_______ _________ _______  _        _        _______
(  ____ \\__   __/(  ___  )( (    /|( \      (  ____ \|\     /|
| (    \/   ) (   | (   ) ||  \  ( || (      | (    \/( \   / )
| (_____    | |   | (___) ||   \ | || |      | (__     \ (_) /
(_____  )   | |   |  ___  || (\ \) || |      |  __)     \   /
      ) |   | |   | (   ) || | \   || |      | (         ) (
/\____) |   | |   | )   ( || )  \  || (____/\| (____/\   | |
\_______)   )_(   |/     \||/    )_)(_______/(_______/   \_/


____       __           _       __
 /  / _   (  _ _ _ _ / (_   _  /  )_     /  '   '  _  __/
(  /)(-  __)(-(// ( /) / ()/  /(_// .   (__/ \///)(/_) /()/)
                                                 _/


Nintendo Entertainment System (NES)
Stanley: The Search for Dr. Livingston
by Electro Brain
NES-SS-USA



Electro Brain Corporation's original "Cart of Darkness"



Survival Guide (Walkthrough)
Version 3.2
3/8/02
by Adam Lamontagne (alamont1@maine.rr.com)



=-=-=-=-=-=-=-=-=
TABLE OF CONTENTS
=-=-=-=-=-=-=-=-=

I.    Revision History
II.   Introduction
III.  Story
IV.   Controls
V.    Weapons
VI.   Items
VII.  Map
VIII. Walkthrough
IX.   Ending
X.    Comments
XI.   Credits
XII.  Disclaimer



=-=-=-=-=-=-=-=-=-=
I. REVISION HISTORY
=-=-=-=-=-=-=-=-=-=

3/8/02: v3.2
-Added my current email address.
-Made some cosmetic changes.
-Added a site where this guide can be posted.

6/28/00: v3.1
-Added an ascii art title.

6/20/00: v3.0
-Completely re-wrote story section using the game manual's story.
-Added the full names of all the creators of the game in Credits section.
-Added a Weapons section.
-Added an Items section.
-Added a Controls section.
-Changed some other minor things.
-Revised format.

1/25/00: v2.1
-New email address added.
-Fixed spelling errors.
-Added comments here and there.
-Added a Table of Contents.

6/7/97: v2.0
-Changed the style of the game map, making it easier to follow.

11/7/96: v1.0
-Finished the walkthrough and sent it to Gamefaqs.com.



=-=-=-=-=-=-=-=-=
II. INTRODUCTION
=-=-=-=-=-=-=-=-=

The following is intended to help anyone who has actually played this game
make it to the end.  There are no known Game Genie codes for this game (to
my knowledge), so you have to do a lot of trial and error to familiarize
yourself with the game, as you would any other game, and die many, many
times.

I finished this game using a Game Action Replay, so I was fortunate enough to
not have to repeatedly start over from the beginning of a level a hundred
times.  There is only one other person I know of who has beaten this game (Hi
Dolores!) and she and her grandson did it without any game enhancers, so this
game CAN be beaten normally.

Good luck!



=-=-=-=-=-=
III. STORY
=-=-=-=-=-=

There is a good-sized story to go along with this game.  Since I had such a
hard time tracking down the manual of this game (had to buy another copy of the
game for it!) I figured that I'd include the opening story of the game from the
manual, word for word.  I don't usually like doing this in my walkthroughs, but
the story actually gets you more into the game and explains to you why a nerdy
little guy is wandering the jungle over...enjoy:


[excerpt from game manual]

"Our adventure begins this evening ladies and gentlemen, boys and girls on a
blustery day.  The date: May 11, 1870.  The place: the immense African jungle
known as the Congo.  Imagine if you will that it is a time of ferocious world
wide imperialism.  Each nation has sent to Africa their finest explorers, the
best the world has ever known.  The purpose: to explore new lands, to brave
fierce animals and unknown civilizations, to boldly explore where no explorer
has explored before.  Their desire: to claim these new found lands for their
mother country.

"You, as the impeccable roving reporter Henry M. Stanley (1841-1904) are about
to embark on a historic expedition that will forever change man's perception of
the world's most mysterious and ominous continent, Africa.  Your exploits, for
example, will subsequently lead to other expeditions that will open up the
Congo for King Leopold of Belgium and other prominent leaders of this era.

"The main theme of this historical period is the creation of European colonies.
 Dr. Livingston, being an advocate of exploration, felt that it furthered the
success of potential empires and promoted peace and prosperity.

"Originally sent out by your employer, a New York City Newspaper, to chronicle
the exploits of the famous Livingston, led the Dr. to begin the adventure
without you--see, he hates the press.  What's worse is that he's taken some of
your supplies like a special grapnel and your favorite machete.  Fortunately
for you, however, is that the ole' Dr. being a tad absent-minded has left
various clues lying around the entire Congo as to the location of his
whereabouts.  Some pages from his journal have also been left behind in spots,
the work of the jungle wind.

"After thorough investigation you assume that Dr. Livingson has actually
abandoned his original quest of exploration, and now is hot on the trail of
re-discovering the legendary lost temple of the Amut people, "Am-Zutuk."  The
people of your first destination, Port Harken, tell you about the legendary
temple.

"The Amut were a race of people that lived in the Congo jungle, once called
Masza, hundreds or maybe thousands of years ago.  They were a highly developed
culture, with some surprisingly advanced technologies.  They were master
builders and architects, who enjoyed rich and finely crafted art and sculpture.
 Their machinery was advanced and ingenious.  Their culture was, in general, a
highly civilized one, with a deep respect for nature and animals.  The Amut
believed a man's (or animal's) soul could be caught between one life and the
next, and so haunt the living.  The wisdom of the Amut was well known.  Even
neighboring tribes and enemies of the Amut would sometimes seek the advice of
the Amut wise men through offerings.  However, the Amut could also become
warlike if angered, and were absolutely merciless in battle.  The Amut were,
therefore, both feared and respected by other cultures of their time, before
seemingly disappearing into the jungle...and some say, the demon-spirit world.

"'Am-Zutuk' properly translated, means "Temple of Wisdom."  To the people who
lived in the Masza, the present day Congo, and belive in the legend, it has
long been known as "Am-Satuk," or "Temple of Demons."  Legend says the temple
of "Am-Zutuk" was built by the Amut people to hold great magic they possessed. 
When looked upon, this magic would give a man great wisdom and power over men. 
Legend also says the temple is filled to the brim with ghosts and demons, and
those who enter never, ever leave.  Many have sought "Am-Zutuk", but the few
who have returned say it does not, and never has, existed.

"While hot on the trail of the "Am-Zutuk" temple Dr. Livingston mysteriously
disappeared.  Dr. Livingston believed the temple was not a myth, but really
existed, and as a culmination of his life's work, was going to find "Am-Zutuk."
 Dr. Livingston's reputation in archeological circles was always something of
an eccentric.  His ideas were considered unconventional, his methods
unorthodox, and his steadfast belief in the legend of "Am-Zutuk" downright
wacky.

"You have been, as you well remember, an acquaintance of Livingston's, and had
a deep respect for the man and his teachings.  In time you came to believe that
Livingston may be right about the "Am-Zutuk" temple.  Upon returning to the
United States after working abroad for many years, you were very surprised to
learn of Livingston's Congo quest.  You are sure that Livingston could prove
"Am-Zutuk's" existence, if only he could find it, or if that was really what he
was looking for.

"Being very unconventional like Dr. Livingston to begin with, you decide to set
out after him.  Arriving with only what you could carry, you greet the Congo
jungle equipped with only your backpack (in which the auto-gyro is stowed, a
gift from a friend, Juan De La Cierva), and his and Dr. Livingston's notes. 
You step out towards the jungle and maybe, YOUR DOOM!



=-=-=-=-=-=-=
IV. CONTROLS
=-=-=-=-=-=-=


                -----------------------------
               |                             |
               |     +                       |
               |   +++++           (*)  (*)  |
               |     +     ==  ==   B    A   |
               |     D     SE  ST            |
                -----------------------------



Right
-To make a move right.

Left
-To make a move left.

Up
-To go up vines, ladders, some stairs and to pass through doorways.

Down
-To go down vines and ladders only.  Hold down to squat.  You can crawl while
squatting by moving left or right on the controller.

A
-Use this to jump.  Hold A while you jump and the auto-gyro copter will pop out
of your backpack and let you float to the ground.  Use this a lot, as you can
control your fall from high places using the copter.  Also, press A to enter
areas on the map.

B
-Use whatever weapon you have selected.  B also lets you start a conversation
when standing next to someone.  Press B to keep the conversation going.

Select
-Press this to make the password screen appear.  You will see 2 passwords.  The
top one is for your current level and the bottom one can be changed to move to
a different level.

Start
-This button brings you to the subscreen where you can select weapons and
items.  If you press A or B while in the subscreen, Stanley's personal status
screen will pop up.



=-=-=-=-=-=
V. WEAPONS
=-=-=-=-=-=

Machete
-Lets you hack through most enemies.

Rocks
-Collect as many as you can to toss at enemies.

Blow Gun and Darts
-This is a nice projectile weapon.

Fist
-Use this against enemies or walls.

Golden Fist
-This thing does a lot of damage.

Bow and Arrows
-Great for long range attacks.

Club
-Another vermin-bashing weapon.

Spears
-Another good projectile weapon.

Rock Battle Axe
-Collect these and use them on foes.

Knives
-One of the earlier weapons you will find.



=-=-=-=-=
VI. ITEMS
=-=-=-=-=

Small Hearts
-Collect these to replenish some health.

Big Hearts
-These will fill more health than the small ones.

Shields
-Find these to protect Stanley against enemy-inflicted damage.

1-Ups
-These are hidden somewhere in the Congo.

Canisters
-These contain items Dr. Livingston left around, like notes, keys, etc.

Water Gourd
-This serves a particular purpose later in the game.

Kelka Key
-Use this to get into a Kelka or to open a Gate.

Gate Key (Seal of Chikta)
-Opens the...gate.

Bridge Map
-Find this early in the game...it kinda corresponds to my map in this
walkthrough.

Water Stones
-You'll find out what these do later.

Lightning Stones
-These are a secret too.

Grapnel and Rope
-You'll find this early in the game and use it a lot.  Step close to a wall and
press Up and B to use it.  It won't attach to all walls though.

Iron Breastplate
-Need it to enter the final temple.

Power of the Cranis
-Destroys those that are dark of heart.

Spirit Magic Vessel
-Find this and you'll be able to enter previously unaccessible areas.

Gem Stones
-These are also a secret.

Skull and Crossbones
-Umm...

Obelisk Keys
-These will allow you to enter "Am-Zutuk," if it exists at all.



=-=-=-=-=
VII. MAP
=-=-=-=-=

Here's a map of the game that I made.  I counted over 100 actual stages
that you can enter.  They're not numbered, so I numbered them myself.
There are a lot of useless, impassable, or basically unimportant areas on
the Masza map which I marked with a "*" symbol on my map.  Do not go into
areas marked with "*" unless you want to waste time or, sometimes, get
killed.  These include the river areas on the map and the barrier areas
(though not all barriers on the game map are impassable, but I'll represent
the passable areas with a letter or number on my map).  I used lower and
upper case letters as well as numbers to represent areas on the map.  I
will refer to these throughout this guide.  I ran out of letters and
numbers, so instead of using a bunch of different symbols, I reused the
letters and numbers on different areas of the map (for instance, the upper
case letters A through Z are in the southeast section of the map and also
in the northwest section, but I will be careful to verify which one I am
using throughout the guide).  The "@" symbol is for the final temple of the
game.  This map looks like shit, but if you're playing the game, you'll
understand it.  I suggest printing it out and comparing it to the Masza map
game screen as you go through this walkthrough, as I refer to the section
by the numbers or letters below.





                                 NORTH


                            *   _   *   *   *   *
                           ***-|2|-***-***-***-***
                            *   -   *   *   *   *
                                |   |       |   |
            *   *   *   *   *   _   _   *   _   _   *
           ***-***-***-***-***-|1|-|Z|-***-|s|-|q|-***
            *   *   *   *   *   -   -   *   -   -   *
                |   |   |   |   |   |   |   |   |   |
            *   _   _   *   _   _   _   *   _   _   _   *
           ***-|S|-|R|-***-|4|-|3|-|Y|-***-|u|-|t|-|p|-***
            *   -   -   *   -   -   -   *   -   -   -   *
                |   |       |   |   |       |   |   |
            *   *   _   *   *   *   _   *   _   _   _   *   *
           ***-***-|Q|-***-***-***-|X|-***-|v|-|@|-|o|-***-***
            *   *   -   *   *   *   -   *   -   -   -   *   *
            |   |   |   |   |   |   |       |   |   |       |
        *   _   _   _   _   _   _   _   *   _   _   _   *   _   *
       ***-|L|-|M|-|P|-|T|-|U|-|V|-|W|-***-|w|-|x|-|n|-***-|k|-***
        *   -   -   -   -   -   -   -   *   -   -   -   *   -   *
            |   |   |   |   |   |   |       |   |   |       |
        *   _   _   _   *   *   *   _   *   *   *   _   *   _   *   *
       ***-|K|-|N|-|O|-***-***-***-|5|-***-***-***-|m|-***-|j|-***-***
        *   -   -   -   *   *   *   -   *   *   *   -   *   -   *   *
            |   |   |   |           |   |   |   |   |   |   |   |   |
        *   _   _   _   _   *   *   _   _   _   _   _   _   _   _   _   *
       ***-|J|-|I|-|H|-|G|-***-***-|6|-|7|-|8|-|9|-|a|-|i|-|h|-|f|-|g|-***
        *   -   -   -   -   *   *   -   -   -   -   -   -   -   -   -   *
            |   |   |   |           |   |   |   |   |   |   |   |   |
        *   *   *   *   _   *   *   *   *   *   *   _   _   _   _   *
       ***-***-***-***-|F|-***-***-***-***-***-***-|b|-|c|-|d|-|e|-***
        *   *   *   *   -   *   *   *   *   *   *   -   -   -   -   *
        |   |   |   |   |                   |       |   |   |   |
    *   _   _   _   _   _   *   *   *   *   _   *   *   *   *   *   *   *
   ***-|B|-|A|-|C|-|D|-|E|-***-***-***-***-|e|-***-***-***-***-***-***-***
    *   -   -   -   -   -   *   *   *   *   -   *   *   *   *   *   *   *
        |   |   |   |   |       |   |   |   |       |   |   |   |   |
        *   _   _   *   *   *   _   _   _   _   *   _   _   _   _   _   *
       ***-|z|-|y|-***-***-***-|f|-|b|-|c|-|d|-***-|K|-|J|-|B|-|C|-|D|-***
        *   -   -   *   *   *   -   -   -   -   *   -   -   -   -   -   *
            |   |   |   |   |   |   |   |   |       |   |   |   |   |
        *   _   _   _   _   _   _   _   *   *   *   _   _   _   _   *   *
       ***-|v|-|t|-|u|-|i|-|h|-|g|-|a|-***-***-***-|L|-|I|-|A|-|E|-***-***
        *   -   -   -   -   -   -   -   *   *   *   -   -   -   -   *   *
        |   |   |   |   |   |   |   |       |       |   |   |   |
    *   _   _   _   _   _   *   _   _   *   _   *   _   *   _   _   *
   ***-|x|-|w|-|r|-|s|-|j|-***-|8|-|9|-***-|W|-***-|M|-***-|H|-|F|-***
    *   -   -   -   -   -   *   -   -   *   -   *   -   *   -   -   *
        |   |   |   |   |       |   |       |   |   |       |   |
        *   *   _   _   _   *   _   _   *   _   _   _   *   *   _   *
       ***-***-|q|-|p|-|k|-***-|7|-|3|-***-|V|-|U|-|N|-***-***-|G|-***
        *   *   -   -   -   *   -   -   *   -   -   -   *   *   -   *
                |   |   |       |   |   |   |   |   |   |   |   |

                *   _   _   *   _   _   _   _   _   _   _   _   *
               ***-|o|-|m|-***-|6|-|2|-|1|-|X|-|T|-|O|-|P|-|Q|-***
                *   -   -   *   -   -   -   -   -   -   -   -   *
                    |   |       |   |   |   |   |   |   |
                    *   _   *   _   _   _   _   _   _   *
                   ***-|n|-***-|5|-|4|-|Z|-|Y|-|S|-|R|-***
                    *   -   *   -   -   -   -   -   -   *
                        |       |   |   |   |   |   |
                        *   *   *   *   *   *   *   *
                       ***-***-***-***-***-***-***-***
                        *   *   *   *   *   *   *   *


                                     SOUTH




=-=-=-=-=-=-=-=-=
VIII. WALKTHROUGH
=-=-=-=-=-=-=-=-=

Below is the path I took through the game.  I will put down the section
number and what, if anything, is of importance in that section.  Don't
bother going to the sections which have nothing in them unless you need to
go through them to get to another section.

Note: Once you clear a section, you can pass right over it on the Masza
map.  Also, I didn't include a lower case L in my map because it looks like
an uppercase i.

---
The following upper case letters (sections) are the ones in the southeast
portion of my map.
---

A

You start here, at Port Harken, armed only with your fists.  Talk to
everybody.  One guy tells you that the Grapnel and Machete have been
stolen.  You'll find them soon enough.  Most sections in this game are
short and somewhat repetitive, but Port Harken is one of the biggest and
easiest in the game.

You'll find your first minor weapon, the Knives, in one of the houses.
Enter and exit the house several times to get a small supply of them, but
lookout for the spider.  To beat these spiders throughout the game, just
inch forward until they descend, then hit it while it goes up and down.
You'll also find spears in one of the houses.

Talk with Chilo in this town before you leave.  He tells you the Grapnel is
to the north.


B

You'll encounter cobras in this section.  Just hit them, jump to avoid
their shot, hit them again, jump again, and repeat until they're finished.
Cobras will always leave life replenishing hearts.  In this section you'll
find a shield symbol, which increases your defense.  You start with one
already, so now you have two.  Press Start then A to view your Life Stats.
To get it, climb the vine near the spider then jump to the right, holding A
to float over with your backpack copter.  You can fall from any ledge and
land safely as long as you hold A before you land.

You'll also find the Grapnel, your most important item, underground in this
section.  Use it by holding Up then pressing B.  You can climb up some
cliffs by doing this, getting to those hard to reach places.  The Grapnel
icon doesn't need to be displayed to use it.


Note:  You'll find other minor weapons by defeating various enemies.



C

You'll find a note left behind by Dr. Livingston here.  It reads, "Jump
high and fall with faith when you you reach the heads."  This is a clue for
something near the end of the game.


D

The first temple!  Stand on the red rock next to the entrance and it will
open.  Inside you will find the Bridge Map, which shows you the location of
bridges on the Masza Map.


E

Use the Grapnel to get to a 1-Up.  That's all that's here.


F

Get the Fist symbol, which increases your strength.  You start off with
one, so you got two.


G - H - I

Nothing but enemies in these 3 sections.  Don't bother.


J

You can get Fist projectiles underground in this stage, but they are
not essential to your quest.


K

Get a Water Gourd here. You'll need it for later.  It doesn't show up on
any screen, but you got it.


L

Nothing here.


M

Cross the bridge but keep jumping so you don't fall through.


N

Nothing here.  Avoid the Lightning Bug's lightning, though contact with the
bugs doesn't damage you.

Note: A lot of enemies (like the natives) don't damage you through direct
contact, but their weapons are what does the damage.  However, some
enemies, like tigers and hoverbugs and the enemies under the lake later in
the game will hurt you through contact, as will the mini-bosses (Mortuk,
etc.)


O - P - Q - R

Nothing in these 4 sections


S

You'll find a Key to the Kelka here, which you give to a guard to enter the
temple.


T

Nothing here but more enemies.


U

You'll find another Shield symbol in the bottom left part of this section.
Now you have three of them.  There's also a 1-Up to the bottom right.


V

A tough section with nothing in it, though you have to pass through here to
reach the temple.


W

The second temple.  Give the Key of the Kelka to the guard to gain
entrance.  Inside you'll find a note left behind by Livingston mentioning a
secret passage through the wall.  Watch out for the spiders in all of the
temples, as you are usually distracted going for the treasure.


X - Y - Z

Nothing in these 3 sections


---
The following number are the ones in the southern portion of my map.
---

1

You'll find the Machete here.  It is a permanent weapon and is the best
weapon until later in the game when you get the Golden Fist.


2

Nothing here


3

On the Masza map, this looks like a barrier, but it is a short cut into the
next area.  At the start of this stage, move to the right until you fall
through the ground.  Instead of climbing down the ladder where you fall
through, get to the top of it and walk through the ground to the ladder
leading back to the surface.  There's nothing to be had underground„

4

Nothing here


5

A small village with one inhabitant.  The woman says not to challenge
Mortuk because he is too strong.  Umm, okay.


6

Nothing here


7

Mortuk is here, but you cannot beat him yet.  Return to section 3 and move
on to section 9.


9

Nothing important here


8

You'll find an old guy in this village.  He offers you the Gem Stones,
good, powerful projectile weapons, to use on Mortuk.  If you beat Mortuk,
the old guy will help you out.


7

Arm yourself with the Gem Stones.  Mortuk is no match for them, as one hit
takes him out.  Do not collect the Skull and Crossbones he leaves behind, as it
will damage you.  Defeat the other Mortuk and return to the guy in section 8.


8

The old guy gives you the Seal of Chikta (Gate Key), which is the same exact
type of item as the Key of Kelka...give it to a guard and he'll let you in a
temple.  You can return to the old guy throught the game to get more Seals if
you need them.  Grab the Gem Stones again before leaving.


---
The following lower case letters are in the southwest portion of my map
---

g - a

Nothing in these two sections


b

Tough enemies here!  Instead of doing battle with the lightning bugs and
snakes, just grapnel up and run past them.  Grab your third Fist symbol in
this section.  Now you're at half your total strength!


c

Go underground and (1) to the left for a 1-Up and (2) to the right for
another Water Gourd which you'll need later.


d

The third temple.  Give the Seal of Chikta to the guard to gain entrance.
There's nothing in this temple, but it's still cool to visit :)


e

You can get a 1-Up underground here.  Use your auto-gyro copter and ride the
current back above ground.  You'll also find the important Spirit Magic
under a bird statue, which you'll use in a bit.


f

If you go underground in this section, you can get the Club.  It's a
permanent weapon, but I still prefer the Machete.  The enemies are tough
and the area is cramped down there, so I wouldn't bother.


h

Use the Spirit Magic you got in section e to walk through the barrier in
this section.


i - j - k - m - n - o - p - q

Nothing in these 8 stages


r

Civilization!  Well, sort of.  A village elder tells you the village needs
rain and that maybe Tinok can help you.  He gives you a seal that Tinok
will be able to identify you by and tells you to see the man to the north.
The mountain background graphics in this stage look awesome and reminded me
of the Rambo game a little.


t

In section t, Tinok recognizes the seal the elder gave you and tells you
that the Water Stones must be found and returned to restore the rains.
They are in a cave to the west.  He'll give you something if you bring them
back.


w

There's nothing here, but go through this section to get to the next
one...the cave.


x

On the Masza map this section looks like one of those useless, unaccessible
areas.  It's not.  Enter, then go left and enter a cave.  Beat the tiger
inside and grab the 3 Water Stones...just don't fall into the pits.  Exit
this section and return to Tinok.


t

Tinok tells you to throw the stones into the fountain.  Don't make a
mistake or you'll have to go back to the cave to get more.  Stand to the
left of the fountain, jump, then throw a stone at the height of your jump.
Do this two more times and watch Tinok jump for joy as water is restored to
the village.  He gives you a Shield which helps you defeat demons on your
way to the next temple.


r

If you go back to this section to see the elder, he thanks you.  No gift,
but you do get to see those cool mountains again :)


s - u - v - y - z

Nothing in these 5 sections.  Section v has those damn birds...Hitchcock
would be proud ;)


---
The following uppercase letters are in the western portion of my map
---


A

The only way to beat the demons in this section is with the Shield Tinok
gave you.  Use it as a weapon and you'll scrap all the demons.  There's
nothing in this section, but it leads to the temple.


B

This is one of the rare temples where you don't need a Key of Kelka or Seal
of Chikta.  Just hop on the red rock and it will sink down, opening the
temple gate.  You'll find a Key to the Gates (not a Key to Kelka) inside
the temple.  It doesn't show up on the Item Screen, but you have it.


C - D

Nothing in these 2 sections


E

Yes, another Fist power-up.  Now you have four of them.


F

A 1-Up is the only thing important here.


G

Nothing here


H

Get a Shield power-up underground.  Now you got four of those too.


I

Nothing here


J

You can grab the Blow Gun in this section.  It's a good distance weapon
with unlimited ammo.


K

A temple.  Grab the note at the beginning of the area.  It mentions that
Lightning Stones are in the northern part of the jungle.  These are
essential for finishing the game.  It seems as if those are what Dr.
Livingston was after before he disappeared.  Damn, you need to get into the
temple.  Head back to section 8 to get another Seal of Chikta from the old
man.  Inside the temple you'll find another Key to the Gates.


L - M - N - O - P


Nothing is in these 3 sections, except a 1-Up in section N and some Knives to
add to your collection in section O.


Q

Another bridge to cross.


R

Nothing here


S

Work your way to the left.  Look out for the fish in the waterfall, as they
will knock you into the pits.  A woman makes this place her home.  She
tells you that the Evil Gut will come for a scent that she gives to you
and to go south then east along the wall to fight the Gut and get a Key to
the Kelka.  If you didn't have a Water Gourd when you talked to her she
would have sent you for one instead of babbling about the Gut.  She's got
all that water in the cave...why the hell does she need a Water Gourd?


T - U

Nothing in these 2 sections


V

You'll find the third Key to the Gates at the beginning of this section.


W

You can grab Bow & Arrows underground in this section, but they're not
essential.


X

You'll find a 1-Up and your 5th Shield power-up in this section.


Y

Nothing here


Z

A strange, robed dude says the temple here is locked by the Power of the
Cranis.  He doesn't know Livingston and communes with the Cranis for his
own reasons.  Hmm.  You'll have to come back later.


---
The following numbers are in the north portion of my map
---


1

Nothing here


2

This is another area on the Masza map that is obscure and looks like a
boundary.  Enter the cave in here and get the two essential Lightning
Stones.  They won't show up on your Item List, but you got 'em.


3

Get the 5th Fist symbol to power up your strength.


4


A large walking brain attacks you...The Cranis!  Just hack at it with your
Machete and you'll destroy it, getting the Power of the Cranis.  Head back
to section Z (not the Capcom game :>).


Z

The robed dude decides to attack you and demands the Power of the Cranis
from you, but the Power destroys those dark of heart, so the robed dude is
no more.  Pick up the Power of Cranis again (you dropped it in the attack)
and head into the temple.  The guards move right out of your way.  Inside
you'll find the Key to the Portal Under the Lake.



5

Nothing here


6

The key you just got opens the gate so you can travel under the great lake.
The enemies under the lake are nasty and the water droplets also sap your
strength.  Use Gem Stones of you got 'em.  It takes 4 hits on them with the
Machete.


7

Pretty much the same as section 6


8

Get your last Shield power-up in here.


9

Grab a 1-Up in here.


---
The following lowercase letters are from the northeast section of my map
---


a

Nothing here, but rush through this section quickly to avoid the enemies.


b

Grab the last Fist power-up here.  Now you're at full strength!


c

Don't go underground in this stage.  Just grapnel over the ledge and keep
going.


d

Uh-oh, another robed guy.  This guy's wearing blue though, so he's cool :)
He tends the Wisdom of Amut.  He asks you to offer all you have.  Say yes.
You won't lose a thing and he'll grant you one question.  You ask where the
Final Temple is and he says you must pass through the Gate of Alnuk to get
to the north, but that the Alnuk can only be defeated with the Golden Fist.
You find that you also need 4 Keys (which you get by defeating 4 Alnuk)
and the Breast Plate to enter the Final Temple.  What are you waiting for?


e

Don't go underground in this section, just get through and out.


f

Underground and to the left are 3 more Gem Stones, while underground and to
the right is another 1-Up.


g

Here's another temple, the last one before the Final Temple.  You need a
Key of the Kelka or a Seal of Chikta to enter, so go back to section 8 down
south and get a Seal.  Inside this temple you find your most powerful
weapon, the Golden Fist!  To use it, punch as you normally would and a
large fist projectile launches at your enemy.


h

There's a 1-Up underground here, but you have to tangle with Red Lightning
Bugs and Hoverbugs in cramped quarters to get to it.


i

This stage is tough and all you get is a Key of the Kelka, so it's easier
to get the Seal of Chikta back in section 8 rather than risking your life
in here.  However, if you're masochistic...

Remember that clue at the beginning of the game about taking a leap of
faith?  Well, stand on the second or fourth stone head at the beginning of
this section and jump high and let yourself land on the center head with
full force (DO NOT use your auto-gyro copter to land softly).  You will not
die, but will make the statue's eyes move.  Do this 4 times and you'll
dislodge the stone head, letting you venture underground.

From the entrance, take your first left, fall all the way down several
screens, hugging the left wall, and land softly on the vertically moving
skull platform.  Walk off of it to the left and work your way up the
ladder, avoiding the centipede.  You can't climb past the hole at the top,
but just get off at the top right space and jump up to the next screen.
Work your way up a bunch of screens, avoiding the centipede, to the Key of
Kelka.  Go out the way you came in.


j - k

Nothing in these two stages.


m

Here's the first Alnuk warrior you'll face.  He fires three shots at you,
his first shot always going over your head, but you must jump over the next
two.  As you're coming down from the second jump, fire a Golden Fist at him
from about 5 or 6 steps away.  You'll know you hit him because he will
flash and be knocked back.  Repeat this process until you hit him twice,
defeating him.  You must knock out two Alnuk in this section.


n

Defeat the Alnuk guarding the building and grab the 1st of four keys
inside.  When you leave the building, exit quickly to the right to avoid
the revived Alnuk.  Back on the Masza map you'll still be at section m, so
just enter section n again and exit immediately to the left.  You'll now be
able to move on.


o

Nothing here.


p

Defeat the Alnuk here for the 2nd of the four keys.


Note:  I left out the letter r by accident on my map, but don't let it
worry you...just an oversight on my part :)


t - q

There's nothing in these 2 sections. Do not go underground in section q.


s

You'll find the Iron Breast Plate in this section.  Now all you need are
two more keys to enter the Final Temple!  Do not go underground in this
section either.


u

Defeat the Alnuk and grab the 3rd key.


v

Nothing here


w

Beat the Alnuk here and you get the 4th and final key.


x

Nothing here


@

This is it, the Final Temple!  Use your Golden Fist to dispatch of the
tough enemies outside the temple.  Don't go in any of the doors yet.  Work
your way to the uppermost door and go in this one.

Inside the temple, go down the first two ladders, grapnel up the small
ledge, then go down the ladder.  Crawl to the right and softly fall off the
screen.  You'll land on a lift.  Crawl to the right and fall softly off the
screen again. landing on another lift.  Go to the left where you meet a
spearchucker.  Three Golden Fists will do him (or her) in.

Continue left, then drop down one screen.  Ride the skull lift down to the
floor and go right.  Move past the two smashers.  Before you drop down to
the next screen, get the Golden Fist ready.  Fall softly and when you land,
immediately fire to the left at the spearchucker.  Be sure to hit him with
the Golden Fist projectiles.  If he gets to close you'll be hitting him
with your fists and it will take many more hits to kill him.  Repeat this
with the second spearchucker.

Follow the path left, then down and right past a smasher to a moving skull
platform.  Move right until you get to a shaft with purple lightning.  Fly
all the way up the shaft to the top and outside.  Drop into the two rooms
and grab the two Lightning Stones.  Now go back down the shaft.  For some
reason the lightning isn't damaging you anymore!

Float down and land softly at the bottom of the shaft.  WHOA!!  You're shot
out of the temple and up into the clouds!  Check out those cool cinema
scenes.  You land on some kind of floating island in the sky, but you're
not alone.


SPOILER!!!!!!!!!!
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scroll down...
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=-=-=-=-=-=
IX. ENDING
=-=-=-=-=-=

"Doctor Livingston I presume?"  You talk to the doctor and find out that he
is living comfortably up here and that when Amut wisemen reach a certain
age, a ceremony would take place.  The eldest wiseman would be given the
Iron Breast Plate (which you are now wearing) and would travel to this
place where he would live out the rest of his life having an unequaled view
of the Earth and man's effect.  Cool, huh?

You ask him if he'll come home with you and he replies, "Certainly not!"
He wants to spend his last days there.  The game ends with Stanley flying
off into the clouds with his backpack copter as the credits roll by.  Neat
ending!



=-=-=-=-=-=
X. COMMENTS
=-=-=-=-=-=

I eventually liked this game when I got into it, but thought it was really
difficult to get into up until then.  It takes a lot of patience, but once you
get familiar with it, you'll make some headway and get caught up in the whole
exploration theme.

The passwords in the game remain a paradox to me.  The password I copied
down right before the Final Temple starts you about 3/4 throught the game
for some reason, with some items I didn't have and missing some items I did
have.  If you're interested, it is LQDLJJJG.  Try changing around a few of
the letters to see what other things you can get.

I don't recommend this game to anybody who wants an easy game to blow through. 
If I wasn't committed to beating every NES game out there, I probably wouldn't
have played it as much as I did, but I did unwillingly find myself liking the
subtle charm and vulnerable main character.  Don't move the controller for
awhile and watch Stanley scratch his head...



=-=-=-=-=-=
XI. CREDITS
=-=-=-=-=-=

-Joe Hitchens, Ken Moore, Hal Rushton, Lorin Nelson and Paul Webb of Sculptured
Software:  For this different little game.  Whichever one of these guys wrote
the manual has a great sense of humor...and actually KNOWS HOW TO write a video
game manual.  I'm wondering why a cool game like this got barely any coverage
in Nintendo Power.


-Dolores Demyan:  For being the only person who has sent me email about this
game.  I know this game is obscure, but 1 person in 4 years!!  Dolores and her
grandson actually finished this game, WITHOUT any kind of game enhancer. 
They're probably the only reason why I actually update this
walkthrough...thanks :)



=-=-=-=-=-=-=-=
XII. DISCLAIMER
=-=-=-=-=-=-=-=

Stanley: The Search for Dr. Livingston was developed by Joe Hitchens, Ken
Moore, Hal Rushton, Lorin Nelson and Paul Webb of Sculptured Software, and is
the trademark and copyright of Electro Brain Corp. 1992.

Nintendo and Nintendo Entertainment System is the trademark and copyright
of Nintendo of America

This walkthrough is not endorsed by Electro Brain or Nintendo. The information
contained within this document is provided without guarantee.  All copyrights
and trademarks are recognized.

This walkthrough may be reprinted, posted in newsgroups, or placed on web
sites, as long as the proper credit is given to the author.  The most recent
version of this walkthrough can be found at:

www.gamefaqs.com
www.vgstrategies.about.com

Copyright (c) 1996, 1997, 2000, 2002 Adam Lamontagne (alamont1@maine.rr.com)