Keroppi to Keroriinu No Splash Bomb FAQ/Walkthrough(NES)
version 1.0.0 by Andrew Schultz schultw.andrez@sbcglobal.net
(anti spam typo)

Please do not reproduce for profit without my consent. You won't be getting 
much profit anyway, but that's not the point. This took time and effort, and 
I just wanted to save a memory of an old game and the odd solutions any way I 
could. Please send me an email referring to me and this guide by name if 
you'd like to post it on your site.

This FAQ goes best with the maps I wrote. Use and enjoy them.

================================

            OUTLINE

  1. INTRODUCTION

  2. CONTROLS

  3. ENEMIES, POINTS, ETC.

  4. WALKTHROUGH

  5. CHEATS

  6. VERSIONS

  7. CREDITS

================================

  1. INTRODUCTION

Keroppi to Keroriinu No Splash Bomb is a fun game featuring one of the Sanrio 
characters. Teruteru Chan is captured by some evil guy, or about as evil as 
yo can get with Sanrio, and taken off to a castle. Keroppi must work through 
four towers and defeat bosses in each one to rescue Teruteru Chan.

Wikipedia has a good page with the details of the Sanrio characters, so I 
won't cover that here. Or you can go to Sanrio.com. I'd rather mention that 
this game as some maze elements and some Bomberman elements, and it has 
powerups for the waterballoons Keroppi needs to place--range and number at 
once. You also have a pill for walking through walls and a helmet for 
invincibility--at least until you finish the level. Pills allow you to walk 
through most intra-level walls, too.

The first level is straightforward but the later ones have dead ends which 
can get quite tricky without a map. I sent them to GameFAQs too. You have to 
enter rooms and leave them, and sometimes there will be dead ends a few 
floors up. But even the fourth level has only twenty-five rooms. You can 
probably write things out by hand if you don't want too many hints. 
Basically, there are no heinous tricks in this game. You get enough lives and 
power-ups to make things pretty easy, and you get a password to start at 
level 2/3/4 when you make it that far. Really, you wouldn't expect a Sanrio-
branded game to be too taxing given its target audience, but it still has 
some nice little maze puzzles.

  2. CONTROLS

Controls move you as expected, with no diagonal movement but horizontal 
trumping vertical. The A button leaves a water balloon which will detonate in 
a few seconds. The B button is not used.

If you are in the path of a water balloon, it pushes you in the direction it 
explodes. You can sit on top of a water balloon and you will be protected 
from enemies and from skidding. You can move back at it to stay in place, 
which is critical if the water jet might push you into a flame or even an 
enemy just outside its range. If a water balloon touches a wall, its range is 
cut short. If it touches a flame or a peg, it stops but destroys the flame or 
peg. If it gets next to a grate, it stops there. The computer is very 
generous about you killing an enemy. If an enemy barely touches a water jet 
before it disappears, the enemy dies.

Keroppi can also move onto a half-square which is just a nuisance, as if he 
half-touches a stair, he goes down it. If he half-touches a flame, one life 
lost. However, one advantage to losing a life is that you are invincible for 
a few squares. This allows for a few shortcuts.

This all seems straightforward, but one thing to be aware of is that on the 
later levels you will have a lot of water balloons. If you place them 
haphazardly, then you may get one kicking you left and one down, causing you 
to skid unexpectedly into a flame you thought was on a diagonal. So if you 
place a bunch of water balloons, place them in a row or column to avoid 
unexpected results. You also want to try to time them for enemies with a 
known pattern, but for those that move randomly, just load up in a certain 
area.

Not all flames/pegs will be destroyable, but you should try to hit all the 
pegs to see if there is a bonus.

  3. ENEMIES, POINTS, ETC.

Slow red smileys appear level 1. They can be easily outrun and bombed. 100 
points.
Green vertical bouncers appear level 1 and go U/D and bounce at edges. 100 
points.
Slow white puffs appear level 1/2. They can go through pegs and fire. 200 
points.
Stripey turnips appear level 2. They move like the smileys but are faster. 
300 points.
Stripey vertical guys appear level 2. They move like the green but faster and 
randomly bounce. 200 points.
Pink vertical guys appear level 3. 300 points.
Green horizontals appear level 3. They move fast but predictably. 300 points.
Small Hawaiian Fruit Punch guys appear level 3/4. They move slowly and in 
random directions, generally towards you. 500 points.
Wall frogs appear level 4 and can go through thin walls and other obstacles. 
400 points.
Ghosts appear level 4. They go (counter)clockwise depending on how they start 
until they run into an obstacle. 600 points.

Bonuses for power-ups hit 5000 once they don't increase your ability any 
more.  Otherwise they stay at 100.

Since enemies recharge, you can get infinite points by leaving and re-
entering a room, but it's a bit boring.

  4. WALKTHROUGH

    4-1. LEVEL 1

 10-9-8
      |
  3 6-7
  | |
1-2-4-5

Quickest path: 1-2-4-6-7-8-9-10

Room 1:

Kill the enemy to get a water balloon. He's pretty easy, as he only moves up 
and down. Pin him against a wall--well, leave him so he can bounce between 
two squares, and he will at worst walk into the water and be zapped. The 
water balloon appears in the center. There is nothing in the walls, so just 
move on. You can now place two balloons at once.

Room 2:

There are two pegs next to the exit. Place a balloon next to the lower one to 
get a timer. With the timer, everyone freezes. Place water balloons by them 
to kill them if you want. Be sure to avoid touching the enemies, or the fire.

Room 3: (optional, recommended)

Kill the enemies on the right first. They are very slow, so place a balloon 2 
squares ahead of them, and boom. Be careful to avoid the down-stairs before 
you've cleared this, as if even half of your body touches, you go back down. 
The vents make it tricky to blow things up, since you can't place balloons on 
them, so work down from the stairs and be patient. I just killed the enemies 
then went blowing things up--you have to do it one at a time. You get a ruler 
for destroying posts here. That gives your balloons more range.

You can pick up the timer again in room 2, but you don't get an additional 
balloon in room 1 or ruler in 3. So move right.

Room 4:

The additional firepower allows you room for error. You don't really need it, 
since a helmet gives invincibility as long as you remain in the room. It is 
along the bottom, 2L of the DR, so make your way to the corner and place a 
balloon and pick up the power up. You can walk through fire with it, but you 
can't destroy obstacles.

If you want to play without the helmet, you can place some balloons to take 
out three pegs now, or nail monsters from afar. You can trap a crab at the 
bottom and take out fire and a peg in one swoop, too. You can walk through 
enemies to kill them.

Room 5: (optional, recommended)

Kill all the enemies to get an extra life. You will want to work your way 
right, through the center. There are some tricks killing the enemies--don't 
place a balloon next to a grate as that may cause a monster to bounce off it 
and back on a grate, where he is safe. Still, it should not be too hard to 
get rid of enemies one by one.

Room 6:

Destroy what you can along the top of your starting compartment. Taking out 
most of the pegs around your original area gets you another balloon. You can 
just line up balloons near any monster you are having trouble trapping 
because they run over grates. You don't have to kill them all to escape to 
the right.

Room 7:

Break into the DR and then go up to the center, where your range and number 
of balloons can blow things up pretty quickly. Just blow up what you can 
until you find the ruler. You don't need to kill all the enemies, either, but 
it is fun and not too hard.

Room 8:

Head right and place a balloon to get the helmet 2D. Don't place two bombs, 
though, or they will destroy your power-up. From there the rest of the level 
is easy. But if you want to blow everything up, just work right to left. 
Killing all enemies gets an extra life. I don't see a way to blow up the fire 
in the UL, but you don't need to.

Room 9:

Place a bomb 1D of the fire so that you aren't pushed into the fire by pater 
ones. Use the DR to kill off enemies ASAP. You'll want to make quick space so 
the ghosts who go through walls don't get to you. So start working west 
early. A water balloon appeared once I blew up half of the posts, so take the 
time to clear things out. Nothing special for clearing out enemies or posts.

Room 10:

The big boss fight. He takes six hits and turns bluer with each one. Just let 
him follow you, preferably to near the end of a row on the right, then drop a 
balloon. Bomb the fires in the corners for safety and try not to open the 
rooms behind the posts. You can also get ahead of him traveling along the 
bottom, and when he comes down, place a bomb at the intersection. Clearing 
out the pegs gives no power up and in fact I almost killed the boss by 
accident trying to do so. He's not very smart or fast, so you can just place 
a bomb when he is 3 squares behind and walk away. He is worth 2500 points, 
though.

Keroppi dances by some hut with palm trees and does back flips until you push 
"start."

PASSWORD: CCAnJAPJ

    4-2. LEVEL 2

  b
  |
c-a-d
  | |
  9-e-f
  | |
1 8-7-6
| | | |
2-3-4-5

This level is a bit tougher. While there are alternate routes, many of them 
lead to dead ends. You need a bit of trial and error.

1-2-3-4-5-6-7-8-9-a-b-a-(c-a)-d-e-f

Room 1:

Faster less predictable enemies here. Clear out the guys going U/D on the 
right/left as almost any bomb will drop them, then clear pegs as needed to be 
comfortable killing the turnips. That'll probably get you another balloon, 
too, once you bomb half of them. In general, wait for guys to be 3 away from 
the bomb square before dropping one. The fast guys, halfway across the 
screen. Run behind the guys on top and trap them with a balloon if need be. 
No bonus for clearing all pegs.

It does matter which stairs you take--the upper ones lead to a blocked off 
area.

Room 2:

For the top bit, there really is nothing, but if you want to progress, you 
have only one square to start with, and then you need to go along the bottom 
wall and work up on the right.

For the bottom bit, place bombs and stand on them to start clearing stuff, 
then work your way to the right. You don't get any treasure here.

Room 3:

You need to go through the upper right to get to the right side of the board-
-flames and grates block you otherwise. Place a bomb 1U2R of the entrance 
when you can--you may need to be patient--then the square touching the 
center(just DL) holds a helmet. Get that and the rest is easy. Otherwise you 
may just need to bomb things a ton.

You can exit right or up from here. Up leads to your very first dead end.

Room 4:

Place bombs along the side. That gives you room to start moving right, and 
you'll probably kill the U/D guy by accident. You can funk out and go up, but 
that leads to a dead end. Get to the center and bomb and eventually you'll 
get a ruler. This'll allow you to really gun down back and forthers. But 
watch out for the blast range. Exit right.

Room 5:

Walk around the fires in the center a few times and you can take out a lot of 
them quickly. The enemies should be no problem. You can even corner them now 
since you have multiple balloons. This room gives you a heart bonus.

Room 6:

Not many monsters bothering you early on, so just blow up what you can and 
then get around to the DR, where the DR-most peg houses a helmet.

Room 7:

(UL corner) Just bomb away to go up the stairs again, but it leads to a dead 
end eventually!

It feels unfair but the best way through this may be to place a water balloon 
and sit on it. If you feel that's cheating, place one D and one L of the 
entry square and sit there. Enemies can come at you quickly. No treasure in 
this room, so just burrow and get out.

Room 8:

Go along the bottom, up past the stairs, and right to get the invincibility 
helmet on the right edge. You have two ways through this. Going to the DL now 
means a quick trip up, but you miss a range power-up. You probably don't need 
them at this point, though. Going up the center leaves a puzzle on the next 
floor.

Room 9:

Assuming you went up in the center, you can sacrifice a life for 
expedience(go L U) or you can just place a bomb on whichever empty square 
there is. Once you've cleared out your area, you can hop onto a grate to the 
next area. Here, you can move from the bottom to the right, then the right to 
the top and go across the top. You will get a ruler for your troubles. You 
don't need to clear out the left.

The monsters can be pesky here, so stand on a water balloon and be prepared 
to move if it could kick you into a fire for the first bit. Of course if a 
monster is close, you can just sit on a water balloon in a cleared area. On 
the other hand, grates are always safe for waiting for balloons to explode, 
but enemies can approach.

Room a(1):

First time through you will just need to go up to room b.

Room b:

You got here from room A, and the only way to go back down and make progress 
is to go to the DR. Just drop bombs in the middle as you please. Take out the 
fires for space and eventually you'll hit the fast vertical movers, but if 
you need to press the issue, place bombs next to everywhere one of them goes 
up and down. Killing all the monsters gets a heart here, so knock off the 
slow guys.

Back to room a. See above for that.

Room a(2):

Second time through you will want to go 2L, place a balloon, R, place another 
and wait. Keep working left if the enemy doesn't die, then back up after 
dropping the balloon. No bonus for killing everyone, but it's not hard to do.

Left leads to c and the side trip, and right gets you closer to the boss.

Room c: (side trip, recommended)

Here you can get an extra water balloon for blowing up all the pegs. But you 
need to proceed slowly. There are only two places to put bombs at first. Do 
so then put stuff 1L of them. Just cluster water balloons to knock of any 
lingering slow guys. Then get to the center and drop bombs in the 4-high 
columns you can there. The horizontal guy should go down.

Now you need to go along the top or bottom but not both. You can work your 
way around the horn to blow up the pegs, or you could even sacrifice a life 
if you have a bunch and you are finding the process a bit tedious. However, 
there is little risk with no monsters.

Now you want to go back to room a, hack through, and get to room d.

Room d:

First, drop water balloons to the right. Then shield yourself with water 
balloons to kill any monsters nearby. Work to the center 
There's a ruler for range if you blow up enough pegs, so I recommend that. No 
bonus for clearing the enemies.

Room e:

Use the two squares 1D where you can start the bombing. Whenever you can, use 
a 4-bomb front and move downwards and repeat. No bonuses here before the next 
boss.

Room f:

This guy is a bit tougher than the first. He sits on the grates for a while 
before moving out. He is especially vulnerable when he changes grates, so 
your best bet is just to keep dumping balloons in the center. Sometimes he'll 
retreat where he came, but most of the time he will move around. Half of the 
time, he'll have to go left or right, which is where you can get him. While 
waiting to see where he goes, clear out central fires that are lying around, 
as they can all block you from a retreat, though the ones on the side are no 
big deal.

You can chain hits on the enemy if he gets stuck in the center. Place 
balloons around him and you get two for one.

More flips from Keroppi near a town.

Password: ECAnOAPC

Side rooms not covered:

Room e (left half):

You have to destroy the fires one by one to get anywhere, and making it 
through the fires by the grate is a bit tricky, but there is very little to 
worry about otherwise. 

Room d (DL corner):

Dead end.

    4-3. LEVEL 3

  i-h-f-g
  |   |
  j-k e
      |
  a-b-c-d
  | | | |
  6-7 8-9
  | | | |
1-2-3-4-5

Freaky looking Hawaiian Punch Kids are among your new enemies here. The 
walkthrough gets a little more jittery here because there are so many side 
passages. So you need to search for "Room x" at times. You don't really need 
the power ups in the side rooms, but they are not bad to find.

Way through:
1-2(6,a optional)3-4(5-9-8 or 8)c(d optional)e-f(g optional)h-i-j-k

You also have a new power-up here: pills, which allow you to go through walls 
until you leave the room. Nice in many rooms but not quite critical to get 
through the game.

Room 1:

Bomb the left side, but not all of it, then walk to the left edge and bomb 
up/down to get the horizontal speeders. Clearing the left should leave a 
water balloon. Go right along the bottom to exit. No clearing bonus, so don't 
waste too much time.

Room 2:

Very similar to level 1 in that you can snoop along the bottom, wherever you 
wish to go--up or right. Blow stuff up as you go. No bonuses.

Room 3: 

Blow stuff up in your corner. The UL stairs up lead to a dead end, so don't 
bother. The DR stairs up can lead to the next area, so you can take them if 
you want. They're not hard to get to. There's also a pill 3R1U of the entry. 
It isn't necessary, but it's helpful.

Room 4:

A ruler power-up if you blow up a few posts here. Cut through the fires, 
which takes a while but is worth it.

This takes time whether you are coming from the left or the right.

Room 5:

Helmet 2L of the middle stairs, which are a dead end. The UR stairs can get 
you up a level. So just bomb on the left edge and then work your way in, 
standing on a grate in the middle of the circles to let bombs go off.

Room 6:

You can get a heart for killing all monsters. Otherwise it is a typical 
search and destroy, with care taken not to step on a stair unless you need to 
escape.

Room 7:

There are two ways ups here. There is a pill 3R2D of the UL. If you use it to 
go to the UL, going up is a dead end. If you use it to go to the DR, you can 
advance as detailed in room b. However, you don't really need the pill to go 
DR, as either the center or DR stairs will work equally well.

Room 8:

If you entered from below, you get an express trip up through room 12 and 
then 16. There's no way to get to the UR if you didn't enter from there 
without losing a life. You can just walk through the fire. Maybe you'll find 
the time saved worth it. If you arrived from the right, then you can blast 
your way to the DL.

There's a timer on the left edge, lower post, that may make your way through 
the room quicker.

Room 9:

Bomb all the posts here and get a water bomb. You are faster than the 
enemies, so it should be no problem. Killing them is actually not too bad 
either, though you get no bonus. Sit at the edge of a 1x4 strip and leave a 
balloon and walk down so the enemy walks into it easily.

Room a:

From the center, cut out the fire to the right and then pick off the 
top/bottom enemies from below/above. Killing all monsters before you go right 
gets a heart.

Room b:

From the UR, bomb to get to the pill, then go to the DR, although this is 
really retreating.

From the DL, bomb through to the right and get to the DR.

If in the DR to start, bomb below the 5-column and work your way up. Nail the 
turnip. You may need two tries to get him, one to push him into the dead end 
and another to drop a balloon, but he is not particularly tough. Then exit to 
the right.

Room c:

In the UR, just go up. There are no big power-ups here, so you can just run 
through the room in the direction opposite how you came.

For any other entrance, just do the usual bit where you bunker a few balloons 
around you and move in. Place several in a row to remove the barriers very 
close to the stairs, and you're in. No bonuses.

Room d:

Place 2 balloons where you can. Start working each way to create space. Take 
out enough posts and you get a water balloon, then leave. There's no heart 
bonus for clearing this.

Room e:

In the UR, place bombs on the checkerboard to at least dissuade the monster, 
and run to the DL. Place bombs behind and then start hacking at the series of 
posts that lead to a dead end. A pill is behind there. Leaving to the UL is a 
dead end, so leave to the DR. The rest of this level's walkthrough is 
straightforward with one small detour.

Room f:

I recommend you just go left, as the room to the right is an awkward way to 
get an extra water balloon. Nothing special here. A few quick bombs and you 
can plow through.

Room g(detour, not recommended):

It's probably better for your sanity to sacrifice a life if you really want 
the water balloon. For that, go down past the post, then drop balloons on the 
open squares. Kill the post in the center.

The long way is to move quickly right and then circle around. You'll have 
some turnips to duck. Try to fake enemies out by backing up opposite the way 
you want to go then outrunning them when they get close.

Room h:

Place bombs all around the tight circle to zap one enemy. A timer is in the 
top center, in the middle of three pillars. You don't need it, but it is a 
nice convenience.

Room i:

Move quickly, then bomb down the right. Use all squares available. That gets 
the invincibility. Crush all enemies for a heart. You can't come back and win 
another heart, so don't try it as this is a tricky level with all the grates. 
Go down the DL--the center is a dead end.

Room j:

For an exit, just bomb along the bottom. Come back along the top and bomb 
everything to get a ruler here, though. Exit right to the boss fight.

Room k:

This boss is pretty easy, too. Just encircle him with water balloons until 
you kill him. He'll never be able to get a shot off. But wait--he's not dead 
yet. So just stay in the center and see where he goes. If he is at one of the 
far grates, don't worry about him, but otherwise you can go up or down and 
just leave water balloons that will nail him. He may fire, but that is easy 
to duck.

You can even place the balloons ahead of time, below the lower grates and 
above the upper ones, if you really want to be unfair.  You may get hit 
occasionally, so you may instead want to just place something at the 
bottom/top and run to the center. The worst that happens is that you guess 
wrong 2/3 of the time. You'll get him eventually.

Password: FVAfPAOF

    4-4. LEVEL 4

    k-j
    | |
  m-l i
  |   |
o-n f-g-h
    | | |
b   c-d-e
|   | | |
6-7-8-9-a
| | | | |
1-2-3-4-5

Again nonlinear, but even for a Sanrio game, the cuteness would wear off and 
the lameness of too-linear gameplay would show up.So this is a good way to 
end things up. On seeing the map I thought "Oh! I bet there's some cool new 
power up in room b! Otherwise it wouldn't be out of the way. They probably 
want us to see the whole board and this is an incentive." But never overthink 
anything Hello Kitty. That area is worthless. There are a few pretty complex 
dead ends in here. Being able to eliminate several squares off the bat makes 
a walkthrough easier, though.

Room 1:

Slow going here, but you should eventually be able to get somewhere. The 
first two bombs are the trickiest. Bomb, 1D, bomb and when the second 
explodes just after the first, push up. There's a big risk of losing a life 
here. The next set of bombs is easier. Then you can camp 2R of the square and 
just bomb away til the enemies die. You can go up the stairs or bomb your way 
to the left where there is water.

Room 2:

Bombing everyone gets a heart. The ghost moves in a circle, so clear out the 
insides if you're having trouble, then put a bunch of bombs in there. I would 
recommend leaving up if you want to get to room B. Room 1 is tricky and drawn 
out.

Room 3:

Bomb the center a bunch. Then killing posts gets an early balloon. You may 
want to duck briefly into room 2 and return back, but if you think you've got 
enough firepower(you probably do,) go to the right for a few basic power ups. 
You can't go straight up, as that is a tangled dead end.

Room 4:

First time through, go right and bomb in a square. Hearts for killing 
everyone, so do so. You have been through the drill before. Use extra bombs 
to take out the wall frogs. Go to the right.

Second time through, space is tight at first, but bomb and run from the fire 
and you''ll be okay. Take the UR stairs. The DL are a direct dead end.

Room 5:

You get a ruler here for blowing up all the posts, so go for it. Again, I 
can't add anything that hasn't been said, except place bombs on the left to 
get the circling ghost when he is on the bottom. Retreat, because if you go 
up the stairs, you are trapped unless you want to sacrifice a life.

Room 6:

Left hand side, drop a balloon and wait, then hack your way down. Right hand 
side, do the reverse, going up. No goodies.

Room 7:

To go right from the UL ladder, just use brute force. There's nothing 
terribly much there, but that's how you do it. There's nothing on the right, 
either.

Room 8:

From the DR ladder, invincibility is 3L of the modified UR. You can get it 
and go right, because there's really nothing to the left.

From the UL ladder, you have two stairs up, but it leads to a dead end area 
even with a pill.

Room 9:

From the UR stair, bomb down to gain space. You want to go to the right to 
get on with your game, so you can just leave quickly. Or you can bomb the 
enemies to the left. No treasures here.

I don't recommend the UL stair though it is the only way to get to the main 
part of room c.

Room a:

Up from level 5 is a dead end. DL corner holds a helmet. Risk here of being 
blown back to room 9 if you are careless. So stay out of the way of the first 
few bombs. Even with invincibility, you still need to chuck some balloons to 
break to the right.

Room b:

There is nothing in this room either way you came in. The pill in the DL 
doesn't count since it leads to the barren UL.

Room c:

All you can do is kill everyone and walk back out. But that gives you a 
heart. Just work from the right then work your way left. Up above, climbing 
leads to a dead end.

Room d:

This room can be safely ignored. There's loot to the left but it takes too 
much time.

On the left, bomb twice at the top, then bomb just above where the ghosts 
cross at the top. With them out, you can go in left for a room with a heart.

On the right, a 2x2 bomb opens space immediately and another should clear the 
board. Smooth sailing from there. Only problem is, nothing on your fishing 
line.

Room e:

You can just go down to get to the next bit(UL leads to a long, boring path 
that has another ruler, so you may want to detour there.) However, there's a 
ruler if you bomb the left side, and so you might as well work your way 
there. And you can place bombs everywhere except the top/bottom edges so the 
ghosts circle around and walk into them.

Room f:

1R, use balloon, wait, and try again. If you went D you might have been 
pushed into a fire, but now you have more than enough space. Use the 
pill(right edge, top square) to burst to the right(though this is a dead 
end.) There are no other power ups. You probably want to retreat from here 
because the left side of G is a dead end.

Room g:

Entering from the left is a dead end. From the right, you need to get into 
the I and just bomb until a few guys get caught and you can sneak to the 
stairs. You can follow one to the top and see which way he bounces, and this 
is not a bad place to sacrifice a life, either.

Room h:

Blowing up most everything in the top part gets you a ruler. There's nothing 
at the dead end, so don't waste your time. But even going to the top is a bit 
of a bore.

From the bottom part, it is easy to navigate through the fires to the left.

Room i:

Bomb down the left a few times, leaving you open to bomb right to the post. 
You may be able to peg the fish now or at least run past it. No treasure here 
UNLESS you either 1) sacrifice a life to get DR without tripping the stairs 
or 2) go down the stairs, back up and right and start chipping away. It's an 
awful lot to do for a water balloon you don't need, though.

Room j:

Blow up all the posts you can to get a ruler. Some you'd have to kill 
yourself for. You can bomb in the DR, and then you need to be careful going 
across the center. Leave four balloons in a box to kill off any nosey 
enemies, then blast through to the left.

Room k:

This is not a difficult room. You can just blast along the bottom to get to 
the stairs you need. The UR ones are a dead end. They do lead to a ruler, but 
you probably have enough by now, and it takes so long to get to it.

Room l:

(UR) Just bomb in the spiral to the center to get to the ruler. Of course, 
with that winding path, it will take quite a while.

(DL) Cluster 4 bombs at the bottom and then just bring a united front of 4 to 
push up against the other barriers. It should also do for the enemy. Be sure 
to run up so you aren't kicked back into the stairs.

Room m:

You need to waste a bit of time bombing downwards, but then you can zigzag 
left across the plates to get to the DL. The UR is a dead end with no power 
ups. Killing everyone gets a heart, so bomb up and down when a wall-frog is 
just to the left. He'll eventually jump over, and if you're on a balloon, 
you're safe as usual.

Room n:

Unless you have a guy to waste, this level is painfully inconvenient but not 
dangerous. Bomb, wait, etc. The fast enemy should not be a problem. Once you 
get to the open area, drop a bunch of bombs and there you go. It's almost 
impossible not to hit him. No power-ups.

Room o:

This guy's not tough, either. He bobs up and down so you need to time things 
to hit him, but if you've got power ups you can use brute force, placing 
balloons all in a row til you get lucky. Once you hit him, he goes off the 
screen and fires from above, so go down and duck. He's relatively inactive 
otherwise, so just place water balloons to get rid of fire.

If you want to be precise, you can drop a water bag where he lands(every few 
squares,) but that is more trouble than it's worth to plan exactly. However, 
if you stay in the center, you can line to the left/right of him and run away 
from him, placing water bags under you. One will get him. You can even afford 
to be 1 up of where he lands.

  5. CHEATS

Memory loc 0xcb = # of lives

End of FAQ Proper

================================

  6. VERSIONS

1.0.0: sent to GameFAQs 11/9/2007, complete

  7. CREDITS

Thanks to the usual GameFAQs gang, current and emeritus. They know who they 
are, and you should, too, because they get/got some SERIOUS writing done. 
Good people too--bloomer, falsehead, Sashanan, Masters, Retro, Snow 
Dragon/Brui5ed Ego, ZoopSoul, War Doc, Brian Sulpher, AdamL, odino, JDog and 
others I forgot. OK, even Hydrophant in his current not-yet-banned message 
board incarnation. I am not part of his gang, but I want him to be part of 
mine.
Thanks to the NES Completion Project folks for keeping it going.
Thanks especially to odino for pointing me to this game.
Thanks to romhacking.net for hosting this game.
Thanks to Suicidal Translations for making the translation.