o----------------------------------------------------------------------------o
|                                 COOL WORLD                                 |
|                                NES Edition                                 |
|                                                                            |
|                              FAQ/WALKTHROUGH                               |
|                       Version 1.0 (November 1, 2007)                       |
|                                                                            |
|                               By The Admiral                               |
|                        Email: Admiral1018@yahoo.com                        |
o----------------------------------------------------------------------------o


Introduction
------------
Any avid television watcher from the early 1990s will recognize the name "Cool 
World."  The trailer for this film became infamous.  It depicted Gabriel Byrne 
at a drawing easel in his prison cell.  As he drew a scantily clad, buxom 
blonde, a voice-over revealed the secret thoughts of lust in his mind.  
Gradually, this animated woman's voice began replying to him, and it seemed he 
was becoming delusional.  Suddenly, the man awakens in a cartoon world and the 
woman of his artistic dreams is before him, dancing seductively.  A voice 
echoes in the background saying "noids do not have sex with doodles," and as 
Gabriel Byrne reaches toward his sultry creation, we are left thinking that 
this will be a dark story of a man falling into the twisted cartoon world he 
has penned.  It was such an amazing set-up, and audiences could not wait to 
see this film.

Sadly, the actual movie had nothing to do with the trailer.  It was a poorly 
drawn animation-mixed-with-actors film (like Roger Rabbit) that featured a 
young Brad Pitt in his worst performance ever as detective Frank Harris.  
Harris, who appears in Cool World in 1945 after his mother dies in a 
motorcycle accident, decides to stay and become an investigator (his reason 
for this, how he enters this professional, and why he never ages are not 
addressed, of course).  Harris's primary objective is to prevent humans 
(noids) from having sex with cartoons (doodles).  The consequence is 
apparently the destruction of both Cool World and the real world, although 
this never seems to play out as we would expect.  The rest of the movie makes 
little more sense, and this helps explain a lot about the game.

Clearly a lot of people thought Cool World was going to be big.  In additional 
to toy store merchandise, video games were created on four systems.  Although 
this title was released at the very end of the NES life cycle in 1992, it 
plays more like a 1988 game.  While the graphics are pretty good, the controls 
are bad, the music and sound effects are abysmal, the plot is non-existent, 
and the fun is no where to be found.  Still, the game did pack quite a 
challenge.  And that's why this guide exists.  Whether you're two minutes into 
the game and boggled or twenty times through it and looking for strategies, 
this guide should help you.  Although if you're in that second group of 
people, you need to seek help beyond what this FAQ can offer.



==============================================================================
D I S C L A I M E R                                                       CW0A
==============================================================================

This FAQ is meant for personal use only and cannot be reproduced for 
commercial use under any circumstances.  No portions of this guide may be 
reproduced, in part or in entirety, without the written consent of the author. 
If you would like to use any part of this guide in your FAQ or website, I will 
probably give you permission if you ask, but you must ask first (Email: 
Admiral1018@yahoo.com). The Cool World title, as well as all contents within, 
is copyright of Ocean Software Ltd.


==============================================================================
T A B L E   O F   C O N T E N T S                                         CW0B
==============================================================================

To jump to any section of this guide quickly, click the Edit option on the 
toolbar, then go to Find and type in the index number listed in the right 
column.  You can also press Ctrl+F to bring up the search box in most browsers 
and text editors.


DISCLAIMER................................................................CW0A
TABLE OF CONTENTS.........................................................CW0B

STORY AND OBJECTIVE.......................................................CW0C
STAGES....................................................................CW0D
CONTROLS..................................................................CW0E
MAIN MENU.................................................................CW0F
ITEMS AND OBJECTS.........................................................CW0G

WALKTHROUGH
STAGE 1 - COOL WORLD STREET...............................................CW01
STAGE 2 – BORDER ROAD.....................................................CW02
STAGE 3 - SWEET PLACE TOWN................................................CW03
STAGE 4 – SWEET COUNTRYSIDE...............................................CW04
STAGE 5 – OCEAN PLAZA HOTEL...............................................CW05

HIDDEN ROOMS..............................................................CW0H

CONTACT INFORMATION.......................................................CW0I
REVISION HISTORY..........................................................CW0J
CREDITS...................................................................CW0K



==============================================================================
S T O R Y   A N D   O B J E C T I V E                                     CW0C
==============================================================================

There exists another dimension where cartoon characters are alive - where 
these figures have their own reality and civilization.  That dimension is 
called Cool World, and it exists in harmony with our real world dimension.  In 
Cool World, these cartoon characters are called "doodles," and they refer to 
humans from the real world as "noids."  

You are detective Frank Harris, a noid who patrols Cool World to make sure the 
balance between the two universes remains unbroken.  A blonde, buxom Doodle 
names Holli Would has found a map showing the location of a secret road 
connecting Cool World to the real world.  Holli Would seeks the golden spike 
of power, an artifact supposedly imbued with the power to turn doodles into 
noids and allow them to remain in the real world.  Unfortunately, using the 
golden spike disrupts the harmony between the two dimensions, threatening to 
destroy them both.  You must make sure that does not happen.

Before passing into the real world, Holli Would tore up the map and gave a 
piece to four members of her gang.  You must defeat each member and reassemble 
the map.  Only then will you be able to return to the real world and stop 
Holli Would.



==============================================================================
S T A G E S                                                               CW0D
==============================================================================

There are five stages in Cool World.  You can access the first four in any 
order you want, but the fifth stage cannot be entered until you have collected 
the four map pieces.  The stages are listed in this FAQ in the same order as 
the instruction manual.  While the manual says you must complete the stages in 
correct order, you can do them in any sequence without a problem.  After you 
complete each stage, a picture of the final level will be partially revealed.  
You cannot return to a stage once you have completed it.


1. COOL WORLD STREETS
   The Cool World streets are dark and dangerous, littered with goons and
   numerous unsavory characters hoping to take Harris down.  The streets are
   run by Slash, one of Holli Would's most trusted gang members, who resides
   deep within the sewers underneath his club.

2. BORDER ROAD
   Border Road is the long highway connecting the Cool World streets with
   Sweet Place.  The road is occupied by all sorts of punks and thugs hoping
   to slow Harris's progress.  The Border Road has also fallen into disrepair,
   as evidenced by numerous holes and cracks.  The preferred method of
   transportation is the skateboard, so Harris's skills will surely be tested.
   The road is ruled by Sparks, the eccentric Cool World thug, who always
   carries a handful of wooden nickels.

3. SWEET PLACE TOWN
   Sweet Place Town is a fantasyland with brightly colored buildings, sweet
   confections, and playful looking characters.  It seems that the town has
   recently come under martial law from the Poppers (police), as they pursue
   Harris viciously despite having what would seem like similar motivations.
   Maybe Holli has bought them off?  Either way, Harris needs to take out the
   Big Popper (police chief) to pass by.

4. SWEET COUNTRYSIDE
   Surrounding the Sweet Place Town are the sugary fields of the Sweet Place
   Countryside.  The trees are filled with candy canes and the ground grows
   delicious taffy and other treats.  The last of Holli's accomplices, the
   Evil Bunny, is hidden somewhere in the countryside.  Rumor has it that his
   lair can be found within one of the many bunny holes scattered along the
   country road.

5. OCEAN PLAZA HOTEL
   Ocean Plaza Hotel exists in the real world and can only be reached once all
   the pieces of the map have been reassembled.  At the top of this Vegas
   hotel lies the golden spike of power, the object of Holli's obsession.
   Thinking that it will grant her humanity and power to do whatever she
   wants, Holli threatens to disrupt the balance of the universes if the spike
   is removed.  Harris must scale the hotel and stop her at the summit, while
   there is still time.



=============================================================================
C O N T R O L S                                                          CW0E
=============================================================================

Cool World's stages are presented in a quasi-3D format, so you have limited 
movement in all directions.  Controls for every stage are essentially the 
same.

        ||
 _______||____________________________
|                                     |
|    _                     Nintendo   |
|  _| |_                              |
| |  O  |  SELECT  START              |
|  ¯|_|¯    (¯¯)   (¯¯)    ( )  ( )   |
|            ¯¯     ¯¯      B    A    |
|                                     |
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

UP/DOWN
- Moves vertically up and down on the moveable area of the screen.  You can
  also move up and down while jumping, and this is imperative to reach certain
  platforms.
- The Up button is also used to enter doors/windows/other entrances

LEFT/RIGHT
- Moves horizontally left and right across the screen

SELECT
- Toggles between the pen, eraser, and bomb items

START
- Pauses the game

B-BUTTON
- (Tap)  When tapped, this causes you to use the selected item (pen, eraser,
         or bomb).  However, the game is bad at detecting this.  I find it
         easier to double press the B button.
- (Hold) Holding B causes you to duck.  This lets you drop down into certain
         holes.

A-BUTTON
- Used to jump.  The longer you hold this button, the higher you can jump.
  You can also move around in midair using the directional pad while jumping.



==============================================================================
M A I N   M E N U                                                         CW0F
==============================================================================

Below is a description of the menu items at the bottom of the screen.


HEARTS         Health is represented by the six hearts at the bottom of the
               screen.  Health is visually displayed in half heart increments,
               but each half heart actual represents 8 "hits points" worth of
               damage (meaning you can receive up to 8 hits from some enemies
               before losing half a heart).  However, for the purposes of this
               guide, discussions of health will reference hearts and not hit
               points.  You can restore health by collecting candy canes or
               emptying the pen into an ink container.

LIVES          You begin the game with 3 lives remaining.  Once all your lives
               are depleted, you receive a Game Over (there is no continue
               feature in this game).  Lives are lost when your health is
               completely depleted or you land in a pit of spikes.  You can
               receive additional lives by finding 1-Ups.  After you lose a
               life and are revived, you receive one additional eraser and
               bomb.

POINTS         Your score is displayed at the bottom of the screen.  You
               receive points for killing enemies, collecting items, and
               sometimes just for damaging enemies.  All enemies killed give
               1000 points.  Your score has no effect on game play.

PEN            Once you collect the pen in each stage, it will appear on the
               menu and can be used as a weapon.  As enemies are killed (or
               rather, as doodles are "absorbed"), the pen fills with ink.
               Once you have killed 14 enemies, the pen will be completely
               filled and will no longer kill foes.  You can empty a full pen
               by finding ink containers.

ERASER         Erasers, like the pen, can be used to kill or "erase" the
               cartoon enemies in the game.  Whenever an enemy is killed with
               an eraser, it turns into a candy cane, making erasers a great
               source for healing.  Typically, erasers are thrown in a
               straight line and will kill any enemy they come in contact
               with.  Unfortunately, the hit detection is not great so they
               often miss for no reason.  Erasers are also somewhat glitchy in
               that you stand on a platform above an enemy, throw an eraser,
               and sometimes see the erasers magically teleport below the
               platform and kill the enemy.

BOMB           Bomb is a generic term for your special weapon, which is
               different in each stage.  You need at least 10 bombs to defeat
               the bosses of each stage, so collecting them is a major
               objective in this game.  Each bomb behaves somewhat differently
               and has a different speed and trajectory when thrown.  Bombs
               for the different stages are:

               - Cool World Street:   Bomb (Stink Bomb)
               - Border Road:         Nickel
               - Sweet Place Town:    Cake
               - Sweet Countryside:   Carrot
               - Ocean Plaza Hotel:   Balloon



==============================================================================
I T E M S   A N D   O B J E C T S                                         CW0G
==============================================================================

There are various power-ups, items, and secrets that you need to collect 
throughout the game to be successful.  Below is a description of these items 
and objects:

PEN            The pen looks like a human size fountain pen.  Pens are always
               found near the start of a stage.

ERASER         Erasers are small white and orange orbs.  They are found
               scattered throughout the various stages.

BOMB           Each stage has its own type of "bomb," whose name can be found
               in the bottom right part of the screen.  Finding enough bombs
               to defeat the bosses usually requires extensive searching of
               each stage.  Hidden rooms are also a great source for bombs.

CANDY CANE     Candy canes restore one heart and are the most common item in
               the game.  You can also create candy canes by using the erasers
               on enemies.

INK CONTAINER  As you defeat enemies with the pen, it slowly fills with ink.
               Once you have defeated 14 enemies, you cannot use the pen again
               without emptying it.  The ink container is where you do this.
               It is shaped like a large, glass jar.  Tap the B button to hold
               the pen over the jar and empty the ink.  As the pen is emptied,
               you will receive half a heart for every two enemies you killed.

PD BADGE       The PD Badge looks like a regular police badge with a PD
               engraved on it.  It makes you invincible for 3-4 seconds when
               collected, but is largely useless due to where it is usually
               located.

1-UP           1-Ups are narrow, pulsating hearts.  They add an extra life
               when collected and are usually found in hidden rooms or out-of-
               the-way places.  Search carefully, as 1-Ups are extremely
               useful.

HIDDEN ROOMS   Throughout the game, there are numerous hidden rooms that
               contain a small hoard of bombs, erasers, 1-Ups and other
               goodies.  These rooms are a huge help, and some stages cannot
               be completed unless you find the bombs hidden within.  The
               locations of these rooms are discussed in the walkthrough and
               in the "Hidden Rooms" section in the appendix.



______________________________________________________________________________

                             W A L K T H R O U G H
______________________________________________________________________________

The following section includes a full walkthrough for all five stages of the 
game.  Before each stage there is a description listing the objective and a 
summary of enemies.


==============================================================================
S T A G E   1   -   C O O L   W O R L D   S T R E E T                     CW01
==============================================================================

OBJECTIVE: Journey through the Cool World Streets, Slash Club, and Sewers to
           find Slash and recover a piece of the map.  Collect at least 10
           Bombs along the way to defeat the boss.

ENEMIES:
                         Can be Defeated?          Difficulty
                         ----------------          ----------
Black Car                       No                     ****
Bouncer                         No                     *
Machine Gun Rabbit             Yes                     *
Manhole Rabbit                 Yes                     *
Sewer Gator                    Yes                     **
Sniper Rabbit                  Yes                     *
Surly Bartender                 No                     **
Totem Trap                     Yes                     *
Trench Coat Rabbit             Yes                     *

------------------------------------------------------------------------------

While you can choose to complete the first four stages in any order, the Cool 
World Streets are a pretty good starting point since the enemies are 
relatively easy.  This stage is also the longest and probably most complex in 
terms in terms of puzzle solving.  However, if you can get past this one 
without much difficulty, you should be in pretty good shape for the rest of 
the game.

After an awkward taunt from Holli Would in which she questions Harris's 
ability to stop her, a whirlwind plants you in the middle of Cool World.


===============
GETTING STARTED
===============
It's time to get familiar with Cool World before we begin exploring.  You 
begin the stage with one eraser, one bomb, and no pen.  Your first goal in 
every stage should be finding the pen, which is used similar to a sword in 
order to defeat most enemies.  The eraser you have will kill most ordinary 
enemies and turn them into life-refilling candy canes – save them for when you 
are low on health.  The (stink) bombs can be used as weapons and also interact 
with certain objects in this stage (i.e. blow off manhole covers, blow open 
walls).  Your second objective in every stage is to collect as many bombs as 
possible.  You need 10 to defeat the boss and will want a few extra in case 
you miss a few shots.  If you don't have enough bombs in a boss fight, Cool 
World is very unforgiving (meaning you have to reset).  Collect every bomb you 
can and never waste any on normal enemies.

Begin the stage by heading right and jump over the black car that appears 
almost immediately.  Trench Coat Rabbits will start to appear from the various 
doors throughout the stage, but they are slow and relatively harmless.  Just 
avoid them and move on.  On top of a ledge a few screens into the game, you 
will find the pen.  The pen can be rather difficult to use and stops working 
once it is filled with ink.  You will see the ink level increase at the bottom 
of your screen as you kill enemies.  To use the pen, you need to "tap" the B 
button when standing about 2 character lengths away from the enemy.  I find it 
easier to double press B, as this seems to work more consistently than 
tapping.  The pen is "full" once you have killed 14 enemies and will need to 
be emptied at an ink container, which is discussed later.


================
INTO THE STREETS
================
After collecting the pen, continue down the street by heading right.  It's 
better to avoid most of the rabbits than to try killing them with the pen.  
They will just infinitely respawn from the buildings.  You will also see candy 
canes scattered throughout the streets.  Each one restores one heart and 
should be picked up if you need healing.

You will eventually see a small glass jar near the top of the screen.  This is 
an ink container and is used to discard ink from your pen.  Stand a slight 
distance away and use the pen on the container as you would an enemy.  The ink 
will drain and you will receive half a heart of life for every enemy that was 
killed.  This is a very useful recovery tool throughout the game.

Just beyond the ink container, you will see a neon "Club" sign and a bomb on 
the small platform to the right.  Unlike the other neon signs, this one 
electrocutes you upon contact when it is flashing.  To get the bomb, stand on 
the platform to the left of the sign.  Observe it for a while to get the 
pattern down.  Just before the sign stops flashing and turns blue, jump 
through it over to the platform with a bomb.  If your timing is right, the 
sign will not be flashing as you are in midair and you will escape damage.

Just after the bomb, there is a PD Badge on a platform in the middle of the 
screen.  This badge makes you invincible for about 3-4 seconds, but is largely 
useless.  Soon after, you will come to another neon "Club" sign identical to 
the previous one.  Use the same strategy to reach the bomb.  From the platform 
with the bomb, you can access a hidden room by jumping to the pink platform on 
the right.  Follow the pink platform above the Slash Club (this neon sign is 
harmless) and jump to the ladder at the end.

After climbing the ladder, you will enter a HIDDEN ROOM and can collect a 1-
UP, eraser, candy cane, and 4 bombs.  This is an excellent score.

====================
ENTER THE SLASH CLUB
====================
Back outside, you will come across two bouncers who guard the entrance to the 
Slash Club.  They block the entrance when you approach and cannot be damaged 
by any of your weapons.  However, they do have a particularly strong aversion 
to bad smells.  Head right about half a screen until you come across the green 
garbage can.  Throw a bomb at the can and the top will shoot off if you hit it 
correctly.  Now, you can push the garbage can from the right side and slide it 
in front of the bouncers.  They will be repulsed and will step aside, allowing 
you to enter the club.

Before entering, you can continue to explore the Cool World streets by heading 
to the right.  It is mostly a waste of time, however.  The only things you 
find are an eraser and another ink container.  If you head to the very far 
right, past the buildings until the scrolling stops, you will see two manhole 
covers on the street.  If you throw a bomb on top of them, the manhole covers 
will blow open.  Unfortunately, I have not been able to find any use for this.  
If you know of any purpose, please email me.

==============
THE SLASH CLUB
==============
The Slash Club is an odd place.  It consists of a single screen with a Surly 
Bartender throwing bottles.  To his left are neon vines that electrocute you 
when touched.  The bartender is invincible, so ignore him.  The goal is to 
make it to the red window at the top left with the cobra image.  To do so, 
jump on the bar and then jump to the first red window when the signs are off.  
Now, this next part is very tricky.  You want to make it to the small, glowing 
red platform between the two windows.  This takes very precise timing.  About 
halfway through the neon flashing, jump towards this platform and make sure 
you are holding the Up button.  If you land successfully, immediately jump to 
the left and try to land on the second red window.  Once you are in the window 
ledge, press Up to proceed.


==========
THE SEWERS
==========
Now the real challenge begins.  The Sewers are a long maze of passages that 
ultimately lead to Slash, the stage boss.  Other than keeping alive, you goal 
is to collect as many bombs as you can.  Remember, you need at least 10 to 
defeat the boss and will want a few extra to spare.  Given the complexity of 
this area, a map is shown below with a brief description of each room.

                  BOSS
        ____________X__
       |               |
       |i             B|
       |_#_____________|
         .  ____                    _______________
         . |    |                  |               |
         . |    |                  |i            B |
      ___#_|#_#_|____   ___________|_#_____________|  _______________
     |               | |               |             |             1 |
     |B i            | |i            B |             |          B B  |
     |___________ _@_|_|____#____ _____|  ___________|_#_ ___________|
                 |               |       |               |
                 |i            B |       |   B    i      |
                 |___________ _#_|_______|_#_ ___________|
                             |       S       |
                             |i          B   |
                             |_______________|
                                   START

KEY
===
S = Start
B = Bomb
i = Ink Container
1 = 1-UP
# = Entrance to new room
@ = Sealed entrance (bomb to open)
X = Boss


There are a few things to keep in mind about the sewers.  The first is to 
avoid the pink/purple water/acid at all costs.  It saps life very fast and is 
clearly the most dangerous obstacle.  The second is to ignore the Gators.  
Unlike the rabbits on the streets, Gators deal much more damage and are faster 
and more aggressive.  They can be killed with the pen but they do respawn 
infinitely.  They are, however, a good enemy to use erasers on when you need 
to refill your life.  Finally, this stage has some trick blocks.  The first 
type is the ones that fall when you step on them.  These appear slightly 
different from regular blocks, so you can avoid them if you look closely.  The 
second type is the hidden blocks.  These appear if you jump up into them and 
are usually needed to reach high up items.  If you see a bomb or candy cane on 
an out-of-reach block, look for a hidden block nearby.


===================
SEWERS – RIGHT SIDE
===================
You enter the stage by climbing down a ladder from the back of the Slash Club 
and immediately have to choose whether to head left or right.  I would 
recommend taking the right path at this time.  It is ultimately a dead end, 
but it leads to two additional rooms that hold 3 bombs and a 1-Up.  This path 
is relatively easy and the items are worth the trouble.

Head to the right and press the Up button when you come to a black, circular 
hole.  This takes you to the next room (background should be purple in this 
case).  In the room after that (red background), you will come across a series 
of floating barrels.  These are the most challenging part of the stage.  As 
you jump between each, use the Up and Down buttons and watch your shadow to 
make sure you land on the next one.  Take it slowly and be very careful.  At 
the far end of the red room, you will see a 1-Up in the corner that seems 
inaccessible.  However, there is a hidden block that you can activate Super 
Mario Bros. style.  Stand as far near the top of the screen as you can and 
jump straight up about halfway between the heart and the regular block to the 
left.  If you have the correct spot, a slightly faded blue block will appear, 
allowing you collect the 1-Up.  These hidden blocks are fairly common 
throughout this stage.  Once the items are collected, backtrack to the first 
room where you climbed down the ladder.


==================
SEWERS – LEFT SIDE
==================
The left path from the initial ladder entrance leads to the boss.  Head to the 
left and pass into the second room (also green background).  This room has a 
tunnel in the middle and a blocked tunnel passage at the far left.  The middle 
tunnel yields two bombs but is very difficult given the numerous barrel jumps.  
This route is a hassle, so it is up to you if you want to take the time and 
risk.  If you have less than 10 bombs, I advise taking it.  If you do go that 
way, the very end of the second room (orange background) requires you to find 
two hidden blocks to reach the bomb.

The blocked tunnel at the far left side of the green room looks like a regular 
tunnel with bricks covering the hole.  You need to use a bomb to blast open 
the entrance.  Once a small hole appears, you can pass through.

The next room (purple background) has a barrel jumping section followed by 
three tunnel entrances.  The barrels in this room are arranged in such a way 
that jumping between them is a bit easier.  As they collectively start to 
drift up, jump onto the first one.  You can then time it so that with only a 
brief pause on each, you can jump between them quickly without having to press 
the Up or Down buttons.  After the barrels, pass by the three tunnel entrances 
and collect the bomb at the far left.  After this, enter the leftmost of the 
three tunnels – the right and middle one lead to a dead-end room with nothing 
to see.  If you took the correct path, you will be in another room with a 
green background.

This final room has two sections of barrel jumps, with the second being very 
long.  During the first barrel jumping section there is a candy cane on top of 
a platform at the top of the screen.  I think this candy cane is a ruse to 
take life, as I have not been able to find any hidden blocks or other way to 
reach it (please email me if you know otherwise).  The second stretch of 
barrels will truly test your jumping abilities.  Just remain patient and take 
the jumps as slow as you need to.  Once you make it across this patch, the 
boss entrance is just ahead.  Before entering, make sure to go to the far 
right and pick up the bomb (requires finding a hidden block).

====================
STAGE 1 BOSS - SLASH
====================
Slash is a deranged blue creature that appears to be wearing diapers and hurls 
deadly "dice" at you.  Surely a lot of drugs were used during his creation.  
Nevertheless, Slash hops around the room towards you and throws his dice.  The 
best strategy is walk to one of the far corners (let's say the bottom left) 
and throw a bomb or two when Slash is within range.  Once gets too close to 
hit with bombs, move to the opposite corner (in our example, top right) and 
repeat.  Slash is fairly slow so avoiding contact should not be too hard.  His 
dice are always thrown at the fixed intervals, so you can predict when they're 
coming by watching Slash's body – dice are always thrown on the 7th "hop."  
Simply jump over them.  The biggest danger is running out of bombs, so be 
careful with your timing and do not rush things.  If you do run out of bombs 
and are desperate, you can pick up one more by dying (you pick up an 
additional eraser as well).  However, this is a really lousy alternative to 
being more prudent with your attacks.

After Slash is defeated, collect the map piece he leaves and prepare for 
another enthralling message from Holli Would.



==============================================================================
S T A G E   2   -   B O R D E R   R O A D                                 CW02
==============================================================================

OBJECTIVE: Using a high tech means of transportation – the skateboard – you
           must race to the end of the border road connecting the Cool World
           Streets with Sweet Place and defeat Sparks.  You will need to
           collect 10 Nickels along the way.

ENEMIES:
                         Can be Defeated?          Difficulty
                         ----------------          ----------
Angry Workman                   No                     **
Street Urchins                 Yes                     *

------------------------------------------------------------------------------

Border Road is the most unique stage in the game.  Unlike the deliberate pace 
of the Cool World Streets, Border Road is much faster and more intense.  This 
stage places you on a skateboard and throws many obstacles your way, forcing 
split second reactions.  Border Road is incredibly difficult in that there are 
many ways to fall off the skateboard, all of which are instantly fatal.  Given 
the learning curve, you may actually wish to tackle this stage first, or at 
least practice here a few times before beating any other stages.  While 
experience and memorization alone are the only things that will get you past 
this area, the following walkthrough can hopefully minimize some frustration.


=================
ON THE ROAD AGAIN
=================
The stage starts you off speeding along on a skateboard.  Immediately move 
towards the top of the screen.  You will want to stay here for most of the 
level as this is where all the important items can be acquired.  The top of 
the screen also allows you to safely pass most obstacles.  The main goals in 
this level will be collecting nickels (which are quite rare) and avoiding 
falls into pits.

The pen is available a few seconds into the stage if you stay near the top.  
While you can use it to take out the green skater girls (called Street 
Urchins), it is easier just to avoid them.  If you stay near the top, you will 
not be harmed by the construction barricades.  Eventually you will come across 
huge pits in the road.  The best way to jump these is to wait back as far as 
you can and then move forward once you wish to jump the pit.  Given the way 
the game limits your movement past the center, it can be very hard to clear 
some jumps if you are too far ahead.

After the first three pits, you will come to a much longer pit with a ramp in 
the center of the screen.  You must propel off the ramp in order to clear the 
pit.  You do not need to jump when approaching the ramp – simply move over it 
and you will be launched into the air.  To get the nickel above this pit, you 
must press the Up button as soon as you hit the ramp, then press the Right 
button as soon as you collect the nickel to land safely.

After three more ramps/pits, you will come upon a section with a series of 
cracked roads.  Stay near the center of the screen here to avoid the pits.  
Right after the stretch with a strip of road in the middle, you will come upon 
another cracked road segment with the strip at the top.  To avoid falling, 
jump and press Up to move from one strip to the next just before the first 
strip ends.  There is not enough time to navigate along the ground, so jumping 
is necessary here.  At the end of this second cracked road segment, jump and 
press Down to reach the road strip along the bottom of the screen.  This 
sequence has one more cracked road with a strip in the middle, just like the 
first.

You will next come across a series of unmoving cars.  Stay near the top again.  
After jumping over three cars, you will come to an Evil Knievel-type set-up 
with a ramp just before two parked cars.  When you hit the ramp, press Up and 
Right to navigate so you collect both of the nickels and avoid hitting the 
second car.  After this sequence, you will come upon some Angry Workmen who 
throw bombs from over the highway wall.  These bombs leave huge holes in the 
street that will kill you if touched.  You can avoid any threat or damage by 
staying near the very top and ducking (hold B).

After these workmen, there is a series of cracked roads again, although this 
time mixed in with ramps.  For the most part you want to jump over the ramps 
and avoid them here.  As you near the end of the first road strip along the 
bottom of the screen, get ready to jump up just before the end so you can 
collect the 1-Up.  The next cracked road strip is in the middle and should not 
be too difficult to navigate.  Just jump over the Street Urchins.

After the cracked roads end, head towards the top of the screen and stay back 
as far as you can.  You will soon come across a very tough sequence with two 
pits in a row.  The only way to clear the first pit is to wait back until the 
very last second, then jump and hold Right.  Try to navigate midair to collect 
the nickels just before and after the second pit.

The next sequence has a few more parked cars.  Stay near the top and time your 
jump to collect the two nickels.  After the second one, immediately head 
towards the bottom of the screen for another cracked street segment.  At the 
end of this strip is another nickel that is probably the hardest to collect in 
the entire stage.  Stay back as far as you can and jump and press Up as you 
approach the end of the pit (you will pass over the pit), then immediately 
jump again to collect the nickel.

After another cracked street segment with a road strip in the middle, head 
towards the top of the screen.  There are several barricades and a few items.  
Whether due to a glitch or some other reason, you want to avoid all the items 
here except the nickels.  If you pick up either the PD Badge or candy cane, 
the nickel just in front of you will disappear.  Very odd but a real problem.  
Remember, if you stay at the top of the screen, you do not need to jump to 
avoid the barricades.  Only focus on collecting the nickels.

The final stretch of this stage has another round of Angry Workmen who throw 
bombs your way.  Again, stay near the top and duck to avoid any danger.  If 
you do not have at least 10 nickels at this point, you should probably kill 
yourself and try to collect any you missed.


=====================
STAGE 2 BOSS - SPARKS
=====================
Sparks is a slow moving, odd looking fellow who rolls large wooden nickels at 
you.  These nickels pack quite a punch – up to 1 heart per hit – so avoiding 
them should be a top priority.  The easiest (although slowest) way to beat 
Sparks is to stand at the very top of the screen, directly north of the fourth 
dotted street line from the right.  Sparks will slowly move up and down, 
rolling giant nickels towards you.  When he nears the top of the screen, throw 
a nickel of your own.  The game is pretty liberal with the hit zone, so you 
should manage to damage him if you are close.  Do not get greedy and attempt 
to hit him 2-3 times when he nears the top – this will just result in wasted 
nickels.  Take things slowly and hit him once per pass.  You will also need to 
jump to avoid his nickels when he nears the top, but this should not be too 
difficult given how he forecasts them.  Successfully hit him with 10 nickels 
and he's toast.

Onward to Sweet Place!



==============================================================================
S T A G E   3   -   S W E E T   P L A C E   T O W N                       CW03
==============================================================================

OBJECTIVE: Navigate through the streets of Sweet Place and defeat the Big
           Popper who roams the streets.  Collect 10 Cakes along the way.

ENEMIES:
                         Can be Defeated?          Difficulty
                         ----------------          ----------
Ice Cream Bunny                 No                     **
Little Popper                  Yes                     ***
Popper Patrol                   No                     ****
Popper Sniper                  Yes                     **
Power Spark                     No                     ****
Rolling Pastries                No                     **
Rolling Pins                    No                     **

------------------------------------------------------------------------------

From the dark alleys of Cool World Street to the cartoonish landscape of Sweet 
Place...  Sweet Place Town is the shortest and arguably easiest level in the 
game.  While the enemies deal significantly more damage here than they did in 
the previous stages, most can be easily avoided.  The main challenge is 
collecting enough Cakes, so do whatever it takes to pick up each and every one 
along the way.


===============
GETTING THE PEN
===============
You begin the stage with a clear view of the pen overhead, just out of reach.  
The pen rests on top of spark-filled power lines.  There is no way to get the 
pen from the main screen, so stay near the bottom and head right.  Both 
enemies in this section – the Power Spark and Popper Patrol – kill you almost 
instantly upon contact, so evasion is the main strategy.  Stay near the bottom 
to keep out of reach of the sparks on the power lines and jump over the 
approaching Popper cars.  When you get to the last utility line pole, approach 
it and press Up - you will be able to climb it and can stand on top of the 
lines.  For some reason, you cannot climb any other poles except this one.  
Head back left to get the pen.  You will need to do some careful jumping, 
including changing directions in midair, to avoid the sparks.  Once you obtain 
the pen, press down to drop back to the street and head back right.


=================
COLLECT THE CAKES
=================
For the rest of the stage, focus your efforts on collecting cakes.  It's best 
to stay off the ground and jump between window sills if possible, as this 
helps you avoid damage from the Little Poppers (police) that pack quite a 
wallop.  If you run low on health, this is an excellent place to use the 
erasers.

After passing by the cake shop and avoiding the ice cream throwing bunny, you 
will spot a 1-Up along the roof of a building with a Popper Sniper nearby.  
Move to the right and jump on top of the yellow door to the building, then 
jump up again onto the roof.  Jump to avoid the Popper's bullets and collect 
the 1-Up.

When you come to a second set of power lines, you will spot an ink container 
right at the top.  As with before, you can climb the rightmost utility pole.  
I recommend climbing it to pick up the cake and bypassing the ink container.  
This risk of death is far greater than the upside of restoring a few hearts 
here.  Just ignore the container and proceed.

Shortly after the next police building, you will spot a couple of power lines 
without sparks on top.  Climb the one on the far right, then head back left 
along top and jump onto the window sills above the police station.  When you 
reach the leftmost of the three windows, press the Up button to enter a HIDDEN 
ROOM.  Inside you will find 4 cakes, a 1-Up, an eraser, and a candy cane.

Continue heading right and jumping on the window sills above the buildings.  
Be careful not to miss the items that blend into the background – there is a 
cake above the Ices shop doorway and an ink container hidden against a window.  
Just to the right of the ink container is another 1-Up, which can be reached 
from jumping from the sill where the ink container was.

The fourth set of power lines marks the final stretch of the stage, and there 
is a trick with them that can help you avoid a lot of frustration.  Approach 
the first utility pole, press Up, and jump.  You will not be able to climb 
this pole, but you will land on top of the fence right behind it.  From the 
fence, jump again and you will now be on top of the power lines.  There are no 
sparks on this stretch, so you can walk along them to the end of the stage 
without worry of any more enemies.


=========================
STAGE 3 BOSS – BIG POPPER
=========================
Once the screen stops scrolling, you will see three bullets fire from off the 
right-hand side.  If Big Popper will not emerge, head to the far left to lure 
him out.  Stay near the very top of the screen.  Big Popper always fires his 
bullets from the same vertical spots as he moves up and down, so you will 
never receive any damage when standing near the top.  When Big Popper moves 
near the top portion of the screen, nail him with a cake.  Do not become 
impatient and try to get off 3-4 hits when he is near the top – settle for one 
hit and make sure to conserve cakes.  With a little patience, you should take 
Big Popper down without receiving a single hit.

Once Big Popper is killed, the map piece falls as expected.  You can also 
scroll forward a little more at this time, but there are no secrets.  Just 
collect the map and head to the next stage.



==============================================================================
S T A G E   4   -   S W E E T   C O U N T R Y S I D E                     CW04
==============================================================================

OBJECTIVE: Explore the candy countryside and pass into the hidden, underground
           lair of the Evil Rabbit, who has the final piece of the map.
           Collect at least 15 carrots along the way.

ENEMIES:
                         Can be Defeated?          Difficulty
                         ----------------          ----------
Bomber Bunny                    No                     **
Deadly Dice                     No                     **
Falling Boulders                No                     **
Flying Underground Bunny        No                     ***
Hopping Bunny                  Yes                     *
Inch Worm                      Yes                     **
Jumping Toadstool              Yes                     **
Pogo Candy Cane                Yes                     **
Popper Patrol                   No                     ****
Psychedelic Butterfly          Yes                     **
Rolling Boulders                No                     *
Shooting Boulders               No                     *
Toadstool                      Yes                     **

------------------------------------------------------------------------------

Welcome to Candyland!  If there is one stage that was clearly created under 
the influence of some serious hallucinogens, it was this one.  Trees grow 
candy canes and dice, taffy is found budding from the grass, and bright purple 
mountains sweep over the landscape...  And yet every creature still wants to 
kill you.

This stage is divided into two parts: a relatively easy countryside and a 
longer, more difficult underground.  You should not have too much difficulty 
collecting at least 15 carrots in this stage, but there are ample areas where 
you can easily lose a life.  Now, more than ever, it is important to save 
lives in preparation for the final stage.


==============
THE SWEET LIFE
==============
The goal in the countryside is to collect carrots and avoid serious conflict.  
Most enemies are fairly easy to dodge, so don't waste time in a confrontation.  
Pick up the pen in a tree right near the beginning of the stage, then stay 
along the top part of the screen leaving only to collect carrots and other 
items.

The first section contains Hopping Bunnies.  These inflict a good amount of 
damage but are slow and easy to avoid.  These bunnies then give way to their 
brethren, the Bomber Bunnies.  Bomber Bunnies emerge from holes and throw 
deadly carrot bombs your way.  However, these foes are stationary and their 
bombs are thrown at predictable intervals.  Use these points to your advantage 
and navigate around them.

The third enemy front contains large, purple candy canes that bounce towards 
you.  Some Pogo Candy Canes have short bounces but move fast, while others 
bounce higher but move more slowly.  These foes are easy to avoid but may be 
easier to kill with the pen.  There is an ink container shortly after this 
section, so you can turn them into some quick healing if needed.

The fourth attack involves rabbit holes spewing dice like a small volcanic 
eruption.  Just pass above or below these holes based on where they are to 
avoid most damage.  The third Deadly Dice hole, however, can be entered and is 
a HIDDEN ROOM.  Pick up the PD badge from the nearby tree, then stand on top 
of the hole and press the B-button to duck.  You will fall into an abandoned 
bunny hole and can collect 2 carrots, 2 candy canes, an eraser, and a useless 
PD badge.

The Deadly Dice are followed by a few visits from the Popper Patrol, the foes 
you encountered in the previous stage.  These are the most dangerous foe in 
the stage, so make sure to slow down and fully jump over them.  After 6-8 
Popper Patrol, you will face a final assault from Psychedelic Butterflies, 
Hopping Bunnies, and Pogo Candy Canes.  All can be avoided quite easily.

Eventually the screen will stop scrolling and you will have come to a dead 
end.  On this screen, you should see a pair of Bomber Bunnies.  You need to 
duck and head down the hole of the rightmost bunny.  This is the hole four 
over from the right side of the screen.  BE VERY CAREFUL TO CHOOSE THE RIGHT 
HOLE.  There are two holes to the side of this one that lead to a spike pit 
(instant death).  This is extremely cheap and very frustrating.  As is always 
the case in life, make sure you enter the right hole.


====================
THE SOUR UNDERGROUND
====================
Now the real stage begins.  The underground consists of a long, vertical 
tunnel with a series of rooms connecting on the left and right sides.  While 
only one of the rooms (leading to the boss) is mandatory, you will need to 
explore some of the others to collect carrots.  There are also lots of goodies 
littered along the sides of the tunnel that you should try to collect as you 
proceed downward.  Below is a map of this tunnel.


                            START
                          ____=_____
                        _|    =     |
                      i|__   ----   |
                         |  -    -  |
                         |    -     |_
                         |      -   __|A
                        _|   -   -  |
                      B|__ -    -   |
                         |    -     |
                         |  -    -  |_
                         |    -     __|i
                         |      -   |
                        _|   -      |__
                      A|__      -      |
                         |    -        | --> ROOM 1
                        _|  -    -  ___|
                      B|__    -     |
                        _|   -   -  |
                      i|__ -    -   |
                         |    -     |
                         |  -    -  |_
                         |    -     __|A
                         |      -   |
                       __|   -      |_
                      |         -   __|B
           ROOM 2 <-- |       -     |
                      |___  -    -  |_
                         |    -     __|C
                        _|   -   -  |
                      A|__ -    -   |
                         |    -     |
                         |  -    -  |_
                         |    -     __|B
                         |      -   |
                        _|   -      |__
                      i|__      -      |
                         |    -        | --> ROOM 3
                        _|  -    -  ___|
                      A|__    -     |
                        _|   -   -  |
                      B|__ -    -   |
                         |    -     |
                         |  -    -  |_
                         |    -     __|i
                         |      -   |
                       __|   -      |_
                      |         -   __|A
           ROOM 4 <-- |       -     |
                      |___  -    -  |_
                         |    -     __|B
                        _|   -   -  |
                      A|__ -    -   |
                         |    -     |
                         |  -    -  |_
                         |    -     __|D
                         |      -   |
                         |          |
                        /           \
                       /             \
                      |/\/\/\/\/\//\/\|
                            DEATH

KEY
===
A = Candy Cane
B = Eraser
C = Carrot
D = 1-Up
i = Ink Container


Ah, the ultimate rabbit tunnel.  Begin by heading to the right side of the 
screen, as far away from the annoying and invincible Flying Underground Bunny 
as possible.  A good way to proceed down the tunnel is to move to the far 
right side of the screen and drop off the ledge containing the items.  In 
midair, move slightly to the left and land on the next ledge below.  Repeat 
this the entire way down until you come across a large opening, which signals 
the entrance to a new room.  If you need to climb back up the tunnel or move 
across the platforms, make sure you hold the Up button as you jump.

After entering and clearing each room, you will pass back into the main 
tunnel.  Try to move to the other side of the tunnel and repeat the same 
strategy of falling from the far sides.  There are two things to make sure you 
collect while in this tunnel: a Carrot near Room 2 and a 1-Up near the very 
bottom.  Be extremely careful when collecting the 1-Up, as the bottom of the 
tunnel is lined with fatal spikes.


ROOM 1
======
Items: 3 Carrots, 1-Up, Eraser

The first room is fairly easy and definitely worth visiting.  The ceiling is 
lined with Falling Boulders.  Stay near the top of the screen and fake forward 
a couple of steps to get the boulders to drop harmlessly in front of you.  If 
you proceed slowly, you should not be hit.  Along the way you will see Rolling 
Boulders bounce across the screen, but they can be ignored.  You will 
eventually come to an eraser.  If you look directly above this, you will see a 
1-Up slightly hidden in the cave ceiling.  To get this 1-Up, you will need to 
jump and activate a hidden block just to the right.  Proceed to the right and 
stay near the top as you cross the pits.  Note that if you fall into one of 
this pits, you restart at the entrance of the cave but DO NOT lose a life.  At 
the far end of the cave, pick up the 3 carrots and head back.  You can take a 
short cut by dropping into one of the pits.

ROOM 2
======
Items: 3 Carrots, 2 Erasers

Room 2 is probably the most frustrating of the four, as there are many pits 
that send you back to the beginning of the cave.  Begin by heading left over 
the series of pits and past the Falling Boulders.  You will eventually come to 
a series of platforms, several of which will fall when stepped on.  The 
problem is that there is no clear indication of which ones will fall, so you 
can spend a lot of time here repeating this cave as you learn through trial 
and error.  Or, you can save some time by looking below.  In these 
illustrations, platforms that will fall are marked with an X:

Diagram 1
---------
                      X               X
     ----    ----    ----    ----    ----    ----    ----

                                                             ----


Diagram 2
---------
                            X
                           ----    ----
          ----
                       ----    ----    ----


After passing these two sequences, collect the 3 carrots and drop into one of 
the pits to return to the entrance.  Exit the room and proceed.


ROOM 3
======
Items: 5 Carrots, 1-Up, 2 Erasers

You are greeted immediately by Inchworms and Toadstools.  Toadstools can be 
killed with the pen but Inchworms cannot, so jump over them when they near.  
You will soon come across a row on Jumping Toadstools.  Unlike their identical 
mushroom brethren, these toadstools are invincible.  Just be patient and pass 
under them when they leap.

You will eventually come across 3 doors.  This is one of the cheapest parts of 
the game, as 2 of the 3 doors lead to a spike pit and instant loss of life.  
The correct door is the rightmost of the three.  It leads to a HIDDEN ROOM 
with 2 carrots, 2 erasers, and 2 candy canes.

After the three doors, you will come across a series of spikes.  Do not jump 
on the platforms here.  Stay near the bottom of the screen and just jump 
between the pits from there.  This is much easier.  You will soon come across 
a 1-Up and 3 more carrots.  There is no shortcut here, so backtrack to the 
beginning of the tunnel and continue on your explorations.


ROOM 4
======
First off, make sure you collect the 1-Up in the tunnel just before you enter 
this room.  This final cave combines the toughest elements of the three 
previous rooms.  After jumping over a few pits, you will come to a long series 
of spikes that look impossible to pass.  You will need to find a couple of 
hidden blocks to proceed.  Stand at the top of the screen and inch to the left 
so that you are slightly hanging over the ledge.  Jump up and you should 
activate a hidden block.  If not, try inching left a little more and repeat.  
From the top of this block, use the same technique to activate another block 
overhead.  From on top of this one, you will need to make a very precise jump 
to land on the platform above the spikes.  Watch your shadow carefully and 
move in midair to land at the right spot.

After a few more spike pits, you come to a series of falling platforms like in 
Room 2.  The first and third segments are basically the same as the one shown 
in diagram 1 above.  Avoid the blocks with the X.  The second and fourth 
segments are basically the same as diagram 2, although some platforms are 
elevated.  Still, always avoid the fourth platform from the right.

After the fourth jumping platform sequence, you return to the regular cave 
portion.  Directly above this point is a 1-Up hidden near the ceiling.  To 
collect it, jump and activate a hidden block just to the left of the last 
platform.  You will not be able to reach the top of the block, so jump (hold 
Up) back onto the platform, then onto the block.  You should be able to get 
the 1-Up easily from here.

After one last stretch with Rolling Boulders, Butterflies, Hopping Bunnies, 
Inchworms, and Toadstools, you will at long last reach the boss.


=========================
STAGE 4 BOSS – EVIL BUNNY
=========================
The Evil Bunny hops up and down furiously and throws explosive carrots that 
deal considerable damage.  As soon as the fight starts, you will want to find 
the safe spot.  Head towards the bottom-left side of the screen and look for 
the palm tree image (or whatever) on the cave floor.  Stand with one of 
Harry's feet just slightly on top of this area.  Now, wait a few seconds and 
see if you receive any damage.  If not, stay where you are.  If you do get 
hit, inch a little more to the left and keep trying.  From here, throw a 
carrot at the Evil Bunny.  If you hit him, you are all set – you have found 
the safe spot and can kill the Bunny at your leisure.  If the carrot misses, 
inch back to the right.  There is only a very tiny area where you can avoid 
damage yourself and still hit the Evil Bunny.

Occasionally, Evil Bunny will appear to freeze and vibrate very quickly, 
during which time he cannot be damaged.  This is a glitch.  If you wait for a 
while, he should eventually start moving again.  You can also try walking to 
the other side of the screen, which usually reactivates him as well.  This 
glitch typically occurs after dealing roughly 10 hits.

If you play it cautiously, you should be able to escape without losing a life.  
Hopefully you've been accumulating all those 1-Ups, because they will be 
needed in the final level.



==============================================================================
S T A G E   5   -   O C E A N   P L A Z A   H O T E L                     CW05
==============================================================================

OBJECTIVE: Defeat Holli Would and reclaim the golden spike of power.  Collect
           at least 15 balloons before the final showdown.

ENEMIES:
                         Can be Defeated?          Difficulty
                         ----------------          ----------
Biplane                         No                     ***
Furniture Throwing Bear         No                     **
Green Doodle                    Yes                    **
Lightning Cloud                 No                     **
Storm Cloud                     No                     ***
Weight Dropping Bear            No                     **

------------------------------------------------------------------------------

Back in the real world once more, the final stage is the Ocean Plaza Hotel in 
Las Vegas.  Holli Would is at the top of the tower where the golden spike of 
power resides.  Unfortunately for you, all the internal elevators and stairs 
seem to be malfunctioning...  The only way to reach Holli is to scale the 
outside of the building and slowly work your way up.  Take care when jumping, 
as one false step can send you plummeting back to the street, costing you a 
good 10 minutes of climbing time.


================
START THE ASCENT
================
You begin on street level just outside the hotel lobby.  Begin the climb by 
standing at the top of the screen and jumping on the roof of the passing black 
cars.  This will bump you onto the second floor where your climb can begin.  
You now have the choice of climbing on the left or right sides.

This next part is somewhat odd.  On the left side, Holli will be standing on 
the second window ledge.  If you bump into her (which is easy to do as you 
jump), you will die instantly.  After she is fully on screen, the game will 
cut to the notepad view and she will taunt you once more.  She then runs off 
and you can continue on the climb.  You should take the right side to avoid 
any chance of death.

Continue to climb by jumping between the center and side window ledges.  The 
main enemies will be Bears throwing weights and furniture from the windows.  
They appear at regular intervals, so simply time your jumps to avoid being in 
midair when objects are thrown.  Eventually you will come to a ledge with some 
pink spikes and a Green Doodle walking about.  In this section, keep in mind 
that you can stand on the bricks on the sides of the screen with dark shadows 
underneath.  Some of the ledges will fall when you step on them – namely the 
first two on the right side and fourth one on the left side.


==================
THE CLIMB TOUGHENS
==================
Once you reach a screen with 3 ladders, you are at about the 1/3 mark.  Take 
the rightmost ladder and watch the for the falling block between this ladder 
and the middle one.  Stay on the right side for the early parts of the climb.  
The second window after this sequence is a HIDDEN ROOM, which houses 4 
balloons, a 1-Up, a candy cane, and an eraser.

Continue climbing until you come to a sequence moving platforms and spike 
covered boxes.  This next stretch can be quite tricky and will require some 
real foresight to avoid falling.  On the first moving platform, wait until it 
is between the two spike boxes and moving right.  Jump on it, tap the jump 
button to leap over the spikes, then jump safely to the platform on the right.  
At the second moving platform sequence, jump on as it starts to move left.  
Jump over the first spike box, then duck to pass underneath the next one.  On 
the third platform, you will need to jump the first spike box, duck under the 
second, and jump over the third.  Do not hesitate to move around in midair to 
make sure you land on the platforms.

After a few regular windows, another set of moving platforms identical to the 
ones described above will appear.  Use the same strategy and keep climbing 
until you reach the penthouse.

===============
PENTHOUSE CLIMB
===============
The Penthouse signals about the 2/3 mark of your climb.  One thing to watch 
out for as soon as you reach this level is the red windows.  They rotate and 
knock you back down the tower if you touch them.  As you begin this final leg, 
the weather worsens and storm clouds gather, shooting lightning when you near.  
The numerous lightning rods on the building also attract the bolts.  
Thankfully, the bolts are not too damaging.  Instead of dodging them, focus on 
climbing as fast as you can.  Don't miss the 1-Up on the right side as you 
climb.

Once you come to a platform with a Green Doodle, slow down.  There are three 
green doors with faces on them here that can be entered.  The leftmost door 
leads to a HIDDEN ROOM (4 balloons, 1-Up, eraser, candy cane).  The other two 
doors are empty elevator shafts that drop you down to the beginning of the 
stage.  Avoid them at all costs.

Just above these three doors, Holli Would appears to taunt you yet again (this 
time you're a "wimp").  Continue the ascent and take the rightmost ladder when 
you reach a screen with three of them.  As you climb, wait for the storm 
clouds to move so you aren't knocked off.  The next portion of the stage is 
fairly straight forward.  Remember that you can kill the Green Doodles with a 
pen, which is not a bad idea as there is an ink container right above them.

Eventually you will come to another level with a penthouse.  Climb as quickly 
as you can and always take the rightmost ladder.  After a third penthouse, you 
will eventually reach a huge neon "Ocean Plaza" sign.  As in the Cool World 
Streets stage, this one electrocutes you when touched (although you do not 
fall, thankfully).  Wait for it to turn blue and stop flashing, then jump 
carefully between the letters.  Once you reach the top, you are ready for the 
final showdown.


========================
FINAL BOSS – HOLLI WOULD
========================
Finally, you have tracked down the devilish vixen and can put a stop to her 
plans once and for all.  Holli appears on a platform at the top of the screen.  
Most of the top she simply hops back and forth (no threat to you).  After 8 
hops, she transforms into a whirlwind that darts across the screen and shoots 
lightning.  This is the only real danger during the fight.  When Holli is 
hopping, try to stay underneath her and fire a balloon AS SOON as she lands.  
Timing is very important, as you don't want to waste balloons.  She will face 
the direction she intends to jump just before actually moving, so watch for 
this queue and begin heading into place as she leaps.

When Holli turns into a whirlwind, quickly move to the closest corner and 
duck.  The bolts that are fired are manageable, but making contact with the 
cyclone is extremely deadly.  It will usually bounce 8-9 times off the sides 
of the screen, so hold tight until she reverts to female form.

After 15 balloon hits, Holli will be toast.  Like the Evil Bunny, she seems to 
glitch after 10 or so hits and will just remain in place while moving her 
arms.  During this time, she CAN be hit and is an excellent target.  See if 
you can land a couple of shots if this happens to you.

Once Holli is knocked off, the golden spike of power is yours.  Cool World is 
saved, and you can enjoy the awesome final message:

"CONGRATULATIONS!  BY STABILIZING THE STRUCTURE OF THE INTER WORLD MATRIX 
BETWEEN THE REAL WORLD AND COOL WORLD YOU HAVE SAVED BOTH UNIVERSES"



==============================================================================
H I D D E N   R O O M S                                                   CW0H
==============================================================================

Cool World's stages contain numerous hidden rooms that house lots of useful 
items.  Below is a list of the locations of these hidden rooms.  If you find 
any hidden rooms that I have missed, please email me and let me know.


1. COOL WORLD STREET (STREETS)
   Just above the entrance to the Slash Club, there is a pink ladder that
   leads to the hidden room.

2. SWEET PLACE TOWN
   About half way through the stage you will reach a yellow police station
   containing three windows overhead (and out of jumping reach).  If you
   proceed onward, you should see power lines leading to this building.  Climb
   the last utility pole and backtrack onto the ledges of these windows.  The
   leftmost window leads to the hidden room.

3. SWEET PLACE COUNTRYSIDE (COUNTRYSIDE)
   About halfway down the country road, you will come across bunny holes that
   erupt dice like a volcano.  The third deadly dice hole leads to a hidden
   room, which can be entered if you duck on top of it (hold B button).  Pick
   up the nearby PD Badge to avoid taking damage as you enter.

4. SWEET PLACE COUNTRYSIDE (BUNNY HOLE, ROOM 3)
   In the third room off the main bunny hole tunnel, you will come across a
   series of three doors.  Enter the third (rightmost) door to find a hidden
   room.

5. OCEAN PLAZA HOTEL
   Once you reach the first area with three ladders on the screen, stay on the
   right side as you climb.  Enter the second window that has a ledge.  This
   leads to a hidden room.

6. OCEAN PLAZA HOTEL
   About 2/3 of the way up the hotel, you will come to a platform with a Green
   Doodle and three green doors (with evil faces).  Enter the leftmost door
   to find the hidden room.



=============================================================================
C O N T A C T   I N F O R M A T I O N                                    CW0I
=============================================================================

Thank you for taking the time to read through this guide.  I hope you found it 
informative and useful in your adventures through Cool World.  If you have any 
comments on the guide, whether they be corrections, suggestions for future 
revisions, spelling/grammar mistakes, formatting problems, additional 
strategies, or any other type of feedback, please let me know.  Anything 
contributed will be credited in detail to the sender.

I can be reached regularly at the following email address:
Admiral1018@yahoo.com.  Please include "Cool World" or something along those 
lines in the email subject heading if you can, so I don't accidentally delete 
the email.


=============================================================================
R E V I S I O N   H I S T O R Y                                          CW0J
=============================================================================

Version 0.99 – October 31, 2007
  - Preview Version

Version 1.0 – November 1, 2007
  - Initial Release


=============================================================================
C R E D I T S                                                            CW0K
=============================================================================

This FAQ/Walkthrough was completed as part of the NES Completion Project, an 
ongoing effort to make sure every Nintendo game ever created has a useful 
guide.  Big thanks to everyone at the FAQ General Board at GameFAQs.com for 
starting this initiative, without which this guide would not exist.  
Particular thanks to the following:

- The Cool World movie: For the background and plot of this game that are
  never made clear while playing the game itself.

- Master Higgins: For showing me where to find the manual.

- Other members of the NES General board on GameFAQs who contributed to this
  initiative, including: the_wizard_666, Django Kagato, brian sulpher,
  bruplex, adaml, and Super Sonic 5.

- Everyone else for taking the time to read this guide and give me feedback on
  it.  I really appreciate your help.

================================END OF GUIDE=================================