FAQ/Walkthrough for Madagascar PS2 Created by: Gordon Hughhes (email@example.com) Posted on: GameFaqs Contents: --------- * About the mail system * The Story * Basic Controls * Pick-up Items * Special Items * Special Character Abilities * Upgradable items * Walkthrough About the mail system --------------------- Please don't spam. If you currently are using the other email that was on this walkthrough, please stop spamming before I reply with an email saying that you are spamming and I would like it to stop immediately. This message applies to all other walkthroughs I make for GameFAQ's in the future or have made here beforehand. Note: If you spam me, do not spam me with things like Viagra, and things that I don't need. I am a kid and don't require such items. SO DON'T!!! The Story --------- Marty the Zebra is celebrating his tenth birthday, but life in the zoo isn't all it's cracked up to be. Tired of performing in the same show every day, Marty craves the excitement and freedom of living in the wild. When some crafty penguins help Marty escape from the zoo, his best friends, Alex the lion, Melman the giraffe and Gloria the hippo set off to find him in what turns out to be a bigger adventure than any of them expected. Basic Controls -------------- Left Analog Stick - Move all playable characters Right Analog Stick - Move Camera Circle Button - Switch characters at a totem pole/Talk to others/Use items Cross button - Character jumps/Skip cut-scenes Start button - Pause game L1 button - Rotate the camera to behind the character being played R1 button - Health and Coin Status Pick-up items ------------- Power-cards - Alex, Melman, Gloria and Marty all have special abilities; they just don't know it yet. For them to aquire their ability, you need to pick up 3 cards for a new ability to be given to the characters. Coins - These are scattered everywhere. Pick them up and you can use them at the Monkey's shop. Remember that some items are more expensive than others so make sure that you have a healthy supply of coins. Each level contains 100 coins. Gold coins are worth 5 coins, and silver ones are 1 coin. Life Tiki's - Every time a character picks one of these up, they earn a health boost. These can be upgraded. Special Items ------------- *Note - The Special Items can only be eaten by one character. Chilli Peppers - Gloria can use these as a speed boost to help her beat race opponents or push traffic out of the way. Super Roar Plant - When Alex eats this, he'll do a very loud roar and all nearby enemies will be stunned (only found on the island of Madagascar). Coconut - Melman can use these as ammo. Pick them up and throw them at nearby enemies. Mango - Alex uses these in the same way as Melman. You have to pick them up before using them. Key - Some areas can only be unlocked once you've found the correct key. Special Character Abilities --------------------------- *Note - Each character has two special abilities. Marty is an exception: he has four special abilities. Character - Ability - How to use Alex - Double Jump = Press the Cross button twice. - Claws = Press the Circle button (only available at the Final Battle.) Marty - Kick = Press the Square button - Sneak = Press the Triangle button - Crawl = Press the Triangle button while moving. - Long-Jump = Press the Cross button twice. Gloria - Butt Bounce = Press the Cross button twice. - Hip check = Press the Triangle button. Melman - Helicopter Glide = Press the Cross button twice. - Head bash = Press the Triangle button Penguins - The Penguins do not need to collect any Power-Cards since you play them only once. They do have Special Abilities and they are listed below. - Slide = Run and then press Square - Attack = Press Square - Finishing Move = Press Square (when enemy is down) - Call up troops = Press Circle when beside a trumpet.* - Fish = Use Left analog stick to aim, hold down Circle to cast and release the Circle button when fish has taken bait. *Note - The other Penguins will NOT come to you if there are other sailors in the way of their destination. Upgradable Items ---------------- Life Tikis - Upgrade to earn 2 Health Boosts for every 1 picked up. Walkthrough ----------- *Note - W.. = Walkthrough Number ... <*> = Cut Scene W1 - King of New York Goals Marty Power: Kick Alex Power: Double-Jump Alex Finishes His Act Gloria Wins the Race Penguin Fishing Melman Cleans Up Armour High Score: 5000 *Note - Pop 7 balloons to get a surprise. <*> The game starts off when Marty is bored of the zoo and dreams of being in the wild. You gain control of Marty and all he asks you to do is collect 3 Power-Cards. They are easy to spot since they have a picture of the character on it. Pick them up and Marty gains a new power: Kick. Go on the treadmill for 2 minutes and you'll earn 3 coins worth 15 in total. Kick the haybairns for some coins. Kick the gates open, grab the coin and speak to Alex. <*> Alex remembers it is Marty's birthday and asks him not to butter him up. Marty asks Alex to get 3 power-cards. You gain control of Alex and all he asks you to do is collect 3 Power-Cards. They are easy to spot since they have a picture of the character on it. Pick them up and Alex will get the "DoubleJump." Search around for buttons, since they open up passageways full of coins. Jump through 7 rings, then once you've done that, get up to the top. <*> Marty says that his job is done. Kick the gates open and go through them. <*> Marty speaks to Melman and says that he'll speak to him later. Go into Gloria's Pen by kicking the haybairns. There's a door with a game. Speak to Gloria. <*> Gloria wants to have a race against the ostriches. Run around the track twice and finish first making sure that you eat the chilli peppers. <*> Gloria thanks Marty. Kick the gates and grab the coins. Kick the haybairns and speak to the Penguins. <*> They'll teach you how to fish. To fish, use the left analog stick to position it, then press Circle and hold it down to grab a fish, then release it. Get 4 Blue fish, then 3 Green, then 2 Red Herrings. Now get 2 Alex dolls, 2 Hats, then a pair of Sunglasses, and lastly a bucket. Also get the coins. <*> They run off and Marty thinks they're cooking something up. Collect the tikis. <*> Marty says that Melman should get rid of his garbage. Just keep spinning round until you reach 50. Make sure to get the last lot of coins. <*> Melman sees the cleaning crew, and Marty leaves. The next level is unlocked. W2 - Marty Escapes Goals Marty Power: Sneak Get and Use the Ostrich Key Get through Zone Ostrich Get and Use the Monkey Key Get the Zone Bear Key Get through Zone Bear Defeat the Zoohunter Escape into the City Space High Score: 5000 <*> The Penguins speak to Marty about him leaving the zoo. The Penguins want to as well. One of the Penguins tells you what to do. Speak to the 2 animals with the Power-Cards, then kick the haybairns and the statues for coins and health boosts. Kick the trashcan at the guard to get a coin. A gate near the guard has a coin as well. Ignore the very small crawlspace and speak to the last animal to obtain the "Sneak" ability. Go back to the crawlspace, get the key, kick the guard when he is not looking and use the key in the terminal. Kick the trashcan at the guard at the sidewall, press the button and get two Life Tikis and a Gold Coin. Kick the statues for coins. Kick the trashcan again at the moving guard, then the statue, then the soundpoles and then the trashcan again at the non-moving guard. Get the coin. Kick the cleaning crew cart at the other guard and get the life tikis and the coin. Go over to the last guard and kick the trashcan at him. Crawl through the gap and then get the two tikis between the gates. Kick the cart at the guard, then crawl below the hedges to aviod the guard, then kick him for a coin. Kick the haybairns when the guard isn't looking, then the guard, grab the tikis and coins, then kick the soundpoles. Kick the trashcan the guard, then walk right into the janitor. kick the gates open, crawl through the space, then go back to Zone Ostrich, go to the terminal and use the key. Get the tikis, kick the statue and haybairns for coins, then sneak around the monkey pen, kick the haybairns for more coins, then press the button for more coins. Kick the cart to get 2 more coins from the guards then kick the gates open. Walk into the janitor and get the key. Jump over the wall and get the tikis, go back to the pipe and kick the haybairns to find another game. Kick the statues for more coins and the haybairns as well. Follow the path round, taking out the guards as you go along. When you get to the part called "Zoo's Main Gate" there is a passageway with coins and tikis. Watch the guards. When you get near to the janitor, the zoohunter appears and all you have to do is kill him. Take out the guards first, then the zoohunter. <*> You (Marty) and the penguins escape. W3 - New York Street Chase Goals Alex Leads the Way Gloria Power: Butt Bounce Gloria outsmarts the Cops Melman Power: Helicopter-Glide Melman Find the Station Alex Rings: 10 Destruction Bonus Wobble High Score: 10000 Other Goals Gloria Destroys 25 cars Melman Kills the Workmen <*> The others find out that Marty has escaped. They follow him. You are Alex for the moment. Follow the road to where Gloria will take over. Avoid cars and dogs, while collecting the rings to earn a bonus. <*> Gloria takes the lead. You are Gloria for the moment. Follow the road, picking up chilli peppers to knock down 30 cars for a bonus. Along the way, you'll need to get 3 power-cards so that you can butt bounce. You'll also have to avoid the traffic twice. <*> Melman takes the lead. You take control of Melman. This time, YOU CANNOT TOUCH THE STREET! Get the 3 power-cards to get the Heli-Glide. Then, just follow the road to the Station. <*> You catch up with Marty and the next level is unlocked. W4 - Penguin Mutiny Goals Open the 1st Pipe Secure the Crane Deck Take the Gas Room Capture the Radio Room Bowling on the Deck Secure the Poop Deck Storm the Mess Hall Seize the Bridge <*> All the characters have ended on a boat for another zoo. The Penguins escape. Follow the path round. Take out the sailor, then follow that path round to a trumpet. Don't use it yet, but get the key, open up the door and then use the trumpet. Go through the pipe and use the trumpet. Get the tiki, then take out the sailors. Follow the path to the right, NOT THE LEFT, then open up the pipe and take out the sailor on the Crane Deck. Go near the crane and use it. <*> You take control of the crane. To use the crane, just use the same controls as you did with the fishing training. Get the coins before getting all of the guards. Use the trumpet. Open the pipe and go through it. Get the coins and open up the door to the "Gas Containment Room." Use the trumpet. Open up the door to the lavatory, open the lockers and get coins and look in the toilet cubicles for a couple of coins. Go through the other door and get the key and coins then use the switch. <*> The guards go into the lavatory. Go down the ramp, take out the sailor, open up the Radio Room door, look in the lockers for coins, then use the trumpet. You are now on the "Aft Deck." Get the coins behind the crates, then go through the gap and get the tiki. Go over to the Bowling Ball Crate and use the bowlings balls to take out the sailors. Then throw a ball at the pipe to take out the sailor at the other end. Go into the pipe and use the trumpet. Go over to the crane. <*> You automatically take control of the crane. To use the crane, just use the same controls as you did with the fishing training. Get the coins before getting all of the guards. You'll also have to move the crate. Now pick up the penguins and drop all 3 at the button (1 penguin to a button.) Go up the passageway to the "Poop Deck." Use the trumpet. Get the coin, then open the door. Go through the opening, take out the sailor and open the lockers for a tiki and coins. Take out all of the sailors (don't worry about using the tranquiliser gun), then open the door, near the machines, then go back into the Storage Hold get into the box. Go through the door you opened, get the key and coins, then go to the back of the room, through the pipe and through the locked door. Take out the sailor, get the coins and use the trumpet. Go up the stairs. Don't go through the door yet. Scout around up here for 4 coins, then go through the door. Jump up onto the crates and use the gun. What you have to do is press Circle every time you see a sailor coming. Then, after 6 are gone, you'll need to defeat the zoohunter again. <*> The next level unlocks. W5 - Madagascar Beach Goals Collect the Pearls Climb the Falls Lead the bees Protect the mushrooms Alex Rings: 10 <*> Alex is on is own, since the others are elsewhere on the island. Roar at the shells to get coins, then jump through the hoop.