turn down and take the Warp.
  If you want some medicine, take the top Warp and jump to the left to
  collect a bottle. Then go back through the warp. Go into the right hand
  Warp and quickly dispose of the Green Gunner. Follow the path down and
  avoid the group of Gunners that you come across. Keep following the
  path until a Warp. Go to the left and defeat the Jet-Pack Jumpers.
  Exit the tunnel.

  In-Depth Run:
    In the first room, collect the four hearts and ignore the Turrets.
  Go up, try to get past the Yellow Gunner without a fight. Before
  collecting the Vitamin-X, shoot the north wall and reveal a room with
  a set of Spikes. Take them, go back down and collect the Vitamin-X.
  Go one room to the right, and then down. Enter the Warp Tile and you'll
  enter a room with four Warps. If you feel that you won't be able to get
  through the rest of the dungeon without some medicine, take the top Warp.
  If you want to go on, take the right Warp. Destroy the Gunner and head
  down two screens. This is a big room with lots of Gunners. Try to work
  your way around them without getting hit and follow the path to the left.
  On the next screen, continue to jump to the left, turning around to shoot
  the Riders every so often. Collect the Ray Gun and jump onto the Warp and
  continue onto the next Warp. Follow the path left and you'll fight the
  Jet-Pack Jumpers. If you're having difficulty with the Jet-Pack Jumpers,
  refer to my Boss Strategy Section. continue up one room and exit this
  dungeon.


  WOW! YOU'VE DONE IT!
       GOOD LUCK!

  Back to The Alien Spaceship.


   You'll appear in a room with three staircases. Take the lower righthand
one and follow the path to the first Magic Cube. With this Cube in your
possession, the Shooting Star turns into the Super Nova, your most
powerful weapon! Beware, Mike needs atleast a full row of hearts. That's
eleven hearts. This weapon has no range limit, it can shoot across the
entire screen. Continue up to the next dungeon.



 2g-b: The Second Cube
  ********************************

   This second Alien dungeon isn't very small and is very linear.
Nothing too difficult or surprising in this dungeon. Just keep calm
and aim well.

New Enemies: Air-Drones
New Obstacles: Moving Turrets, Star Turrets, Electric Barrier, Heat Tiles
New Items/Weapons: Super Nova, Wave Gun
Boss: Jet-Pack Jumper, Ostroid

                ***        ***  S=Start
                *M*        *1*  E=End
                ***        ***  B=Boss
                 |          |   R=Ray Gun
  ****** ****** *** ****** ***  M=Medicine
  *    *-*   R*-* *-*    *-*R*  V=Vitamin-X
  ****** ****** *** ****** ***  W=Wave Gun
   |                            1=Warp Tile
  ***                 *** ***        ***
  *S*                 * * *W*        *E*
  ***                 *** ***        ***
                       |   |          |
      ***             *** *** ****** ***
      *W*             *B*-*R*-*    *-*B*
      ***             *** *** ****** ***
       |               |
  *** *** *** *** *** ***
  *1*-* *-*V*-* *-* *-*W*
  *** *** *** *** *** ***


  Quick Run:
    Go up, grab enough hearts so that you're able to use the Super Nova
  and keep heading right. In the single room with two different colored
  Gunners, blast the wall and collect some Medicine. Head back down and
  continue heading to the right. Go in the warp and destroy the four
  moving Turrets to open the door. If you want the Wave Gun, head up a
  room and collect it. It's not too useful, so skip it if you'd like.
  Continue until you fight a single Jet-Pack Jumper. After defeating
  him, continue to the right until finding Ostroid. Defeat him and leave
  the dungeon.

  In-Depth Run:
    In the first room, collect enough hearts so that you can use the
  Super Nova.Head to the right a couple of screens and grab the Ray Gun.
  In the next room, defeat the yellow Gunner and shoot through the north
  wall to get some Medicine. Go back to the main path and continue to the
  right. In the room with the Star Turret and the Gunner, stand on a tile
  and defeat the Gunner without having to worry about the Turret. Step
  on the Warp Tile and you'll teleport to a room with four moving Turrets.
  Defeat them all to open the door to the right. Thie next room has a
  crack on the north wall. Break through it and collect the Wave Gun, a
  very powerful weapon that lacks enough range to make it extremely useful.
  Continue to the right and defeat the Green Gunner and then grab the
  Vitamin-X. On the next screen, dodge the Electric Barrier and Air-Drones
  and move on. You must defeat all of the Gunners and avoid the Barrier
  in this room to open the door. Do so carefully, the Gunner's shots can
  move through the Barrier, but yours cannot. Grab the Wave Gun and the
  hearts and defeat the three Air-Drones to move up and face a Jet-Pack
  Jumper. This guy is too easy for me to consider him a boss. Simply stand
  in the middle of the room and shoot up as he flies towards you. When he
  gets close, jump to the side and then move back when he flies back.
  Simple. Ignore the room at the top, it doesn't go anywhere.

    The room to the right has a secret passage at the top that holds a Wave
  Gun. Continue right and dodge all of the Air-Drones while jumping across
  the pits. In this last room, jump across the three platforms while dodging
  the heated tiles on the floor. Just time your jumps right and you'll make
  it out without getting burned. The next room contains the evil mech,
  Ostroid. If you're having difficulty with Ostroid, refer to my Boss
  Strategy Section. Continue up one room and exit the dungeon.



  WOW! YOU'VE DONE IT!
       GOOD LUCK!

  Back to The Alien Spaceship.


  You'll now find yourself in a maze. You have to find a way to the Cube
above you. Head down past the first intersection and take the seconf path
to the right. Follow the path down the stairs. Go down one step and take
the right hallway to the stairs. Now, simply follow the paths laid out to
you and you'll find the second Cube. With this new Cube, Mike will now
have a full 22 hearts! Before heading on, you feel the floor rumble.
The Aliens aren't happy with you finding the Cubes and they've decided to
lift off with you still in the ship. That's not a good thing.



 2h: Chapter 8; The Final Battle
  ********************************

      The Alien Spaceship is
      circling the Earth....
      Hurry up and find the
         last Magic Cube!


  Here we go, the last chapter. Walk north and an image will appear.
The shadow tells you that he is Zoda, the Prime Invader. After taunting
you, he disappears. Continue to walk up to enter the final dungeon of
StarTropics.



 2h-a: The Core and Zoda
  ********************************

   Last Dungeon. The actual dungeon isn't hard at all, but there's
three bosses to defeat, and that can take a lot out of you. There's
nothing new in this dungeon because it's very linear. Just follow
the path and you'll get to the bosses.


New Enemies: Zoda Membrane, Alien Snipers
New Obstacles: Gunner Duplicator
New Items/Weapons: None
Boss: Zoda's Image, Core, Zoda's True Form


   ***
   *E*
   ***
    |            S=Start
   ******        E=End
   *B   *        B=Boss
   ******        R=Ray Gun
    |            V=Vitamin-X
   ***
   * *
   ***
    |
   ***               ****** ***
   * *               *   V*-*B*
   ***               ****** ***
    |                 |      |
   *** *** ****** ******    ***
   *R*-*B*-*    *-*    *    *S*
   *** *** ****** ******    ***


  Quick Run:
    Go up, defeat Zoda's Image, follow the path to the Core and then
  walk up and defeat Zoda's True Form. Sound easy? It ain't.

  In-Depth Run:
    The first room is a boss battle against Zoda's Image. If you're
  having difficulty with Zoda's Image, refer to my Boss Strategy
  Section. Continue to the left and grab the Vitamin-X. This will
  give you the health you need to finish the game. Follow the path
  making sure not to fall in the opening tiles. If you do, you must
  fight your way out of a room full of Gunners and then do the dungeon
  over again. Follow the path and destroy the Core. If you're having
  difficulty with the Core refer to my Boss Strategy Section. After
  everything breaks down, continue the path and grab the hearts and
  Ray Gun. If you're not at full life, sit here, destroying the Zoda
  Membranes to get hearts. Do this until you have full health. When
  you feel that you're ready, head up to the last room and face off
  with Zoda's True Form. If you're having difficulty with Zoda's True
  Form, refer to my Boss Strategy Section. After finally defeating
  Zoda, exit at the top room to finish the last dungeon.



  WOW! YOU'VE DONE IT!
       GOOD LUCK!

  Back to The Alien Spaceship.


  Now that you've beaten Zoda, nothing stops you from collecting the
last Magic Cube. Congratulations!! You've beaten a great, decently
challenging game! I won't spoil the end for you, but remember to have
fun and look around during the conclusion.




    THE END...




3: Lists
**********************************

  3a: Weapons
  ********************************

  In this section I will list all of the weapons in the game, their
attack power, range, strengths and weaknesses. Attack power is
measured by hearts. For example, the Yo-yo has an attack power of
1 heart. That is how much damage it will inflict on the enemy.
Range is measured by how many tiles the weapon will travel.


Yo-yo
 AP: 1 Heart
 Range: 2 Tiles
 Explanation: Mike's main weapon. Chief CoralCola gives it to you.
 Strengths:
    The fact that you never run out of hits with the Yo-yo is its
    biggest advantage. Also, Mike can hit repeatedly with it in a
    very short amount of time. You can also use the Yo-yo to collect
    hearts and stars.
 Weaknesses:
    Being Mike's very first weapon, it is one of the weakest in the
    game. When you reach the higher versions of the Yo-yo, such as
    the Shooting Star and Super Nova, the Yo-yo becomes increasingly
    difficult to make use of.

Shooting Star
 AP: 2 Hearts
 Range: 5 Tiles
 Explanation: Upgraded version of the Yo-yo. Queen SheCola gives it
    to you. 6 hearts are needed to wield it.
 Strengths:
    As with the Yo-yo, the Shooting Star's biggest advantage is that
    you can't run out of ammo. Its attack power is double that of
    the Yo-yo and the range is five tiles! This is an extremely good
    weapon for more than half of the game and is still quite useful
    during the last chapters. The Shooting Star can collect stars and
    hearts if Mike is two tiles away.
 Weaknesses:
    Not many, really. Near the beginning, holding on to six hearts may
    be a little difficult, but it gets easier and easier as time goes
    on. Later, however, the lack of range compared to enemies brings
    the Shooting Star down a notch.

Super Nova
 AP: 2.5 Hearts
 Range: Full Row
 Explanation: Upgraded version of the Shooting Star. The Power of the
    Magic Cube flows through it. 11 hearts are needed to wield it.
 Strengths:
    Unlike the Super Nova's predecessors, its biggest strength is not
    in its infinite ammo (which is good, mind you), it's in the range.
    With the proper precision, Mike can defeat enemies on the opposite
    side of the room with little or no retaliation. You can also pick
    up stars and hearts with it if Mike is close enough.
 Weaknesses:
    Being Mike's last weapon, you'd think it'd be a lot more powerful
    than it is. The Super Nova is only 2.5 times stronger than the
    Yo-yo, which is only half a heart more than the shooting Star. It
    doesn't change the outcome of a fight nearly as much as the range
    does. Also, because Mike gets the Super Nova so late in the game,
    you can't use it to its full potential very much. Lastly, keeping
    11 hearts in Chapter 7 can be difficult if you're not a veteran
    at this game.

Torch
 AP: 2 Hearts
 Range: 3 Tiles
 Explanation: The torch is found only in Chapter 1. They're not very
    useful. I don't really use them for anything except for the boss.
    The torches are a basic throwing weapon that flies out in front of
    Mike.
 Strengths:
    The torch is very much like the Shooting Star. It's power is double
    that of the Yo-yo but only 1 more tile in range. Definetly useful
    for defeating the C-Serpent.
 Weaknesses:
    Since you can only get the torch in the first dungeon, there's no
    real need for so much attack power. Only two of the enemies in the
    dungeon take more than one hit and they're not hard to beat anyway.
    The range is OK, but definetly not that good.

Baseball Bat
 AP: 2 Hearts
 Range: All tiles adjacent to Mike.
 Explanation: The Bat is one of the worst weapons in the game, but,
    surprisingly, it's found in a lot of dungeons. With the games worst
    range and decent attack power, the Bat is an option that you should
    just pass up. When in use, Mike swings the Bat around his body.
 Strengths:
    The only thing good about the bat is its attack power.
 Weaknesses:
    Where should I begin? Tha Bat has the worst range of any other
    weapon in the game. The range is 1... 1 tile around Mike. The idea
    of a weapon being able to hit all around Mike is good, but only one
    tile makes it useless. Oh, and the Bat is ssslllooww. You have to
    time your attacks way too much with this thing to make it any good.
    Don't bother using this weapon. It sucks.

Bola
 AP: 1 Heart
 Range: Full Row
 Explanation: The Bola is two rocks tied together with some rope and
    is thrown at the enemy. It moves in a direct line like the Torch,
    but has the same range as the Super Nova, making one of the most
    useful weapons early in the game.
 Strengths:
    The Bolas greatest strength is easily the range. This makes it an
    incredibly valuable weapon early on. Also, you get 40 shots with
    each Bola you pick up! Woo!
 Weaknesses:
    Sadly, the Bola lacks in attack power and speed. It moves across the
    screen very slowly and hits for the same as the Yo-yo. If the enemy
    starts to get close, don't waste your Bolas, simply switch to your
    main weapon.

Sling Shot
 AP: 2 Hearts
 Range: 3 Tiles
 Explanation: The Sling Shot is a very poor weapon. Magma's Tunnel is the
    only dungeon in the game where you can use it, and half of the
    enemies don't need to be defeated. Like the Bola, and the torch, the
    Sling Shot moves in a direct line from Mike.
 Strengths:
    The Sling Shot has decent attack power. Other than that, the Sling
    Shot is pretty basic.
 Weaknesses:
    Like the Bola, the Sling Shot moves slowly. Also, its range is pitiful.
    The attack power would be so much better if you got it in a level with
    enemies that took more than two hits to defeat. Don't bother using it.

Miracle Mirror
 AP: N/A
 Range: Full Row
 Explanation: The Miracle Mirror is more of a defense than a weapon. It can
    only be used to defeat two enemies, the Dimhag and the Pirate Ghoul.
    By holding the Mirror in front of him, Mike can bounce the energy back
    to the enemies.
 Strengths:
    Other than being the only way to defeat Dimhags and Pirate Ghouls, none.
 Weaknesses:
    The Mirror cannot be used to defeat any other enemy than the two
    mentioned above. It's kind of a random thing they put in the game at the
    last minute to have a cool little extra way of defeating an enemy.

Wonder Horse Hide
 AP: 1 Heart
 Range: Full Row
 Explanation: The Wonder Horse Hide is a baseball that Mike can throw at his
    enemies. Just like most other weapons, the Wonder Horse Hide flies in a
    straight line.
 Strengths:
    The only strength it has is that it makes a great weapon to use against
    Broken Joe.
 Weaknesses:
    The biggest fault of the Wonder Horse Hide is that it can only be used
    against Broken Joe. Other enemies can't be damaged by this weapon, making
    it extremely pointless. Because of the fact that the Wonder Horse Hide is
    the only way of hurting Broken Joe, it's impossible to really calculate
    its attack power.

Spikes
 AP: 2 Hearts
 Range: Full Screen
 Explanation: The Spikes allow Mike to quickly attack every enemy in the
    room. Only found in two chapters and you only get 10 hits with it.
 Strengths:
    Being able to attack every enemy in the room make this weapon very
    useful in a crowded screen. Its attack power isn't too bad for a full
    screen weapon, either.
 Weaknesses:
    The Spikes have a pretty long recovery time which allows fireballs and
    other close dangers to sneak in a hit before Mike can dodge them. Also,
    there are only 20 Spikes in the game making it difficult to use them to
    their full potential.

Asterisk
 AP: 2 Hearts
 Range: Full Row, 4 Tiles once segmented
 Explanation: The Asterisk is a pair of flying stars that fly straight out
    like the other projectile weapons. If you press B again while the
    Asterisk is in flight, it will break into 2 pieces and fly quickly to
    the sides.
 Strengths:
    The range and diversity of attack makes the Asterisk a great weapon. The
    first shot is slow, that helps in setting up the break point. The Asterisk
    also picks up tremendous speed once broken apart, so enemies will have a
    hard time dodging it.
 Weaknesses:
    The attack power, while fairly good, is the same as most weapons you get
    and doesn't help as much in Chapter 6 where you find it. Not being able
    to shoot two at a time makes this a slow weapon to damage enemies with
    multiple hearts.

Ray Gun
 AP: 2 Hearts
 Range: 6 Tiles
 Explanation: The Ray Gun can shoot tiny energy shots at the enemy at
    incredible speeds. It is only found in the Alien Spaceship.
 Strengths:
    The Ray Gun is not only powerful with exceptional range, but it is also
    the fastest weapon in the game. From far off, the Ray Gun can shoot 4
    shots in a second. Also, there are plenty of Ray Guns to be found in the
    last two chapters. The Ray Gun is, by far, the most balanced weapon in
    the game.
 Weaknesses:
    Though very fast from afar, up close Mike can only shoot twice every
    second or so.

Wave Gun
 AP: 3.5 Hearts
 Range: 4 Tiles length, 3 Tiles wide
 Explanation: The Wave gun is the final weapon in the game. It shoots off a
    massive surge of electric energy. The shots are very wide and hit enemies
    to the sides of the actual shot.
 Strengths:
    With an attack power of 3.5 Hearts, the Wave Gun is the strongest weapon
    in the game. The range is pretty useful because it allows Mike to hit
    enemies without much aim. The Wave Gun is also able to shoot multiple
    shots in a short time.
 Weaknesses:
    Besides the wide range, the length is pretty bad. Also, you get very
    few shots with this weapon, so you can't be too wasteful. Another
    problem is that the only enemy that will feel the full impact of this
    weapon are the Gunners.



  3b: Items
  ********************************

  3b-a: Dungeon Items
  ********************************

  These are all of the items that you will find in the dungeons through
out the game. Stars and Hearts are dropped by enemies when you defeat
them, but all the other items must be found.

Hearts:
   Hearts are the most common item in the game. Collect one to fill an
   empty heart on you life meter. Hearts can come in single, double and
   four packs.

Stars:
   Stars are used to gain hearts. Collect five in the same dungeon and
   you will earn a heart.

Medicine:
   When a bottle of Medicine is used, Mike gains 5 hearts immediatly.
   Much more useful in the beginning of the game.

Snowman Doll:
   When Mike uses the Snowman Doll, all enemy movement stops completely
   for about 5 seconds. Only found in Chapter 2.

Try-Your-Luck Sign:
   The TYL Sign has three different outcomes. It might give you a life,
   give you two lives, or take away one life. It all depends on luck.

Stop/Slow Watch:
   Grabbing the Stop/Slow Watch causes all enemy action to either stop
   for five seconds or slow down immensly.

Rod of Sight:
   Use the Rod of Sight to see the invisible enemies, Minie and Maxie.
   You only get four shots with one, though.

Lantern:
   The Lantern lights up a darkened room for about five seconds and then
   the room becomes dark again. Only five uses per Lantern.

Anklet:
   The Anklet allows Mike to jump the distance of two tiles, instead of
   one. Mike will become yellow when this happens. The Anklet wears off
   when Mike exits the room.

Vitamin-X:
   The Vitamin-X fills Mike's life meter to the maximum! Even if your
   heart meter has not reached 22 hearts, the Vitamin-X will give you 22
   hearts, but will slowly decrease until it reaches your current maximum.


  3b-b: Key Items
  ********************************

  These items are used during the overhead mode of the game. The items are
used to advance the story or to make Mike stronger.

Code 1492:
   Mike will get this code from Baboo at the end of Chapter 1. Use it to
   gain entry to the Sub-C and continue to Chapter 2.

Code 1776:
   You will find this code on a beach in Chapter 2. Use it to learn how
   to submerge the Sub-C.

Big Heart:
   Find these in various places around the world to increase Mike's life
   meter by one full heart.

Crystal Ball:
   Found at the bottom of Ghost Village Lake. Return it to the Fortune
   Teller to gain access to SheCola.

Scroll of Obob:
   The scroll given to you by the Mountain Hermit. Use it to awaken
   Bananette.

Baboo's Lighter:
   The lighter Baboo usually carries around with him. Find it in the
   whale's stomach to make a fire.

Worm:
   A gift given to you by Hook the fisherman. Give this to Peter the
   parrot to receive some information.

Big Apple:
  Tastes delicious! But does nothing...

1st Magic Cube:
   Found on the Alien Spaceship. Upgrades the Shooting Star to the Super
   Nova.

2nd Magic Cube:
   Found at the end of Chapter 7. Gives Mike maximum health, 22 hearts.

3rd Magic Cube:
   Found at the end of the game. The last Magic Cube.



  3c: Enemies
  ********************************

  This section contains information about the enemies you will face on
your journey. For each enemy, I have listed theirappearance, health and
Attack Power, which is measured in hearts.

Jelly
 Appearance: A pink slug
 Health: 1 Heart
 AP: .5 Heart

Rattus
 Appearance: A blue rat
 Health: 2 Hearts
 AP: 1 Heart

Nocto
 Appearance: A purple and black bat
 Health: 1 Heart
 AP: .5 Heart

Looper
 Appearance: An orange snake
 Health: 2 Hearts
 AP: 1 Heart

Mud-O-Fish
 Appearance: A tiger-striped fish
 Health: 2 Hearts
 AP: 1 Heart

Spinistar
 Appearance: A Star Fish
 Health: 1 Heart
 AP: .5 Heart

Octot
 Appearance: A one eyed, red octopus
 Health: 1 Heart
 AP: 1 Heart

Puff
 Appearance: A large, red, puffed up fish
 Health: 2 Hearts
 AP: 1 Heart

Dodo
 Appearance: A small blue dodo bird
 Health: 2 Hearts
 AP: 1 Heart

Ninja Monkey
 Appearance: Angry looking monkeys with wings
 Health: 2 Hearts
 AP: 1 Heart

Boneheads
 Appearance: an Ostrich with a skull for a head
 Health: 5 Hearts
 AP: 1.5 Hearts

Gadfly
 Appearance: Yellow and black flies
 Health: 2 Hearts
 AP: 1 Heart

Mad Muddy
 Appearance: A mud monster who lives in the lava
 Health: 1 Heart
 AP: 1 Heart

Bonedog
 Appearance: A skeleton dog
 Health: 2 Hearts
 AP: 1 Heart

Skull
 Appearance: A... skull
 Health: 2 Hearts
 AP: 1 Heart

Minie
 Appearance: A small ghost
 Health: 1 Heart
 AP: .5 Heart

Muumu
 Appearance: Mummy
 Health: 8 Hearts
 AP: 1.5 Hearts

Mr. Armstrong
 Appearance: A large arm
 Health: 2 Hearts
 AP: 1.5 Hearts

Dimhag
 Appearance: Red cloaked magicians who wield staves
 Health: 1 Heart
 AP: 1 Heart

Froppa
 Appearance: Green goblin
 Health: 3 Hearts
 AP: 1.5 Hearts

Gogglin
 Appearance: Large eye
 Health: 5 Hearts
 AP: 1.5 Hearts

Big Bully
 Appearance: A large purple, bigfoot monster
 Health: 11 Hearts
 AP: 2.5 Hearts

Pirate Ghouls
 Appearance: Skeleton pirate
 Health: 1 Heart
 AP: 2 Hearts

Armet
 Appearance: A small crab in a shell
 Health: 8 Hearts
 AP: 1 Heart

Squidos
 Appearance: Pink Squid
 Health: 2 Hearts
 AP: 1 Heart

Biter
 Appearance: A small purple monster with a big mouth
 Health: 2 Hearts
 AP: 3 Hearts

Rocky
 Appearance: Disappearing Rockmen
 Health: 2 Hearts
 AP: 2.5 Hearts

Walking Rocky
 Appearance: Walking rockmen
 Health: 13 Hearts
 AP: 4 Hearts

Fuzz
 Appearance: Small fuzzy wisp of dust
 Health: N/A
 AP: N/A (Steal Weapon for short time)

Hoodoo Doll
 Appearance: A large walking doll
 Health: 27 Hearts
 AP: 3 Hearts, Death if Mike comes in contact with enemy

Alien Gunner
 Appearance: A yellow or green guy with a gun
 Health: Yellow: 6 Hearts. Green: 10 Hearts
 AP: Yellow: 1.5 for gun, 3 for contact. Green: 2.5 for gun, 5 for contact

Alien Rider
 Appearance: An Alian Gunner on a bike
 Health: 2 Hearts
 AP: 3 Hearts

Air-Drones
 Appearance: White or Red flying robots
 Health: 2 Heart, 4 hearts for red
 AP: 1 Heart

Alien Snipers
 Appearance: Red Alien sniping out of a window
 Health: 5 Hearts
 AP: 1 Heart

Zoda Membrane
 Appearance: Small squid/cell like creature
 Health: 2 Hearts
 AP: 3 Hearts


  3b: Bosses and Strategies
  ********************************


  This section contains information and techiques to defeat all of the
boss enemies you will face on your journey. For each enemy, I have listed
their appearance, health and Attack Power, which is measured in hearts,
attacks, techniques, and what stage they're found in.

C-Serpent
 Found in: Chapter 1, The Test of Island Courage
 Appearance: A gigantic red serpent.
 Health: 33 Hearts
 AP: 1 Heart, Death if Mike comes in contact with Boss.
 Attacks: Shoots two fireballs from its mouth downward.
 Technique: First of all, switch to your torches, this way, the boss will
    only take 17 hits instead of 33 with the Yo-yo. Wait on the center tile
    for the serpent to open its mouth. When it does, it will either shoot
    two fireballs down towards you, or do nothing. If it shoots, jump to
    either side of the tiles and jump back when he's done. You should be
    able to get two hits on him before you jump, three if you can jump back
    fast enough to hit him again afterwards. If the boss just sits there,
    attack as fast as you can. You shouldn't have too much trouble with him.

Octo
 Found in: Chapter 2, Octo's Cave
 Appearance: A big pink Octopus
 Health: 50 Hearts
 AP: 1.5 Hearts, Death if Mike comes in contact with Boss.
 Attacks: Continuous Ink shots aimed towards Mike.
 Technique: Hopefully, you collected the Snowman item in the dungeon, if not,
    no big deal, the boss will only take a bit longer. Octo will begin the
    fight by moving back and forth while unleashing a barrage of ink shots
    that aim directly at Mike. Continue to jump from side to side, avoiding
    the shots until Octo charges towards the bottom of the screen. This is
    the only time when Mike can get close enough to attack Octo, so move near
    him and let go with either the Yo-yo or Bat. If you have the Snowman,
    however, you can freeze Octo for several seconds and attack longer. Using
    the Snowman, Octo should go down after his second charge. If you're fast,
    you can use both snowman in one charge and defeat Octo before he has chance
    to shoot back.

Magma the Fierce
 Found in: Chapter 3, Magma's Molten Tunnel
 Appearance: A fire demon
 Health: N/A
 AP: 1 Heart, Death if Mike comes in contact with Boss.
 Attacks: Shoots two streams of Fireballs. Two floating Fireballs protect the
    sides of the room.
 Technique: Magam is a very different boss. Mike can't defeat it by attacking
    it. Instead, Mike must sink Magma's platform by finding two switches in the
    room. Instead of explaining where each switch is, I'll map out the room with
    my oh, so good ASCII skills.
    ______________
    |#           |
    |    ****    |
    |** **MM** **|       the * are tiles
    |    ***#    |       the # are the switches
    |*          *|-
    |* *------* *|
    |            |
    | * * ** * * |
    --------------
    Once you hit both switches, Magma will drown and you can exit the dungeon.

Maxie
 Found in: Chapter 3, The Ghost Tunnel
 Appearance: A large version of Minie
 Health: 18 Hearts
 AP: 1 Heart
 Attacks: Two Volcanoes shoot fireballs towards Mike. Maxie periodically shoots
    a couple of Minies towards you, too.
 Techniques: Equip your Bolas and stand near the bottom of the room. Avoid
    the fire balls and occasional Minies and continue to hurl your Bolas upwards.
    Maxie does not move very fast and periodically stops in place, so you shouldn't
    have any difficulty hitting it. When Maxie gets close to death, it will speed
    up and move from side to side. Maxie only takes 18 hits with the Bola, so you
    shouldn't have any worries about losing ammo.

Turboss
 Found in: Chapter 6, Lost Ruins
 Appearance: A big spiraly shell
 Health: 34 Hearts
 AP: 2 Hearts, Death if Mike comes in contact with Boss.
 Attacks: Continuous shells aimed towards Mike.
 Technique: This is the same fight as Octo, so follow my Octo strategy. The only
    difference is that you don't have the Snowman doll.

Broken Joe
 Found in: Chapter 6, Lost Ruins
 Appearance: A gigantic Easter Island head
 Health: 13 Heart
 AP: 2.5 Hearts, Death if Mike comes in contact with Boss.
 Attacks: Fires squiggly things downward.
 Technique: Broken Joe will move back and forth and side to side slowly. He will
    then open his mouth and shoot squiggly things at you. Sometimes when he's
    finished shooting, he will sit there with his mouth open. This is t he only
    time Mike can hit him, so equip your Wonder Horse Hides and nail him as much
    as possible. Broken Joe is a very simple boss that is similar to the C-Serpant,
    so unless you enter the fight with low health, you shouldn't have a problem.

The Statues of Twin Sumocho
 Found in: Chapter 6, Big Rock Tunnel
 Appearance: Two large statues
 Health: 20 Hearts
 AP: 2 Hearts, Fire: 3 Hearts
 Attacks: Both statues shoot small shots at Mike. There are two fires protecting
    the statue's base.
 Technique: There are two ways to easily defeat the statues. If you have Ten or
    more Asterisks, then jump to the top of the screen and continuously use the
    Asterisks to hit both heads simultaneously while jumping the shots. You might
    get hit a few times, but hopefully you have the Medicine with you. If you're
    all out of Asterisks, then you jump onto the base of the statues and attack
    away. Dodging the fire can prove to be tough, but you are completely safe from
    the shots while on the base. Choose which ever technique you like the best and
    you wno't have a problem against these guys.

Jet Pack Jumpers
 Found in: Chapter 7, Inside the Alien Ship
 Appearance: Large gun toting mechs
 Health: 24 Hearts
 AP: 1.5 Hearts, 2.5 if Mike comes in contact with Boss
 Attacks: Shoots bullets towards Mike
 Technique: First off, get the Anklet, this allows Mike to jump around the room.
    Now, equip the Spikes and let 'er rip. After the Spikes are worn out, attack
    each Jumper twice more with the Shooting Star or Ray Gun and that's it. If
    you don't have the Spikes, you'll have to jump around and avoid the shots while
    attacking. Much harder, so try to take the Spikes along.

Ostroid
 Found in: Chapter 7, The Second Magic Cube
 Appearance: Kind of like an AT-ST from Star Wars
 Health: N/A
 AP: 1 Heart from purple orb, 2.5 from shots. Death if Mike comes in contact with
    Boss.
 Attacks: Purple Orbs, and shots
 Technique: Ostroid, much like Magma, can't be destroyed. Instead Mike must
    continuously attack Ostroid until he can step on the switch. Doing so will create
    a pit behind Ostroid. Now, while avoiding the easily avoidable shots, attack
    Ostroid until it falls down the chasm. Simple as pie.

Zoda's Image
 Found in: Chapter 8, The Core and Zoda
 Appearance: A HUGE head
 Health: 22 Hearts
 AP: 2 Heart, death if Mike comes in contact with any part of the Boss
 Attacks: Claws, Eyeballs
 Technique: First of all, grab the Ray Gun from the corner and stand in the center of
    the room. Zoda will do one of two things. He will either reach out with his hand, at
    which point immediately run to the opposite side of the room to avoid it, or his
    head will appear and shoot eyeballs at you. The head is the only part Mike can
    damage, so unleash your fury with the Ray Gun whenever the head appears.

The Core
 Found in: Chapter 8, The Core and Zoda
 Appearance: A giant machine
 Health: About 40 Hearts
 AP: N/A
 Attacks: N/A
 Technique: The Core's room has four Gunner Duplicators. The two at the bottom reveal
    flying stars, similar to the ones found in Chapter 7. The top two will unleash one
    Gunner everyone the four open. At the same time, The Core will periodically shut
    itself away from your attacks and heals about 10 Hearts. You have two choices for
    where you can attack; from the bottom, where you'll have to avoid the stars, or
    you can attack from the tiles, but you'll have to jump away when they open. If
    you do fall in, you must complete the stage again. Keep at it, and try not to let
    The COre heal itself too much.

Zoda's True Form
 Found in: Chapter 8, The Core and Zoda
 Health: 100 Hearts
 AP: 2 Hearts, Death if Mike comes in contact with the Boss
 Attacks: Membranes, Fire Balls
 Technique: Zoda begins near the right side of the room. Jump on to the tiles and wait
    until Zoda follows. Don't let Mike get into the field of vision with Zoda, or else
    he might get hit by fireballs. Stay one tile away from Zoda and as he jumps from
    one tile to another, shoot him with the Ray Gun or Super Nova. As soon as he turns,
    jump away from him and repeat the process. This is a very slow way of defeating Zoda,
    but it is definetely the safest. Continue this until Zoda starts dying. Never jump
    into Zoda, even when he's dying or Mike will lose a life.



4: Other
**********************************

  4a: F.A.Q.
  ********************************

If you have any questions regarding StarTropics, or this walkthrough,
feel free to email me at Philby15@hotmail.com. Most of the questions
I get will appear here.



  4b: Legal Stuff
  ********************************

  This walkthrough is copyright 2003 to Phil Henry. Any use of this
walkthrough for profitable or commercial use is prohibited. Feel free
to distribute it between friends or for personal use. Only the websites
www.gamefaqs.com and http://www.classicgaming.com/startropics have
permission to use this walkthrough.
If you'd like to post my Walkthrough on your site, just ask. I'll
probably say yes. Any misuse of this walkthrough will result in
legal actions.


  4c: Closing
  ********************************

I'd like to thank the following people...

  Nintendo of America - For creating an enjoyable, different game.

  Nintendo Power - Volume 22, to be specific. Their review of
                  Startropics was extremely useful for the maps.

  Jeff "CJayC" Veasey - For creating GameFAQs, the BEST site for
                        game help. Also, thanks to him for putting up
                        this Walkthrough!

  Vimm's Lair - www.vimm.net for allowing me to use the StarTropics
                Manual for enemy names and such.

  My Girlfriend - She never doubted for a second that I could do this.
                  (OK, maybe one second) Anyway, she was the reason why
                   this thing was finished. If not for her, I would've
                  forgot about it.


(c) Phil Henry 2004