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                                 Eggerland 
                          - Meikyuu no Fukkatsu -
                          Revival of the Labyrinth
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Author: Triwailende.

Excuse my grammar and spelling! ^^ 
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			  ~~~Table of Contents~~~
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1. Game basics 
   a) Controls  
   b) Powers  
   c) Enemies  
   d) Objects 
   e) Terrain 
   f) Passwords  

2. Maps	
   a) The regular map
   b) Special maps					

3. Walkthrough *INCOMPLETE*					

4. Version History						

5. Legal Issues	



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                              1. Game basics
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*********************************CONTROLS***********************************

Control pad: Move Lolo around.
	     Select text options.

A button: Use powers and magical shots (if you have any). 
          Progress conversations.

B button: Bring up the map (if you have one).

Select button: Lolo suicides and the room restarts.
               Toggle between options on title screen.

Start button: Confirm selected choice on title screen.



**********************************POWERS************************************

There are three kinds of powers: regular powers, ?-powers 
and special powers.

................
.Regular Powers.
............................................................................
Regular powers are activated by collecting a decided amount (varies from
room to room) of HFs.

1. Arrow changer: Changes the direction an arrow is pointing by 90 degrees
clockwise.
2. Bridge: Creates a bridge over a single tile of water. Does not disappear
unless placed on lava.
3. Hammer: Destroys one rock. 
............................................................................

..........
.?-Powers.
............................................................................
?-Powers are activated by different actions every time. When you come to a
room where a ?-power can be used, you'll get a hint fromt the ?-box. These
powers vary much and are fun to play around with.
............................................................................

................
.Special powers.
............................................................................
Special powers can only be used in certain rooms and are activated 
automatically. You must have obtained the power in your inventory first.

[B,7] East = Quick, Lolo gets a speed increase.
[N,1] West = Tree cutting, Lolo may cut down any tree in the room.
[J,4] North = Insta kill, all the enemies disappear (but they do respawn 
after a while).
[H,8] South = Unlimited Attack Power, shoot as many magic shots as you wish.
............................................................................



**********************************ENEMIES***********************************

Alma: Likes to follow you around, but not as precise as the Skull does. A
touch is fatal.

Don Medusa: Moves either in a vertical or horizontal way. If you stand in 
a straight line from it, it'll shoot you. The shot always hits! The enemy 
cannot be shot. In this game Don Medusa's a bit buggy, so it is possible 
to just walk by Don Medusa.

Gol: Not harmful as long as you haven't collected all the HFs. When you've
collected all of them, Gol awakes and begins shooting fireballs at you 
everytime you pass it. If you get hit by a fireball you die.

Leeper: Isn't fatal. Leeper jumps around until it touches Lolo and then
falls asleep. Cannot be shot when asleep, which is bad if you're stuck in
a corner.

Medusa: Acts like a Don Medusa, but stands still. Cannot be shot.

Rocky: Not so dangerous, Rocky never kills but likes to push Lolo around.
Watch out so Rocky does not corner you, because without magical shots you're
stuck.

Skull: Not harmful as long as you haven't collected all the HFs. When you've
collected all of them, Skull awakes and begins chasing you. A touch is 
fatal.

Snakey: Not harmful at all. Snakey only stands still and looks at you. 
Snakey's purpose is usually to be shot and pushed around.



**********************************OBJECTS***********************************

Arrows: Lolo can walk over arrows in any direction except against the one 
the arrow is pointing at. Example: The arrow points south, you can't cross 
it by walking up if you're to the south of it. Enemies may cross however 
they like. Arrows can be changed by the arrow changer power.

Emerald framers (EFs): Can be pushed around. Protects from projectiles and
cannot be destroyed.

Heart framers (HFs): Collect these in order to clear a room. Some of them 
give you two (never more, never less) magical shots. 

Magical shots: Shoot an enemy once in order to turn it into an egg. An egg
can be pushed around and even be used as "rafts" in water. Shoot the enemy
twice to make it disappear (it'll reappear after a while).

Warp holes: If you shoot an enemy twice so that it disappears or push it 
into the water as an egg you may place something else (like another egg or
an EF) on its original position. Now when the enemy respawns it will either
appear on a new position or disappear forever.

Treasure chest: If you stand on it, enemies cannot touch you, but you are
open to projectiles. When you've collected every HF in the room the chest
opens. Touch it and every enemy will disappear, usually a door will open
too. Sometimes they contain items.

Trees: Are only in the way. They do not protect Lolo from projectiles and 
can only be destroyed by the tree cutting super power.

Rocks: Protect Lolo from projectiles, can be destroyed by hammer power. 
The rock is only in the way otherwise.



**********************************TERRAIN***********************************

Floor: You'll be walking on floors most of the time. Nothing special with 
this.

Grass: A kind of "safe zone", enemies cannot walk on grass, but you're not
safe from projectiles (like fireballs) here.

Lava: Like water, but cannot be crossed by eggs nor rafts. Bridges disappear
after a short while so be quick.

Sand: Cuts Lolo's walking speed by half. Enemies, however, can cross sand 
tiles with full speed.

Water: Can only be crossed by riding an egg, building a bridge with powers 
or sometimes with a raft. Some tiles contain strong currents which make the 
egg/raft float in a certain direction. Sometimes the egg/raft sinks in the
middle of the river and Lolo drowns.



*********************************PASSWORDS**********************************

When Lolo runs out of his 5 lives, you get a password.

.......................
.Level select password.
.......................
ki i so u sa       su ki na to ko
i ku ki no u       mi se na sa i

Bring up the map (you start with it now), hold select and move the cursor 
to the room you want to play.


...........
.Last boss.
...........
he ho se mi su     so ne ma ki fu
mi ta mi fu no     ma ka a to i

You start in room [F,3] so you have to walk to the boss.


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                                 2. Maps
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Note: The maps look good on my computer, I hope there won't be any 
difference on GameFAQs.

******************************THE REGULAR MAP*******************************
Here's a map over all the 128 rooms:
It doesn't contain any doors. 

  A B C D E F G H I J K L M N O P
 ---------------------------------
1| | | | | | | | | | | | | |C| | |
 ---------------------------------
2| |W| | | |K| | | | | | | | | | |
 ---------------------------------
3| | | | | |P| | |W| | | | | | | |
 ---------------------------------
4| | | | | | | | | |C| | | | | | |
 ---------------------------------
5| | | | | | | | | | | | | | |B| |
 ---------------------------------
6| | | | | | | | | |W| | | | |M| |
 ---------------------------------
7| |C| | | | | | | | | | | | | | |
 ---------------------------------
8| | | | | | | |C|W| | | | | | |S|
 ---------------------------------


..............
.Explanations.
............................................................................
[O,5] B = Bell, with the bell you'll be able to hear chimes in certain 
rooms.

[B,7], [H,8], [J,4], [N,1] C = Chime, if you have the bell and enter one of
these rooms, you'll hear a chime. This indicates that if you put the EFs in
a certain way, a magical portal will appear. Each portal will take you to 
some other rooms. If you solve them you'll receive a super power that can be
used automatically in the end of the game. You don't even need the chime.
There won't be a map for these rooms as they only contain one single exit.

[F,2] K = Keys, you need these in order to open certain doors.
*more locations to come*

[O,6] M = Map, with this you'll be able to see this map by pressing B.

[F,3] P = Portal, takes you to the last rooms of the game.

[P,8] S = Start, this is the room you start in when starting a new game.

[B,2] [I,3] [I,8] [J,6] W = Wise man, gives you helpful advice.
............................................................................



*******************************SPECIAL MAPS*********************************
Here are two maps over the final rooms, which are accessed by taking the 
portal in room [F,3]. You start in room Z, where there are doors in all 
four directions. Each door is locked and you need keys to unlock them. After 
you've cleared all four rooms a portal will appear in room Z. The portal 
takes you to yet another map.

   ---
   |U|
 -------
 |L|Z|R|
 -------
   |D| 
   ---



Finally the last nine rooms of the game. Every room here has 8 exits and 
only one of them is the correct one. If you take the wrong one you'll 
wind up in room 9. 

Let's say you take the wrong exit in room 6, then you'll be in room 9. 
When you clear room 9 (this room "respawns" every time and is never going
to stay cleared) you'll have to take the same exit that is correct for room
6 in order to get to room 7, else you'll be in room 9 again! 

* If you die here you'll be back in room [F,3] from the first map. 
* You don't have to beat room 9. 
* When you beat room 8 you have to exit north (any of the two exits are 
  fine), this takes you to the last boss. 
* Also, some of the rooms require special powers in order to be beaten.

.--  ----  --..--  ----  --..--  ----  --.
|            ||            ||            |
             
|     9      ||     7      ||     6      |
|            ||            ||            |
                         <<<<<<  
|            ||        \/  ||  /\        |
.--  ----  --..--  ----\/--..--/\----  --.
.--  ----  --..--  ----\/--..--/\----  --.
|            ||        \/  ||  /\        |
             
|     1      ||     8*     ||     5      |
|            ||            ||            |
              
|  \/        ||            ||        /\  |
.--\/----  --..--  ----  --..--  ----/\--.
.--\/----  --..--  ----  --..--  ----/\--.
|  \/        ||            ||        /\  |
           >>>>>>  
|     2      ||     3      ||     4      |
|            ||            ||            |
                         >>>>>>
|            ||            ||            |
.--  ----  --..--  ----  --..--  ----  --.



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                              3. Walkthrough
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Note: A room can be solved in a lot of different ways. I'm going to tell you 
how I beat the rooms, but that does not necessary mean that my way is the 
best one available. 

.........
.Example.
............................................................................
Room [Co-ordinates]             (The BGM that plays)

If there are any powers (PW), ?-powers (?) or special powers (SP), it will
be mentioned here. 
Then the solution follows.
............................................................................



Room [P,8]			(GSX)
Grab the HF right above you and step on the chest. Face left and shoot 
Snakey once. Push the egg as far left as possible then grab the two HFs.
Step on the chest once again, but this time you face right. Shoot Snakey
once and push the egg as far right as possible, then grab the two HFs. Now
shoot one of the Snakeys at the top of the screen twice, so that it 
disappears. Now grab the last two HFs and walk to the key. Take the only 
door here.

Room [P,7]			(GSX)
Walk 3 steps left, 2 up and 1 right. Push the EF down against the southern 
wall. Take one step up then go left until you push the EF against the 
western wall. Take the two HFs on both sides of the bridge. Push the nearest
EF against the western wall and the northest EF against the northern wall.
The go to the three EFs lining up vertically and push the upper and bottom 
one one step left. After that push the EF in the middle either one step up
or one step down. Shoot the Skull twice, collect the HFs and run to the key
before the Skull reappears. Take the right door. 

Room [P,6]			(GSX)
Collect all HFs, except the one nearest you (it's 2 steps up and 2 steps 
left from your starting position). Also, do not move the EF! After you've
collected every HF, position yourself north of the only EF in the room. Push
it down 3 steps, 4 right, 1 down and 1 right. Now it should be under the 
single remaining HF. Take the HF and get the key. Go back to the previous 
room.

Room [P,7]			(GSX)
Take the leftmost door.

Room [P,6]			(GSX)
Take the only available door.	

Room [O,6]			(GSX)		
Take the lonely HF in the middle, between two EFs. Push the left EF against
the tree, then push it upwards until it hits a rock. Then push the other EF 
(located to the right of where the HF used to be) right. This EF also needs
to be pushed as far north as possible. Now shoot the leftmost Snakey once,
push it 1 step left, then 1 step up. Shoot the rightmost Snakey once, push
it 1 step right, then 1 step up. Walk up to the southwestern EF, push 1 step
down, 2 right and 3 up. Then it's time to move the southeastern EF 1 step 
down, 2 left and 3 up. Finally you can collect the remaining HFs and grab 
the map! You can use the map by pressing B. Go back to the previous room.

Room [P,6]			(GSX)
Take the only available door.	

Room [P,7]			(GSX)
Take the rightmost door.

Room [P,6]			(GSX)
Take the northern door.	

Room [P,5]			(GSX)
Well this room can be a little tricky, since Alma's movement depends on 
yours. Start walking left until you come to a tree, then walk up. If you
were fast enough Alma will have changed her direction. If she's heading 
northwards go south until you hit the southern wall. Then quickly go left
and push the EF down against the wall. After that you need to hurry to the
other EF some steps higher up. Push that EF against the western wall. Alma
will now be trapped. Relax and get all of the HFs, before taking the key.
Take the north door.

Room [P,4]			(GSX)
Walk straight north to the HF you're looking at, but do not take it. Instead
push the EF left of you one step left and the one right of you one step 
right. Now walk in between the to remaining EFs. Push the left one 1 step 
left and 2 up. The right one needs to be pushed 1 step right and 2 up. 
Collect all HFs, but be careful in not stepping in Medusa's field of vision. 
Get the key and take the left door out.

Room [O,4]			(GSX)
Take 6 steps north, wait for the Leeper to fall asleep, then take 2 steps 
left and wait for the other leeper to fall asleep. Collect every HF, grab 
the key and use the left door. Quick and easy! You didn't need to use any 
magic shots!

Room [N,4]			(GSX)
There's really not much strategy involved in this level. Just don't try to 
get stuck between a Rocky and a wall/stone/another Rocky. When you go for 
the HFs against the walls try to have as much space as possible from the 
nearest Rocky. Take the north door.

Room [N,3]			(GSX)
Take 3 steps up, then wait until Don Medusa is below you. Now push the EF 
left against the wall. Continue by pushing the EF as far south as possible. 
Collect the two nearby HFs. Position yourself beside the southest stone, 
then walk straight up until you reach a EF. But be careful! The eastmost Don 
Medusa is able to shoot you while walking north. When you've reached the EF, 
wait forthe nearest Don Medusa to position himself to the west of you. Then 
push the EF against the northern wall. Continue by pushing the same EF left. 
Take two more HFs. Go to the westernmost stone and walk east until you 
reach another EF. This time you have to watch out for the southern Don 
Medusa. When the easternmost Don Medusa is above you, push the EF against 
the eastern wall, then as far north as possible. Take two more HFs. After 
that you need to position yourself beside the northernmost stone. This time 
you can easily walk straight south to the EF. When the nearest Don Medusa is 
to the right of you, push the EF down, then east. Collect the remaining HFs 
and pick up the key. Take the east door.

Room [O,3]			(GSX)
PW: Hammer
Collect every HF you can and don't let Rocky trap you. After you've 
activated the hammer power step on the chest. Take 1 step west and 2 north. 
Face right and press A, the stone will be gone. Take the HF, shoot the only 
Snakey twice, take the last HF and pick up the key. Exit east.


Room [P,3]			(GSX)
Quickly grab the nearest HF and stay there. By doing this Alma will not get 
you. When Alma is on her way north, quickly shoot the nearest Skull once, 
push it 2 steps left, then 2 north into the water. Use the egg as a bridge 
and move on to the little "island". Grab the HF and get on the floating egg 
again. Press left to leave the egg before it sinks. Hurry up and grab the
remaining HFs. Now you only need to get the key. You have one shot left to 
defend you against Alma. The Skull is not fast enough to get you and the 
other Skull, which you turned into an egg, will not respawn fast enough. 
Exit north.

Room [P,2]			(GSX)
PW: Bridge
Grab the HF between the stone and the water. Shoot the only Snakey once and 
push him next to the lowest Medusa. Take the four HFs around the tree and 
you'll receive the bridge power. Set the bridge directly south of the tree 
on the west side of the river. Push the nearest EF beside the north Medusa. 
The second EF should be placed beneath the chest. Before pushing the last EF 
above the southeastern HF, collect the other two HFs next to the Skulls. 
Collect the last HF and hurry to the key. Exit north.

Room [P,1]			(GSX)
Take 2 steps north and get the HF. Push the EF above you to the bridge. Take 
1 step left, 1 down, 1 right, 1 down, 5 left, 1 down, 1 left, 5 up, 1 left, 
2 up, 2 right, 1 down, 3 left. Now you should have pushed the EF in front of 
the Gol facing up. Now go 3 steps right, 3 up, 1 right, 1 up and a EF will 
be on your right side. Wait for the Leeper to jump as far away from you as 
possible, then push the EF 2 steps right. Hurry to the chest and position 
yourself to the right of it, then take half a step down. Now wait for the 
Leeper to fall asleep right beneath you. Then you can collect all the 
remaining HFs in peace. Grab the key, push the EF that's blocking the 
western door one step down and exit west.

Room [O,1]			(GSX)
Take 1 step left, then walk slowly south until you've taken two HFs. If done
correctly Rocky should have walked beside you almost all the way down. Now 
wait for the western Don Medusa to pass you and run straight north until you 
reach the trees. Take the HF to the left of you and run to the EF nearest to 
the chest. Push it 1 step down, then 6 left (so it is positioned below the 
nearest HF). Then carefully push it downwards until you have another HF to 
the right of you. If the timing is right you will be able to rush eastwards, 
taking the HF and pushing the EF atleast one step right then getting out of 
Don Medusa line of fire.


To be continued... 



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                            4. Version History
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0.10 - First release.
0.11 - Finished the password section. Corrected some spelling errors.


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                              5. Legal Issues
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This guide is intended for private use only. You may not copy this guide and
take credit for it yourself. Only www.gamefaqs.com may host this guide.
Copyright 2006 Triwailende.