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

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



STAR TROPICS FAQ/WALKTHROUGH
For play on Nintendo Entertainment System
Presented by BoredGamer
Version: 3.41
Last Updated: 11/12/02
Phase: Technically Complete

THE FOLLOWING SITES HAVE BEEN GIVEN HOSTING PRIVILEGES:
GameFAQs- (www.gamefaqs.com)
RoyalRanger's NES Site (nessite.myrmid.com)
GameForms (www.gameforms.com)
IGN (www.ign.com)

If you are e-mailing me about feedback, questions, or anything having to 
do with any FAQ, please send it to BoredGamerAdvanc@cs.com.  If any e-
mail is sent to BoredGamerAdvanc@cs.com that does not concern a FAQ, it 
will be deleted/ignored, as I primarily use this address for FAQ-related 
stuff.

Another new note: DO NOT put my name in your address book.  I'm not 
doing this to be mean, and I extend my full apology to those of you who 
know how to take care of your computer who have had my name in their 
books.  The person you can blame is whoever it is that just will not get 
rid of their klez problems (as well as other e-mail viruses). I'm sick 
and tired of opening my e-mail and seeing more than a dozen messages 
from MAILER DAEMON saying that e-mail I set was not accepted, especially 
when it was to somebody I've never sent mail to in my life; or when I 
get mail from newsletters I've never signed up for. If you are reading 
this and know you're responsible, PLEASE GET SOMETHING TO TAKE CARE OF 
YOUR VIRUSES.  I don't mean to come off as sounding mean, but it's 
seriously irritating the bejesus out of me.

Please stop sending me files.  I will not download them unless they are 
someone I know, and by this I mean someone I know -personally- like 
family or best friends.  I have suspected that some files that have been 
sent to me are viruses (with good justification after being persecuted) 
and did not download them.  This also means not to send me FAQs or any 
other material to critique.

INFO INVOLVING PUTTING MY NAME IN ADDRESS BOOKS:
It has come to my attention recently that some of you out there have 
been putting my name in your address books.  This is all fine and dandy 
by me.  However, one, maybe more, amonst you have contracted the Klez 
virus (or something similar).  I know this because I'm constantly 
getting e-mails sent back to me by MAILER-DAEMON and the like that 
certain e-mails that I didn't personally send are not going through 
because they have viruses in them.  This is usually how viruses like 
Klez operate; they get into your address book, find a name, and begin 
sending e-mails using that name.  I will say this loud and clear... 
CLEAN YOUR SYSTEMS!!!  Download FixKlez or AVG Virus Scanner Free 
Edition.  They're free, much emphasis on FREE, which means costs you 
nothing but time and hard drive space.  You can probably find them on 
Download.com, if not do a Google search for them.  


This FAQ is technically complete.  If there are any corrections, please 
send them in!
_______________________________________________________________________

UPDATE HISTORY

8/30/01- Just began the FAQ today.  Started FAQ, Thank You section, and 
Legal Bit is up. Started walthrough and completed the sub-sections for 
Prelude and Dolphins.  Added Yoyo, Torch, and Bat to weapon section.  
Added Heart Star, and Big Heart to immediate useage item section and 
Medicine and Snowman Doll to the stored items section.  Added C-Serpent 
and Octo the Huge to the boss reference guide.  Started the section on 
characters and added Mike, Dr. Jones, Baboo, and Nav-Com.

8/31/01- Just a few updates before heading to Seattle for the weekend.  
Got a major start on the introduction, but it still seems a bit "naked," 
so I might add a little more.  Added the Bola to the weapons section. 

9/3/01- Just got back from a long weekend with my family.  Had 
absolutely no chance or way to work on this.  Oh well, today is the day 
of revamping everything that has been written (which right now is up to 
MiraCola).  Also added a new Enemies section based on whatever I can get 
from my NES Game Atlas which I've had for years.  Added a little part to 
Section 3C dedicated to Sub-C and it's controls.  Added some enemy 
names.  Added slingshot to the weapons section.  Added the sign and the 
Magic Watch to the items section.  Added Magma the Fierce to the Boss 
Reference section.  Got the walkthrough all the way up to SheCola (the 
first visit).  

9/4/01- Added Rod of Sight and Magic Lantern to the Item List.  Added 
Miracle Mirror to the weapons list.  Added Maxie to the boss reference 
guide.  Added a new "Event Items" section to my items list with both 
pass codes on it and the crystal ball.  Added Shooting Star to the 
weapons section.  Got walkthrough up to the West Cave.  Added new 
questions to FAQ.

9/4/01 (second update)- Finally got permission from JHarring to use the 
enemy list, so I added some new enemies to it.  Still haven't gotten any 
descriptions for some of the new ones, but that will change shortly.  
Added some new enemies.  Added Scroll of Obob to the item list.  
Walkthroughs for chapters 3, 4, and 5 are complete.  Added some names to 
the character list.  

9/6/01- Took a day off from FAQ writing.  Added Magic Anklet and 
Delicious Apple to the item section.  Added Purple Looper to the 
enemies.  Added Giant Turboss and Broken Joe to the boss reference area.  
Now have walkthrough past the Turboss Caverns.  I'm still in the middle 
of chapter 6.  Expect that to be finished soon.  Well... Enough tonight.  
I feel like playing a little PS2 right now and I'll add more updates 
tomorrow in the afternoon.

9/6/01 (second update)- Back to work.  Added Asterisks to the weapon 
list.  Added a new gadfly and a new rocky to the enemy list.  Added 
Hoodoo Doll (both single and multiple battles) and the Statues of Twin 
Sumocho to the boss section.  

9/7/01- Added a new mini-section into the enemies section for those 
found in chapters 7 and 8.  The official names are not quite known to 
me, so if anyone has them, please e-mail them.  The only official names 
I have are for the bosses thanks to NES Game Atlus.  I also created a 
map for the first level in chapter 7.  Added Blaster to the weapon 
section.  Added Grey Jet-Pack Jumpers to the boss section.  Will make 
more updates after I get home later tonight.

9/7/01 (second update)- Finally settling down for the night to add some 
more.  There probably won't be any updates again until 9/9.  Added the 
Super Nova and Super Laser to the weapon list and the Orange Cube to the 
items list.  Added some new enemies.  Added Red Jet-Pack Jumper and 
Ostroid to the boss section.  Walkthrough now covers through chapter 7.  
Chapter 8 coming soon.

9/10/01- Okay, so my estimates on my next update were off by a day.  Sue 
me!  I got an e-mail telling me of a heart I forgot.  Added the first 
battle against Zoda to the boss section.  I apologize for the shallow 
update.  I will continue later as the date turns 9/11.

9/11/01- FAQ technically complete.  Walkthrough, enemies section, item 
section, and weapons section all completed.  It's even spellchecked!  
How 'bout that!?

12/10/01- Ulfalizer has given me an alternative method to defeating the 
C-Serpent.  Thanks a lot!

11/12/02- FAQ-wide update...

8/27/03- Another FAQ-wide update...

Reference credit goes to...

NES Game Atlas for cave and monster names.
Star Tropics instruction manual for some enemy names, weapon names, and 
item names.
JHarring for allowing me to use his enemy list.
rkinloch for the e-mail information.  (I don't know what name you want 
to be accredited by, so I'll keep it at this.  If you'd like a different 
name, just e-mail)
Ulfalizer for the C-Serpent method.

Contents According to Joe
-------------------------
Section 1: Introduction
1A: Mike's Journey
1B: Characters 
1C: Playing the Game
Section 2: Items 
2A: Immediate Usage
2B: Stored
2C: Event Items
Section 3: Weapons
3A: Main Weapons
3B: Consumable Weapons
Section 4: Enemies (Non-bosses)
Section 5: Walkthrough
4A: Prelude
4B: Dolphins
4C: Storm and Calm
4D: Confession
4E: Captain Bell
4F: Reunion
4G: Alien Spaceship
4H: Final Battle
Section 6: Boss Reference Guide
Section 7: FAQ
Section 8: Legal Bit
Section 9: Thank You and Goodbye  

  ------------------------- 
/  SECTION 1: INTRODUCTION  \
-----------------------------

1A: MIKE'S JOURNEY

Mike is a young boy from the United States whose uncle is an 
archaeologist.  His uncle, Dr. Jones (also referred to as Dr. J, like 
the basketball player) is on an assignment researching a strange stone. 
With his base of operations set up at C-Island, Dr. J invites his nephew 
to come out to C-Island for vacation via helicopter.  As soon as Mike 
arrives, he heads to the village near his research facility, CoralCola.  
There, he finds his uncle has been abducted by an unknown assailant.  

Equipped with a yo-yo and whatever he finds out in the caves and 
dungeons, Mike now must find out what has become of his uncle, gathering 
what little clues he can along the way and meeting many different 
people.  Along with your island-hopping comes your Zelda-bred dungeon 
crawling, full of monsters, perils, and unknown items to help you defeat 
the evil lurking behind each corner. 

I really enjoyed this game.  I got it for Christmas of '91, just a year 
after I got my NES.  It was probably the best game I got that year.  It 
actually took me quite a while to finish this game, especially 
considering that I lost special letter that came with the game that a 
password on it that you need later in the game.  

1B: CHARACTERS

Mike- The main character of the game.  He is embarking on a long journey 
to find his uncle who has been abducted.

Dr. Jones- Mike's uncle.  A researcher who has turned up missing.
 
Baboo- Dr. J's assistant.  He introduces you to the Sub-C.  He will 
appear a couple times in the game, mainly chapters 1 and 4.

Nav-Com- The main computer of Sub-C.  It's a tiny robot that makes a 
rather annoying noise.  

Dolphin- Asks you to save her son in chapter 2.

Bananette- A young girl in chapter 3 who has had a curse put on her.

Po- A poet who knows a little something about the Hermit's Mountain.

Peter- A bird who knows the secret of Captain Bell's Cave.  

Hook- Lives east of BellCola.  Gives you a worm if you talk to him.  

1C: PLAYING THE GAME

The game has two basic screens: travel and dungeon.  Travel screens 
include the world map, towns, or any other little structure you can 
enter like a house or a temple.  Here, there are no hazards or enemies, 
so you don't lose any life on this screen.  You can use this screen to 
travel between areas of the game.  Pushing A on this screen is usually 
used to initiate a talk between people. 

Eventually, you will get a mini-submarine called Sub-C.  You can use 
Sub-C to go from port to port if necessary.  You can also submerge with 
it at certain areas and emerge once again in a different area.  

-Travel Screen Controls-
D-Pad: Moves Mike/Sub-C
B: Submerge with Sub-C
A: Talk
Start: Not used
Select: Chapter Display

To aid Mike to go from island to island is a mini-submarine called Sub-
C.  Sub-C can go in many places Mike cannot, but mainly through water.  
You can also use Sub-C to submerge for a small amount of time.  
Submerging in the right areas can trigger certain actions.  For 
instance, submerging on a darkened square of water in the second chapter 
can allow the sub to work through underwater tunnels and emerge in a 
different area nearby.

-Sub-C Controls-
D-Pad: Move Sub-C
B: Submerge (need ID code)
A: Talk (not used very often)
Start: Not used
Select: Chapter Display

The dungeon screen, or action scene as it is also called, takes place 
within various dungeons, caves, etc.  Here, you can perform more actions 
than in the travel screen.  There are also hazards and enemies here.  
Don't worry.  You can actually fight off the enemies with your weapons 
of mass destruction!  Okay, so they're not massively destructive, but 
they still help.  Here you can die, if you're not careful, by falling 
into the water.  Watch your jumps, but most importantly, watch the 
sinking platforms.  

Each dungeon is but a series of rooms and screens.  In each, there are a 
bunch of enemies and platforms.  Opening the door to the next room 
sometimes takes a special condition.  Sometimes, the condition is defeat 
all the enemies or just certain ones.  You also may have to open the 
door jumping on a button.  The only way to make a button appear is to 
jump on the right platform.

-Dungeon Screen Controls-
D-Pad Left/Right: Moves Mike, changes weapons and items 
D-Pad Up/Down: Moves Mike, toggles between weapon list and items list
B: Attack
A: Jump, use weapon from item list
Start: Pause
Select: Not used

  ------------------ 
/  SECTION 2: ITEMS  \
----------------------

There are two kinds of items in the game.  You find each one a different 
way.  Immediate usage are the ones that are used right when you grab 
them like hearts or stars.  You can gain these by killing enemies.  
Stored items are found at different times in the game and can be used at 
different sections.  Some can only be used in the dungeon they are found 
in.

2A: IMMEDIATE USAGE

Hearts- Restore one heart to your life bar.

Stars- Grab five of these to restore 1 heart to your life bar.  

Big Hearts- Found on the world map.  Add a heart to your max life.  

Sign- Can either give lives to Mike or take some away.  

Magic Watch- Can be used to slow enemies down or even stop them.

Delicious Apple- Found in chapter 6.  Does absolutely nothing.

Magic Anklet- Allows you to jump further than before. 

Pill- Will bring your hearts all the way up to the max as far as it can 
go.  If it goes past your standard maximum capacity, then it will slowly 
decrease until it reaches said capacity.  So, if you have a capacity of 
seven hearts, then it will slowly decrease until you have seven.

2B: STORED 

Medicine- Can only be used in dungeons.  Restores a little life.  

Snowman Doll- Freezes the area.  Can only be used in dungeons.  Found in 
the cave on chapter 2, a few rooms before the boss.  Gives you two uses.

Rod of Sight- Reveals any hidden enemies in the room such as ghosts.  
Each one gives you four uses.  

Magic Lantern- Restores light to a usually dark area.  Have five uses in 
one package.  

2C: EVENT ITEMS

Code 1492- Starts Sub-C

Code 1776- Allows the Sub-C to submerge

Crystal Ball- Can be given to the old fortune teller at SheCola.

Scroll of Obob- Has the spell that can be used to awaken Bananette.  

Lighter- Needed to get out of the whale's stomach. 

Worm- Can be given to Peter in exchange for information. 

Orange Cube- The first of the three cubes.  Upgrades your weapon to the 
Super Nova.

Blue Cube- The second cube.  Gives you two full rows of hearts.  

Green Cube- The final cube.  Gained after defeating the final boss. 

  -------------------- 
/  SECTION 3: WEAPONS  \
------------------------

You'll get quite an array of weapons which you can use against enemies 
and bosses all throughout the game.  Each one ranges in power, range, 
and other stats.  You get two kinds of weapons: Main and consumable.  
Consumable can only be used for a certain amount of shots before they 
disappear.  They also disappear if you leave a dungeon.  Main weapons 
are permanent.  Which main weapon is used relies on how much life you 
have.  

3A: MAIN WEAPONS

Yo-yo- The first weapon you will obtain.  Found on C-Island in CoralCola 
when you talk to the chief.  

Shooting Star- A chain mace much more powerful than the yo-yo.  Can only 
be used if you have more than six hearts full.  Found in MiraCola on 
chapter 3.

Super Nova- The strongest weapon.  Must have 11 hearts full to use.  
Found in the alien spaceship when you grab the first cube.  

3B: CONSUMABLE WEAPONS

Torch- Allows you to use fire against your enemies.  Found first in the 
first dungeon on C-Island. 25 shots per torch. 

Bat- Swing this at enemies to cause a little more damage than the yo-yo.   
Extremely slow, though.  30 shots.

Bola- Not very powerful, but what they lack in power they make up in 
speed and range.  They're necessary for actually defeating a boss, so 
they can't be that bad.  40 shots in one.

Slingshot- Shoots projectile at enemies, but does so at a fairly short 
range.  It's actually quite powerful.  10 shots.

Miracle Mirror- Can be used to reflect back magic shots.  Get 80 uses 
for one package.  

Horsehides- Baseballs that can be thrown from afar.  30 shots.

Spiked Shoes- Use them to attack all the enemies on the screen once.  10 
shots.  

Asterisks- Twin throwing stars hooked together.  Push B to throw them 
once.  Push B again to separate them and have them fly in two 
directions, horizontally if thrown up or down and vertically if throw 
left or right.  20 shots.

Blaster- Shoots bullets extremely fast.  Only found in the last two 
chapters.  50 shots.

Super Laser- Shoots extremely powerful bolts of energy over a wide span 
of area.  20 shots.

  -------------------- 
/  SECTION 4: ENEMIES  \
------------------------

Not a surprise that when traveling through caves and dungeons you would 
run into some vile critters.  Most of the enemies are similar to common 
animals we meet in everyday life.  Others are more supernatural and 
others still are a bit more... strange.  Just take notice that they are 
not in any particular order.

Jelly- A slug creature.  Very common and very weak to boot.

Rattus- A viscous rat.  Runs around all over the place.

Looper (orange)- A cave viper.  They will run straight at you the 
instant you get in their path.

Looper (green)- Unlike it's original cousin, this one doesn't sit still.  
It is always in motion all over the screen.  

Looper (purple)- Just like the green looper, only stronger and faster.

Nocto (purple)- Flying bat creatures.  They fly around the room for a 
little while and eventually slow down a bit.  

Nocto (orange)- Like the purple breed, only faster.

Octot- Small octopi. Jump around all over the place.

Mud-O-Fish- The lethal version of Muddy Mudskipper.  It comes up out of 
the water and runs towards you.  Avoid it by timing a jump and nailing 
it with some well placed shots as it passes by.

Spinistar- A killer starfish.  Whirls around the room then stops.  It's 
actually quite weak as the yo-yo can kill it with one shot.

Puff- A giant pufferfish.  It leaps out of the water and spits 
projectile at you.

Dodo- Tiny birds that move a bit like rattus.  

Bonehead- An ostrich with a skull for a head.  Very tough and fast.

Ninja-Monkey- Winged monkeys like something from Wizard of Oz.  Jump 
around like octots.

Mad Muddy- Mud monsters that rise up out of the... mud, of course.  

Gadflies (brown)- Giant flies found in some caves.  They will fly around 
random areas then charge at you from nowhere.  Can be quite troublesome.

Gadflies (blue)- Faster versions of the pesky insects.

Bone Dog- Skeletal mutts that run around the room.

Muumu (blue)- A slightly tough mummy monster.  Walks around the room and 
chases after you.  They can actually be quite a pain.

Muumu (pink)- A significantly tougher and stronger version of the blue 
ones. 

Skull- A skull that hops around the room.

Minie- Small, annoying ghosts.  Cannot be seen without a Rod of Sight.

Pirate Ghoul- Living dead pirates that teleport around the room and 
shoot at you.

Mr. Armstrong- A huge arm that comes up out of the ground and pulls you 
under.  Okay, so he actually throws projectile at you.  Yeah, this isn't 
Zelda, but I guess I'm getting a bit carried away.

Dimhags- Wizards like the ones from Legend of Zelda.  Disappear and 
reappear around the room while firing projectile at you.  Can only be 
defeated with a Miracle Mirror (can be used to reflect their attacks 
back at them).

Froppa- Strange creatures that come up out of the lava and attack you.  

Gogglin- Floating eyeball creatures.  Each time you hit one, it will 
charge at you.  They're quite a pain.  

Big Bully- A purple, bull-like demon that's pretty tough.  Walks around 
the room trying to kill you.  

Silver Ball- A silver ball that hovers in place.  Hit it and it will 
move back and forth violently.

Armet- A small, ammonite-like creature that hovers around the room.  It 
doesn't do much other than that.  Okay, so it's slightly tough.

Squido-  Squid-like creatures that roam about the room.  They're quite 
weak.  Some even stand still.

Urchin- Acts just like a silver ball.  Attack it and it will move in two 
directions, back and forth.

Biter- Small, purple creatures that run around chomping at you.

Fuzz- Like the bubbles from Legend of Zelda, they stop you from using 
your weapon for a brief amount of time.  They're indestructible and they 
move at random. 

Rocky (brown)- Rock beasts that teleport across the screen and can only 
be killed when they appear.

Rocky (red)- Walk around the room rather than teleport.    

Megaton- A gigantic bowling ball-like trap.  Blue and green ones only go 
back and forth.  Red ones will actually try to follow you.  Both can 
only move horizontally. ***hint, hint****

Since the official names for the enemies within the spaceship are not 
quite known, I will give these names instead so you know which enemies 
I'm referring to.  

Turrets- Small blasters in the floor that open up and fire projectile at 
you.

Trooper (gold)- A robotic, alien troop that fires at a short range and 
runs around randomly.

Trooper (green)- Same as gold, but this one can shoot further.

Trooper (dark gold)- A lot like the golds, only tougher.  They don't 
shoot as far as greens, though.

Trooper (red)- A trooper that fires from the walls of the final dungeon.

Space Rider- Troopers riding around on levitating vehicles.  Fly across 
the screen and can be quite annoying if you're not careful.

Mobilized Turrets- A lot like the regular turrets, but they can move.  
Can only be destroyed when they let their guns out. 

Death Discs- Launched out of holes if you are in line with them.

Spinners (grey)- Tiny, spinning robots that fly around the room.

Spinners (red)- A lot like their grey counterparts, only these ones 
shoot projectile.  

  ------------------------ 
/  SECTION 5: WALKTHROUGH  \
----------------------------

NOTE: If you're having trouble identifying or placing enemies with their 
names as they appear in this section, please refer to the enemy section 
above.  

5A: PRELUDE

You'll start out on a helipad on a place called C-Island.  You'll notice 
a few C puns in this area.  Head left a little ways and you should 
eventually come to a village.  Enter the village. 

-CORALCOLA-
This village is called CoralCola.  First thing's first!  Head a little 
further to the left.  You should see a big building.  Enter it and talk 
to the guy on the inside.  This is the chief of the village.  He'll give 
you the unfortunate news that your uncle has been abducted.  He'll then 
ask if you wish to help discover what's become of him.  Just answer 
"yes."  He'll then give you your first weapon!  A... yo-yo?  Ah, but 
it's a special yo-yo!  Now, leave his hut and talk to everyone (yes, 
everyone) in the village.  You don't have to talk to the pig, but you 
can if you want.  If you do, it'll oink at you a couple times, then turn 
around and moon you.  Eww!  Nintendo, did you have to get THAT detailed!  
Walk up and talk to the guy at the top right of the screen with the 
bluish hair/helmet (I really can't tell which).  If you did so before 
you talked to everyone, he won't let you in.  If you did talk to 
everyone, he'll realize you're Dr. Jones' nephew and let you by.  Walk 
in and down the stairs.  This is the Shaman.  You'll see her a lot in 
this game, especially if you get a lot of game overs.

-ISLAND TUNNEL-
Move up the bridge and into the next room.  There should be three 
jellies here.  Kill them all with your yo-yo.  The door should open, so 
walk through it.  Now you should be to a place with six jellies and some 
water in the middle.  Jumping in the water will cost you a life.  Then 
again, it's not like you'd have a reason to jump in the water here 
unless you really do have a death wish.  Be that as it may, attack and 
kill all six jellies.  Go through the door and you should emerge in a 
room with a rattus at the very top and four jellies, two on each side of 
the room.  Jump on the platforms that lead to the left side of the room 
and kill the jellies there.  Jump on the green platform on the upper 
section where the jellies were on the left.  This should bring out a 
button.  Jump on the button and the door will open.  Kill the rattus if 
you need to.  You can also kill the jellies if you feel you can gain 
some stars or hearts from them.  Jump into the next room.  There should 
be two sections in this.  You'll start out in the bottom section which 
is nothing but ground.  Kill the rattuses if they are too much of a 
bother and head right.  You should bump into a few more rattuses on your 
way to the right.  Now, walk up and around onto the upper section.  
There should be some platforms leading to the left.  Jump along them.  
When you get to the platform right in front of the door, jump on the 
platform below it to make the button appear.  Jump on the button and 
jump out the door.  There should be some rattuses and jellies in the 
next room.  Defeat your enemies and jump through the door.  

Now, there should be a complex layout of platforms all over and some 
jellies hither and yon.  Near the middle of the screen are a couple of 
platforms with a ton of water between them and the land at the very top.  
Jump on those will make different buttons appear.  Do not jump on  
either of these buttons.  If you jump on the right button, it'll open 
the right door and take you into a room full of bats.  There is no real 
point to this room except to throw you off.  If you jump on the left 
button, you will suffer a similar fate as you would on the right.  
Instead, head to the ground in front of either the right or the left 
door and jump on the platform above the land.  Use the platforms around 
it to jump onto the land at the very top.  Now, jump on the platform at 
the very top left and it should reveal a third button.  Jump on the 
button and it should cause the wall to burst.  Next should be a long 
hallway with a chest in it.  Jump on the platform on the top right of 
the bottom section to reveal a button.  Jump on the button to open the 
chest.  Now, claim your prize of a torch.  Head to the upper section and 
jump on the platform on the lower right to make the next button appear.  
Jump on that crystal and open the door.  

A couple noctos and a couple rattuses.  You only need to defeat the 
rattuses, though.  Do so and move ahead.  There should be a jelly nearby 
with a looper near the top of the screen.  Kill the jelly and walk 
right.  If you stand in the looper's way, it'll charge at you.  What you 
should do is walk in its path and quickly walk out.  When it reaches the 
area in front of you, unleash on it.  Two hits with your yo-yo should 
finish it off.  Do save your torches for the boss.  At the top should be 
a few platforms.  On the second platform you jump on should be the one 
that reveals a button.  That button opens the door.  Jump on the two 
after the door to get another button to open the chest and give you more 
torches.  Do not go through the door yet unless you want to pass up free 
items.  On the platform to the right of the one directly in front of the 
door, you can reveal a button.  Jump on the button and walk through the 
door at the end of the hallway on the right.  Grab the medicine and jump 
on the lower platform of the two on the right of the small island.  Jump 
on the button and go through the door.  Another medicine.  Grab this one 
and leave.  If you should happen to find another button and open another 
door, don't jump through it or it's your funeral.  Head back the way you 
came and through the door I told you not to go through earlier (near the 
last set of torches you got).  The next room should be quite small with 
a few noctos and a couple of loopers.  Kill the enemies and go through 
the next door.  There should be one huge snake there.  Yep, it's the 
boss alright!

BOSS
C-SERPENT
Difficulty Rating: Fairly easy  
You can do this the careless way or the careful way.  Either one works, 
but the careless way could cause you to use the medicines.  Oh well, not 
like you can keep them after this battle.  Anyway, the careless way 
requires you to stand directly in front of C-Serpent and throw torches 
into his mouth when it opens, disregarding the fact that you're getting 
pummeled by his flames.  The careful way requires you to jump on one of 
the platforms off to the right or left and equip the torch by pushing 
select.  Jump in to the middle platform with your torches and throw one 
at C-Serpent when his mouth opens.  Only one, though, or you'll get hit 
by the flames.  Which ever way you choose is up to you.  

[THIS JUST IN]
Ulfalizer reports:

"There's one additional method to defeat the c-serpent whish doesn't 
involve jumping to side platforms OR getting hurt. You begin by placing 
yourself on the middle tile. You then wait until the serpent opens it's 
mouth. When (if) flames appear, you simply jump straight ahead, over the 
flames, and then begin pummeling the worm (I prefer using the yoyo with 
this tactic). When the snake closes it's mouth, you jump back to the 
middle platform, and begin the procedure all over again. Tada!"
Thank you for that info, Ulfalizer!  
After you've defeated C-Serpent, run to the next room and reveal the 
crystal with the platform.  Grab it and make your way to the next room, 
which is the exit.  

After exiting the dungeon, walk around to the right and talk to the guy 
near the stairs.  His name is Baboo.  You won't see him too often in 
this, but he does make a couple of small appearances.  He'll give you a 
password to a vehicle called the Sub-C.  It's 1492, but you really don't 
need to remember.  He would join you, but... but... Well, spit it out 
already!  Bah!  You're no help!  Go past him and head to the research 
facility.  Once you get there, you'll instantly find yourself inside the 
Sub-C.  You'll meet a robot here named Nav-Com.  This is the Sub-C's 
computer.  Mike will enter the password and you'll be on your way.  
Congrats!  We're through chatper 1!

5B: DOLPHINS

As you start, you will be out at sea with the Sub-C.  Head right and you 
will eventually be approached by a dolphin.  Nav-Com will translate what 
she is saying.  She'll ask you to find her son.  Agree and she will 
leave.  Hmm... A dolphin in search of her son.  Keep heading right and 
you should come to an island.  Go through the tunnel and exit at the 
dock (should be the white U-shaped thing on the beach).  Walk into the 
lighthouse and talk to the guy.  He'll tell you to visit his wife back 
at the house.  Go back into Sub-C.   

You may notice while you're moving Sub-C around that there are some 
areas that are bubbling.  This means there is a tunnel you cannot see 
there because of the game's relative position.  There should be one to 
the right of the visible tunnel (it should be above a tree that is on 
the island).  That should lead you to a nearly square-shaped, enclosed 
area with another.  On that little piece sticking out should be another 
hard-to-see tunnel.  Go through it and dock on the beach and head to the 
house.  The woman inside is the wife of the maintainer of the 
lighthouse.  Talk to her and she'll tell you she saw a bottle on the 
beach.  Talking to her should've made one appear to the right and up a 
little ways from the house.  To get this, go out on the beach just below 
the house and walk all the way to the edge of the beach closest to the 
bottle.  Walk to the left of the very edge and this should take you into 
a secret tunnel that will take you to the bottle.  The bottle is from 
Dr. J!  Read it... Hmm, quite interesting.  It'll also tell you a secret 
code 1776 (notice the codes tend to coincide with important dates, 
especially to American History).  Board Sub-C yet again.

The 1776 code gives you the ability to submerge.  Yay!  You can do so by 
pushing B while in the sub.  Above the house should be some squares of 
water that are darker than others.  These are ones that connect to other 
dark patches that can be accessed when you submerge.  Do so until you 
get to the upper right side of the island.  Go through the tunnel and 
land at the dock.  Get out of Sub-C and head towards the cave, but not 
in it.  You should see a big heart surrounded by rocks below the cave.  
To the left of the heart is three rocks all in a row, horizontally.  You 
can walk through these rocks to get to the heart.  Yipee!  Now, walk 
into the cave.

-OCTO'S LAIR-
Walk along the bridge and into the first room.  You should see a long 
strip of land surrounded by water.  As you cross the strip, heading to 
the right, a strange fish should come out of the water.  That's a mud-o-
fish.  If you time your jumping just right, you can jump over the fish.  
You can also try to kill it, but jumping might be a bit easier.  Jump 
onto the next strip and avoid the next mud-o-fish that comes up out of 
the water.  Now, jump onto the little piece of land and grab the bat.  
Now, walk into the next room.  There should be a couple noctos flying 
around.  At this next part you'll have to be quick.  I recommend killing 
all the noctos near your area.  Watch out for the sinking platform.  
Time your jump.  Jump onto the platform while it's above water and 
immediately jump to the next strip.  Only do this when the looper is 
nowhere near the edge of the next strip of land.  When the looper comes 
at you, strike it quickly as you can with your yo-yo or completely 
destroy it with your bat (I personally use the yo-yo and save the bat).  
Do the same for the next platform and jump onto the next piece of land.  
Walk into the next area on the left.  

The next platform on the left does not sink.  You can jump on it and 
jump to the next strip, but be careful.  There should be a couple of 
mud-o-fish that come out on either side; one from the left first, then 
the right.  Jump over them both if you can.  Timing is the key.  Make 
your way to the next strip of land and do the same here, dodging the 
fish there as well.  Jump into the next screen.  More noctos.  Kill them 
and the door will open to the next room.  There should be a spinistar at 
the top-right of the screen.  Kill it if you wish.  If it starts running 
around, dodge it as best as you can.  Head left and there should be a 
sinking platform with a bunch of other platforms around it with octots 
jumping around on them.  Jump onto the sinker quickly when it emerges 
and then quickly onto a permanent one.  Kill the octots.  To the left of 
the sinker should be a platform that reveals a button.  Jump on it and 
jump on the button.  

In the next room, head left and kill the looper as it's coming at you.  
There should be some more loopers on the left, so kill them as well.  
See those darkened areas on the ground?  Those are secret tunnels.  You 
can walk through the walls there.  Walk through the one on the far left 
side, kill the nocto and grab the bat and the hearts.  The bottom right 
platform of the cluster of four should bring up a button on the other 
side of the room.  Go through the secret tunnel near the darkened area 
that was just above the bat you picked up.  Kill the nocto in there and 
hit the button.  Go through the door to the next room.  Kill all four of 
the spinistars in here.  This could be a bit frustrating with these 
things moving a lot.  Just hit them when they're still.  Kill all of 
them and move to the next room.  Beware the puff here.  He's quite a... 
never mind.  Anyway, head left and dodge the puff's projectile.  Kill 
all the octots and the door will open.  Next room!  Walk up the hallway 
and grab the hearts.  Now, jump on the lower right platform on the upper 
section to reveal the button.  Jump on it and move on.  

So many noctos and only one is the one you need to kill.  It's the first 
one on your left.  The one that's closest to you.  Kill it and the door 
will open.  You can kill the other noctos if you wish.  Go through the 
door.  Avoid the spinistars and just head straight up.  Empty room, go 
left.  Kill the looper on the far left to open a passage to the room 
below.  Go down there and grab the medicine.  Yay!  Reveal the button by 
jumping on one of the platforms on the right side and go through the 
doorway.  Back to the spinistars.  Ignore them again.  Notice a dark 
area on the upper right side of the room.  Go through it and there 
should be a chest with a bunch of platforms around it.  Jump on the 
right platform to bring up a button on the left that opens the chest.  
Get the snowman doll.  Jump on the top platform to get a button on the 
bottom.  This one opens the door.  Go through.  There should be a short 
of O-shaped dealy here.  Watch out again for the puff.  Kill the octots 
to open the door.  Next room, you should notice the dolphin!  Hey!  
There he is!  Kill the octot in here and walk through the door.  It 
looks like someone is a little ticked about you slaughtering all those 
littler octopi.  Talk about a big, bad momma!

BOSS
OCTO THE HUGE
Difficulty Rating: Moderate
This one can be a bit of a challenge if you don't know what you're 
doing.  What I usually do is jump back and forth among the platforms, 
dodging the ink balls Octo shoots.  It's best only to jump when they 
seem to be getting close rather than just jumping at random.  Jump over 
the ink balls as they come at you and wait for Octo to move forward.  
When she does, freeze the water with a snowman doll (pause the game, 
push down, and push A on the snowman doll).  This should freeze 
everything.  Now, you can either use your bat or your yo-yo.  I like to 
use the yo-yo because it's quicker.  When the snow thaws, you can either 
let Octo go back or you can refreeze the place.  If you're quick enough, 
you should be able to defeat this one before the second use of the 
snowman doll wears off.  If you run out of dolls, then fret not.  Keep 
doing your usual dodge routine and wait for Octo to come forward.  When 
she does, begin to unload yo-yo/bat shots at her as much as you can 
before she backs up.  After enough shots, this ones ready for the deep 
fryer.  

After the battle, you should see the dolphin swim by.  You should then 
be automatically taken outside the cave.  The dolphin will be outside, 
in front of Sub-C.  Board Sub-C and talk to the boy dolphin.  Nav-Com 
will send a signal to his mother.  She will thank you and show you the 
way out of the area.  You'll then be on your way to the next chapter.

5C: STORM AND CALM

You will be hit by a storm.  Mike will be on the beach, unconscious.  
Sub-C will be wrecked out in the water.  Grr!  Walk around and up the 
stairs, heading right.  Enter the hut on your way right.  There should 
be an old man in there.  Talk to him and he'll give you some cocoa nut 
milk.  It'll restore your life to full.  Now, exit and head to the cave 
to the right.  

-CAVE TO MIRACOLA-
After entering the level and heading into the first room, you'll see 
some weird dodo birds.  Try to take them out with your yo-yo as best as 
you can.  Defeat them all and the door will open to the next room.  More 
dodos and a chest in the middle on an island.  Kill the dodos to open 
the door, then jump on the platform to the upper right to reveal a 
button.  Jump on the button to open the chest and receive a bola.  Next 
room is a bunch of rows of land with strange, monkey creatures 
everywhere.  The book calls these ninja-monkeys.  Anyway, kill all the 
ninja-monkeys to open the door.  Use bolas against the monkeys if you 
need to.  

Next room... Same story, only worse.  Now you have vertical rows of land 
and more ninja-monkeys.  Kill them all again to open the door to the 
next room.  Next room, jump on the platform directly to the left of you 
as you enter to bring out the button.  Jump on the button to open the 
chest for some bolas.  Before grabbing the bolas, kill the looper at the 
top of the screen.  Let it come to you and either kill it as it's coming 
or jump on one of the platforms, the kill it.  The two other loopers can 
be a bit of a bother.  Run up and grab the bolas and as each looper is 
coming at you from either side, jump in the air and let them both pass 
under you.  Run out of their general direction and wait off to the side.  
When they come back across, layeth the smacketh down with your trusty 
yo-yo and the door will open.  

This next room is very annoying.  I think I've lost a life or two trying 
to get through this part.  As the bottom sinker comes up, jump on it and 
jump to the middle sinker.  From the middle sinker, jump to one of the 
platforms off to the side.  If you jump to the left, you'll reveal two 
hearts on the top sinker.  Jumping to the right will do the same for the 
middle sinker.  Now, carefully jump from the middle sinker to the top 
and out.  Next room has a couple of dodos and some weird skull-bird 
things.  Those skull-bird monsters are called boneheads.  Kill the dodos 
first.  Next, the boneheads will chase you.  Careful, these things can 
jump over water easily.  Arm your bolas and when they're a little ways 
behind you, unleash a flurry of bolas.  Don't let them get too close, 
they're quite the toughies.  

Jump into the next room of the left and the lights will go out.  Careful 
for the noctos.  There is a room on the left with a staircase.  DO NOT 
USE THE STAIR CASE!  You will have to start over if you do.  Use this 
room on the left to an advantage to help you memorize where the 
platforms in this room are since you can go back and forth between the 
two rooms and catch a glimpse of it each time.  Anyway, take two steps 
from the door you just entered through (on the right) and jump up.  You 
should land on a platform that will light up the room.  Jump on the 
platform just above it to make the crystal appear.  Grab the crystal and 
go to the next room.  Ha! It's the exit!  Once outside, head to 
MiraCola.  It shouldn't be too hard to reach.

-MIRACOLA-
MiraCola is a lot like CoralCola.  You must talk to everyone in town to 
get into the chief's hut.  There is also one line of duty that must be 
fulfilled before entering.  Up and to the right of the chief's hut 
should be a young girl in a blue bikini.  She will say she is Miss 
MiraCola 1990.  She will also notice you've met Miss CoralCola.  Talk to 
her and she will ask you which you think is prettier.  You cannot get in 
without saying that she is prettier, no matter who you really think is 
prettier (which might be kind of hard to decide considering they're both 
a bunch of PIXELS!!!).  To get to the chiefs hut, you can walk through 
the left side of the small hut are the far right or work your way around 
it through the area full of trees.  You can talk to the kid in here to 
get some cocoa nut milk to restore your life.    Exit the hut at the 
bottom and walk around to the chief's hut.  Once inside the chief's hut, 
there is a guy in a red robe and another man behind him.  The guy in the 
robe is "just hanging out," as he puts it.  Talk to the man behind him.  

The chief will tell you of the tragedy involving his daughter.  If you 
are able to help him, he will fix your ship.  Alright!  You cannot leave 
the village yet.  The man at the top right of the village will tell you 
to visit Bananette (the chief's daughter) once before leaving.   The 
only way to see her is through a secret door behind the chief's hut.  
So, walk to the backside of his hut.  Above his hut and to the left 
should be one with an old woman in it.  Line up with her door and head 
straight down.  This should take you into the back entrance of the hut 
to Bananette's room.  Talk to the guard and he should let you by.  Walk 
up to Bananette's bed and talk to her.  Even though she only snore at 
you, it is still necessary for leaving the village.  Exit the hut and 
talk to the guard at the top right of the village.  He'll move out of 
the way and let you out of the village.  Just beyond the village a 
little ways to the right is a cave.  Yep, another cave in this chapter.  
Get used to it because there's still a couple more after it's over.  

-MAGMA'S MOLTEN TUNNEL-
Usual starting position.  Enter the first door into the first room.  Six 
loopers.  This part will take a bit of practice.  You'll notice the 
loopers are placed in two lines of three.  This will take a bit of 
timing.  Run upward in between the first group and jump as they approach 
you from either side.  Quickly run and do the same for the next two.  
When you're by, go into the next room.  Ack!  A couple of boneheads and 
you have no bolas this time!  The only thing I can say is be careful.  
Remember, no matter how fast they are, you are faster.  Turn around once 
in a while while running away from them and deliver a blow with your yo-
yo.  After that, keep running and repeating the process, just don't let 
the boneheads get too close.  

As you enter the next room, the lights will go out and a looper will 
charge at you.  Kill the looper and advance as far forward as you can.  
There will be four loopers lined up.  Line up with the second looper 
from the bottom.  You should notice that it crawls further than any 
other looper in the room.  Kill it when it gets close enough, then jump 
onto the land it was once on.  Now, bait the rest of the loopers forward 
and run out of their way.  Attack them as they charge by you and be sure 
you keep on the same line you were before when you killed the second 
looper from the bottom.  Notice the areas the octot jumps on above you.  
Sometimes, it will jump to the right on a platform.  There is actually a 
piece of land to the right of the platform.  Make your way to the land 
and wait for the octot to jump to the platform near it.  Kill the octot 
and a path will open to the left.  Jump left onto another platform and 
up to a platform that will light up the room.  Now, jump on the piece of 
land and grab the bat and the slingshot.  Jump on the platform at the 
bottom and jump down into another room.  There should be a chest on a 
small island in the middle. Jump on the tile on the left to bring up the 
button to open the chest.  You should get a medicine.  Go back up to the 
previous room and through the door to the left.

There should be some flies in here with some horizontal land strips.  I 
usually ignore the gadflies as they are quite menacing.  However, if you 
feel that you can't, then destroy them.  The slingshot is actually quite 
effective on them.  To open the door, jump on the platform on the bottom 
left to bring up the button on the right.  Jump on the button and go 
through the door.  Argh!  Another trio of sinkers!  Be very fast.  Jump 
on the first one almost immediately after it begins to arise, then jump 
quickly from first to second to third.  If you jump on the platforms to 
the right and left, you will bring up hearts on the second and third 
sinkers, respectively.  Jump into the next room and walk down the 
stairs.  Next room is exactly the same.  Just walk down the stairs.

Desperate music begins playing.  Uh-oh!  Run to the right and into the 
next room.  There will be sign at the top left of the screen.  Grabbing 
it will give you a certain amount of lives... or take some away.  Use 
discretion here.  Jump on the top left platform to unveil the button, 
then jump on it to open the door.  The next room should have more 
gadflies and two rows of platforms at the very top and bottom of the 
room.  Jump on the platform that is second from the left on the bottom 
row.  A stop watch should appear.  Grab it and it will either stop the 
gadflies or slow them down.  Destroy them to open the door.  Next room 
will have a mad muddy jump up out and shoot at you.  Watch his 
projectile and head right.  Jump on either platform and then to the next 
piece of land.  Jump on the platform to the far right to bring up the 
button.  Jump on the button and it's on to the next room.  

Mad muddy is here again.  Destroying the gadfly here will only open a 
useless door in the middle.  Jump up the left line of platforms if you 
need some hearts, but do not go beyond the hearts.  If you go the 
hearts, then go back to the room with the one gadfly and mad muddy and 
jump up the right line of platforms.  As you're going along, you will 
notice some bolas pop up.  Grab them.  If the mad muddy gets in your 
way, destroy it.  Keep jumping until you get to a room that has three 
sinkers in a horizontal line.  The platform above the first has nothing, 
so don't worry about it.  Again, you'll want to be quite quick here.  
Jump across the sinkers onto the platform above the third one and into 
the door.  Just a lone, taunting hallway.  Run through the door at the 
top.  Now, get ready for a fierce battle, no pun intended.

BOSS
MAGMA THE FIERCE
Difficulty rating: A bit tricky
This guy cannot be killed with weapons.  Do not stand still for too long 
because this one loves to shoot a nice batch of flames right at you.  
You should notice a couple red crystals on either side of him.  Hmm... 
Avoid Magma's shots and the dancing flames.  Head to the platform at the 
very top left and a button will appear next to the left crystal.  Jump 
on the buttons and the crystal goes bye-bye.  There is also a row of 
platforms in front of Magma.  Jump on the one to the far right and 
another button will appear.  Jump on it and destroy the second crystal.  
The land will disappear from beneath Magma and he will plummet to a 
watery grave.  

Walk into the door on the right and climb all the staircases after 
words.  You should eventually come to the exit.  Sigh... Gotta keep 
moving... 

Before going to SheCola, walk north a little ways.  There should be a 
gap in the middle of the mountain range.  Walk through the gap into a 
secret path.  There should be a staircase there leading to a big heart.  
Yaay!  Now, go to SheCola, which is that big castle on the right.

-SHECOLA-
As the name suggests, SheCola is a kingdom of all women.  Alright!  
...But... You cannot enter because you are a guy. D'oh!  Talk to the guy 
on the left if you want, but walk down the path on the right.  Head 
upwards and head left at the next turn off.  Enter the staircase behind 
the castle.  The fortune teller there will tell you she dropped her 
crystal ball in the pond near the Ghost Village.  Oh, great going, lady!  
Why couldn't you have dropped in an amusement park or a swimming pool?  
Anyway, leave SheCola.  

Do not head to the caves on the left.  You cannot go through there yet.  
Instead, go back through that path in the mountains I told you of 
earlier.  After going north through the pass, head west.  You should see 
a house there.  It's more than just that, it's actually an entire 
cemetery.  

-GHOST VILLAGE-
When you enter, head to the left.  You'll see a bunch of graves all 
throughout the cemetery, but one stands out in particular.  It's all the 
way on the other side of the cemetery.  It's the only blue grave out of 
the bunch.  Walk over the grave to enter it and be ready to do yet 
another level.

-GHOST TUNNEL-
Walk into the first room.  There will be bonedogs in there.  Destroy 
them to burst the wall open.  I find it a bit easier to defeat them if 
you stand on the platform in the water in the middle of the room.  Jump 
into the next room.  There should be a bunch of skulls jumping around on 
the platforms at the top.  Ignore them and head left.  Kill the bonedogs 
all the way at the end.  There should be a lone platform in the water, 
separated from the rest.  Jump on it and it will bring up a button.  
Jump on the button to open the door at the bottom of the room.  Do not 
go through the door at the top unless you feel like leaving the dungeon.  
Jump down into another room.  You'll notice yourself taking damage by 
nothing that's there.  It's mainly because the enemies are invisible.  
Jump on the platform on the right to bring up a button and jump on that 
to exit the room.  

The next room should have a chest and three muumus.  To open the door, 
kill the muumus.  Be careful because they're quite tough and can dish 
out a fair amount of damage.  Killing them will be a lot like killing 
the boneheads, a hit-and-run situation of sorts.  Destroy the muumus and 
jump on the platform to the right.  This will reveal a button which 
opens the chest.  You will now get the Rod of Sight!  This will help you 
to see enemies that cannot be seen.  Go to the next room and use the Rod 
of Sight.  Some minies will appear.  Kill the minies then jump on the 
platform to bring out the button.  Jump on the button and it's on to the 
next room.  The next room will be full of skulls and have quite a 
complex working of platforms.  On the far right side are two platforms 
on either side of the piece of land.  Jump on the platform above the 
land to bring out a button.  Now, jump on the button to open the passage 
to the next room on the right.  Do not go down.  That room will only 
lead you out of the dungeon.  

Use a Rod of Sight in the next room to reveal the minies.  Do as the 
first Metallica album suggests and kill 'em all.  This should open a 
path to the right where there will be two hearts.  Grab the hearts if 
you need to.  Now, head back out to where you killed the minies and take 
the other doorway at the bottom of the room.  This will look like a trap 
room like the ones before, but it's not.  Kill the jelly on the right 
and you should notice a shaded area next to the wall.  That means you 
can walk through!  Do so and enter the next room.  Here, use a Rod of 
Sight.  More minies...  Kill the ones you see fit.  There should be a 
cluster of three platforms after the sinker.  Jump on the platform on 
the top left and reveal a button.  You can jump on the button to open 
the door and progress through or you can go get the two hearts at the 
bottom left.  You can do this by walking through the shaded area near 
the bottom right.  Once through, grab the hearts and kill the minie 
there.  Killing that one in particular will open a door at the bottom.  
That one will lead to four more hearts.  Only go in if you need to.  If 
not, then advance right.  

Next will be a room with a mini-volcano and a platform.  This should be 
a fairly easy room.  Avoid the projectile shots and jump on the 
platform.  As usual, it will bring out a button for you to jump on to 
open the door at the right.  Now a dark room with three noctos.  Kill 
the noctos if they get too close.  Run straight to the right until you 
can no longer.  Jump right and you will land un an unseen platform.  
That will bring out a button.  Jump on the button and open a passage at 
the bottom of the room.  Jump to the passage and into a room with a load 
of muumus and a skull.  If I'm not mistaken, you may only have to kill 
one of the muumus to go to the next room.  Kill the skull before working 
on the muumus to make your job just a bit easier.  After you've killed 
the proper one and the passage opens at the bottom, go through it.  In 
the next room, use a Rod of Sight and defeat the skull that's there.  
Now, kill the minies.  Jumping on the platform at the very bottom of the 
far left row will reveal some magic lanterns for you.  Ahh, they should 
be quite helpful.  After killing the minies, a room will open to the 
right with a medicine and two hearts in it. Grab what you need and go 
back to the dark room with the noctos.  

Back in the dark room.  Jump back to the platform in the middle (it 
should be the third one you jump on from the bottom).  Jump right from 
the platform and you can walk through the wall.  Now, use the magic 
lanterns here.  This should light the way for you.  Jump downward and 
grab the Rod of Sight.  Now, jump right onto the piece of land and walk 
through the wall at the dark spot.  In the next chamber while jumping 
around, you should bring up a button.  This will open the door.  Use a 
magic lantern whenever you see fit.  In the last chamber, watch out for 
the sinkers.  Jump around until you get the south piece of land.  From 
there, jump around to the door and exit to the next room.  The next room 
can be a bit tricky.  There will be two Mr. Armstrongs here.  Avoid 
their shots and hit them with your yo-yo until you've finished them 
both.  Walk right into the next room. 

The next room will be playing boss music, although there is no boss.  Go 
straight to the top and jump out of the screen.  Don't worry about the 
room to the right.  It's a trap.  Here, kill the bonedogs and advance to 
the next room.  Now you'll have some muumus and platforms.  Jump on the 
far left platform to make a magic watch appear.  Grab that to modify the 
speed of the muumus and render them a bit easier.  Destroy them both and 
go through the door.  The next room is another easy one.  Run to the top 
cluster of platforms in the hallway and jump on the bottom right one at 
the top.  The button will appear for you to jump on.  Do so and open the 
door.  Use a Rod of Sight in the next room to make the minies appear.  
Kill them both and you will open the way to the right.  Don't go that 
way just yet.  Instead, head left.  You'll have to deal with a couple 
more Mr. Armstrongs, so only go in here if you feel you will need Rods 
of Sight.  Go back to the previous room again, but this time head right.  
Use a Rod of Sight and kill the minies that appear.  The next room to 
the right will have some bonedogs.  Jump on a platform and wait for them 
to approach you.  They cannot walk on the platforms.  Kill them and the 
door will open.  Before leaving, jump on the top left platform of the 
right cluster.  This will bring out a Miracle Mirror.  This is a very 
useful weapon.  Head right.

Good thing you got those mirrors (you did, didn't you?).  You will now 
have your first run in with dimhags.  Equip your Miracle Mirrors.  When 
they fire towards you, time your attack just right that it reflects the 
projectile back at them.  Make sure you are also close enough to hit 
them.  There should be four in all.  After they're gone, the door will 
open.  SIX, COUNT 'EM, SIX muumus.  Ugh!  This one can be hard.  Yet 
another extremely desperate hit-and-run tactic.  Defeat them and the 
door will open.  Head down.  Grab the bolas.  Use a Rod of Sight here 
and there will be one minie.  Kill it and that should open a secret path 
to the left.  Grab the four hearts if you need to.  Then, head back to 
the previous room and jump on the platform.  This should bring up a 
button that will lead to the next room.  Head down and kill the skulls 
in the next room.  Then, equip the Miracle Mirrors and kill the dimhags.  
If you need some Rods of Sight, jump on the platform on the far right 
(the lower of the two).  After you've defeated everything here, head 
left.  An empty room?  Oh, no.  Use a Rod of Sight and the room will be 
quite full...

BOSS 
MAXIE
Difficulty Rating: Moderate
Now there should be a giant ghost floating around at the top of the 
screen.  The only way to hit it is with your bolas.  Be careful on how 
many bolas you use.  Make each hit count.  On top of attacking Maxie, 
you also have to avoid the shots fired by the mini-volcanoes and stay 
clear of the minies that keep respawning.  Continually hit Maxie until 
he speeds up.  Now, time your shots a little better.  With only a few 
more shots, you should have him pretty well exorcised. 

After Maxie is defeated, head to the right.  Jump on the platform here 
to open the door.  Go up and there should be a skull on a wall with 
three platforms.  Jump on the middle platform several times and water 
will pour out of the skull's mouth.  Good work!

You will now be outside again.  You should see the crystal ball where 
the pond once was.  Grab the crystal.  Now, leave the Ghost Village and 
head back to SheCola.

-SHECOLA... AGAIN...-
Head back to the Fortune Teller's place and give her the crystal ball.  
She will turn you into a girl.  HAHA!  After that, she will tell your 
fortune and take you to the front of SheCola.  Talk to the guard and now 
she'll let you in.  Head to the upper left of the screen into the room 
there.  There should be a staircase for you to climb.  Do so and you'll 
automatically talk to the queen.  Um, she is supposed to be extremely 
beautiful (according to the man at the front of the castle)?  She looks 
like King Hippo and one of those impish creatures from the movie House 
had a kid.  Anyway, listen to what she has to say.  After a little 
talking, she'll fork over the shooting star.  Yeah!  She will also tell 
you to talk to the head warrior.  After you're done talking to the 
queen, find the head warrior at the upper left (she's keeping an eye on 
a couple of ladies lifting weights).  She will tell you how to get 
through the West Cave.  Leave SheCola.  You can change your clothes back 
with the fortune teller near the exit.  If you talk to the old man after 
changing back... He just called me cute!  Feh, dirty old man!

[looks at his current sig on the message boards]

...Okay, so it takes one to know one!  Hmmph!  

Once you've totally left SheCola, head west.  There, you will find the 
West Cave.

-WEST CAVE-
Enter the first room.  Notice the button.  Jump on it 10 times and a 
bridge will appear for you to cross the water.  Alright!  Cross the 
bridge into the next level.  Grab the four hearts if you need them.  
Head left and you should see a bunch of octots.  Kill them as you go by.  
Killing them all will cause the door to open.  Go down through the door.  
Next should be a room with six octots.  You can kill them if you want.  
It's pretty well recommended if you're short on life because they can 
make hearts appear.  Head left.  In the next area when you jump on the 
land, some mud-o-fish will come up out of the water.  If you have a 
shooting star at the moment, they should be no problem.  Keep heading 
left.  There will be another strip of land with a couple of mud-o-fish 
coming out on either side.  Get past them and head left into the next 
room.  The next room will have a couple of octots.  Some mud-o-fish will 
appear at different areas of the room.  Kill the mud-o-fish to open the 
door.  Go through and you've already hit the exit on probably the 
shortest dungeon in the game.  

From the position you're standing, go straight down until you are 
against the mountains.  Go left and you will go through the mountains 
into a secret path.  Walk through the path and into the house on the 
left.  There should be a house for you to enter.  Talk to the guy, his 
name is Po.  He'll tell you a poem.  Now, exit the house and head south 
into the cave.  This is the last level you will have to do in this 
chapter.

-HERMIT'S MOUNTAIN-
Head up into the first room.  There will be four loopers.  If you kill 
the one on the lower right, you will break a path to the right.  You 
don't have to kill any of the other loopers, but do so if you please.  
Head right at any rate.  Kill the skulls in this room to open the door 
on the right.  Before you leave, line up with the platform at the top 
right.  If you jump from below it, a platform will appear below you in 
the water.  Nifty!  Jump on the platform above that to make a bat 
appear.  Grab the bat and advance.  There should be two boneheads in 
here.  Kill the boneheads and the path will open on the right.  There 
should be a new hazard here.  Those white platforms are ones that sink 
when you jump on them.  When you jump on one, immediately (and I mean 
IMMEDIATELY) jump to another.  Do not stop jumping until you come around 
to the platforms on the other side.  Kill the skull if it gets in your 
way.  Jump on the first green platform on the right and a button will 
appear in the middle of the room.  Jump on the button to open a path to 
the right. 

The next room will have a chest straight across the way.  Jump on the 
platform on the right and it will reveal a button next to the chest.  
Jump from the right platform towards the button and a platform will 
appear in the water.  Now, jump on the button to open the chest for some 
bolas.  Grab the bolas and make your way back to the mainland.  Jump on 
the platform on the top of the cluster.  That will make a button appear 
above it.  Jump on the button to open the door.  Go up and down the 
stairs.  In the next room, head right.  You will appear in another room.  
This one will have the special sinkers like before.  Jump around on the 
special sinkers onto one of the strips of land, it doesn't matter which.  
Be careful for the froppa as it comes up out of the lava.   Jump to the 
middle strip of land.  There will be a sinker you must jump on now.  
Time your jump on the sinker and then jump on the platform just above 
the sinker.  This should bring out a button.  Jump on the button and go 
through the door.  

The next room should have a gadfly and a mad muddy in it.  You only need 
to kill the mad muddy.  It's best to try to fight him by using the 
platforms.  There are no buttons or weapons that will appear on any of 
the platforms, so they only purpose they serve is to get close to the 
mad muddy.  Once the door opens, run through it.  Another part with 
three sinkers.  You should also notice the magic watch on the top right.  
If you jump on the left platform, you will make two hearts appear.  If 
you really want the hearts, then jump on the watch when the middle 
platform is still up.  That should stop the platform long enough for you 
to grab the hearts.  After that, head out.  Next room will have more 
special sinkers and a skull at the top.  Jumping on the platform on the 
bottom left will make a button arise.  That button will open the door at 
the top.  Don't go there, it's a trap with some froppas inside.     This 
next part will take a lot of timing and jumping back and forth.  Jump on 
the special sinkers and head left (that is, jump on the first to the 
middle and the middle to the left).  If the sinker is up when you jump 
on the left special sinker, then jump on it.  If not, then jump between 
the middle and left special sinkers until you are able to jump on 
regular sinker on the left.  From there, jump on the far left platform 
and a button will appear.  Jump on the button to break a path into the 
next room.

Grab the hearts and the medicine.  Head back to the previous room and do 
the same process as you did on the left for the right.  Bring up the 
button on the right and jump on it.  The path will open and you can go 
into the next room.  Jump on the platforms until some froppas appear.  
Kill the right froppa and the path will open on the right.  The next 
room will have three gogglins.  These guys are a lot easier to kill with 
the shooting star.  Each time you hit one, it will charge at you, so be 
careful.  Kill the right one and the door will open.  Climb up the 
stairs in the next room.  Now, go through the door at the top and enter 
yet another room.  There should be several vertical strips of land.  
Watch out for the mad muddy in here.  Jump on the platform to bring out 
the button.  Finally, jump on the button to go to the next room.

You should see a big bully walking around in here.  It's not necessary 
to kill it, but you can if you want.  Just know that it's a whole lot 
easier to do with a shooting star.  Jump on the platform to open the 
door at the top.  Go through the door.  There will be a gogglin here and 
some platforms.  Jumping on the left platform will bring out a button 
that leads to a dead end (and a good view of the geyser).  So, kill the 
gogglin to open a path at the top.  Go through the path and another big 
bully should be in the next room.  Kill it and a path will open to the 
right.  Now, there will be four platforms.  The one on the left brings 
out a button that reveals a path on the right.  The platform on the top 
will bring out a button that opens a door on the bottom.  The bottom is 
another dead end.  Head right.  Kill the big bully in the next room and 
head down.  You should see a looper here.  If you kill him, it will open 
a door below him.  Don't go that way.  That room and the room on the 
left of it are both useless.  Search the left wall.  Keep trying to walk 
through at different parts.  Near the middle should be a place in the 
wall that will allow you to walk through into the next chamber where the 
geyser is.  Jump on the water spout and it will launch you out of the 
level.

Talk to the hermit at the top of the mountain.  He will give you the 
Scroll of Obob, which has a spell to break the curse on Bananaette in 
MiraCola.  After talking to him, you will automatically head back to 
MiraCola.  No need to make a long journey back.  After a little scene 
with the chief chanting the spell, Bananette will awaken.  You will 
appear outside with Sub-C fixed.  Go into Sub-C and the chapter is 
officially (finally!) over. 

5D: CONFESSION

After a very long chapter, you get a nice, short one.  You will start 
out in the ocean.  Head right and you will come to a fish-shaped island.  
Get off at the dock and walk to the nearby village.  

-TUNACOLA-
There aren't a whole lot of people in here.  Talk to them all to trigger 
an important event.  One of them will tell you of a boy your age rowing 
out in the ocean.  Hmm... Leave TunaCola and head back to Sub-C.  

Once in Sub-C, head right of the island.  After traveling a little ways 
right, you will be swallowed by a whale.  

-WHALE GUTS-
Head left until you see Baboo.  Dock near him and talk to him.  After a 
little talk with him, he'll give away a little plot revelation.  OOO!  
He'll then tell you that he plans to make the whale sneeze, but can't 
find Dr. J's lighter anywhere. D'oh!  Now, time to get in Sub-C and look 
for it.

Once in Sub-C, head right to the tunnel above the one you came from.  Go 
up around the corner and head right again.  Do not land.  The next 
couple of screens are straight forward.  There are no other ways to go.   
You should come to a screen with a piece of land in the middle of it.  
From there, go up into the next screen.  You should see a small area 
with a submergible square.  Submerge there and you will appear in 
another area.  Go up into the next screen, then hang a left.  The next 
screen there is straight forward, then you will come to a screen with 
two paths and a submergible square.  Do not submerge here, but do go 
down to the next screen.  Now you should be in an area with land on 
either side and a submergible area really close to one of the pieces of 
land.  Submerge there.  You will appear in another joint area.  Go up 
this time and into the next screen.  

A bit of a confusing area.  Go up into the intersection and head left.  
The next two screens are straight forward.  You will come to another 
screen with a submergible area.  Again, do not submerge.  Head down, 
though.  On the left should be a couple of stairs and a wall in your 
way.  There is actually a secret tunnel against the wall just above the 
right set of stairs go through it and head down.  Ignore the submergible 
spot here.  Once in the next screen you can land near the dead fish.  
Walk down from here.  Keep going straight through the tunnel and you 
will reach the lighter.  

Go back to Sub-C.  There should be a submergible area above you and a 
little to the right.  I told you to ignore it earlier.  Submerge there 
and you will actually be quite close to Baboo.  At the T-shaped 
intersection, go down and land near Baboo.  Finally talk to him and a 
scene will ensue.  You, Baboo, and Sub-C will be thrown to a small 
island.  At this point, Baboo will say, "...Tell him to dip my letter in 
water..."  If you bought the game new (or used with everything including 
the letter), it came with a letter that you were supposed to dip in 
water to get a password.  If you bought this game without the letter or 
have it emulated, this part will probably anger you just a bit.  At any 
rate, enter Sub-C and tell Nav-Com the code is 747.  He will let you go 
immediately to the next chapter.  

5E: CAPTAIN BELL 

When you start, you will be just below an island.  There's a big ship in 
your way.  D'oh!  Land at the dock and walk up to the town. 

-BELLCOLA-
This is like CoralCola or MiraCola.  Again, you must talk to everyone.  
Once you have, you can go talk to the guard at the top left hut.  He 
will let you in to talk to the chief.  Walk up now and talk to the 
chief.  He will tell you that you need the help of Peter.  Peter?  Who 
the...?  Oh well.  Leave BellCola.  

Get on Sub-C and head all the way right.  Once you can go no further, 
head down a bit until you see a submergible area.  Submerge there and it 
will take you to another submergible.  Submerge again and it will take 
you upward.  There should be a line of mountains with a small island 
wall blocking your way to the next dock on the left.  There is a tunnel 
you can go through near the middle of the line.  Go through it and dock 
at the beach.  From there, walk up to the small hut.  Inside, you will 
find a character named Hook.  He will ask you if you wish to know the 
ABC's of fishing.  Say yes and he'll give you a worm.  
 
Head back to BellCola, but don't enter.  Instead, go left and talk to 
the bird at the very end of the forest pathway.  The bird will give you 
a clue in the form of DO ME SO FAR, DO ME.  Those of you who know the 
musical scale should be able to get his fairly easily.  I still remember 
having that drilled into my head when I was in elementary school.  Now, 
head back toward Hook's Villa.

Instead of entering Hook's place, head south.  There should be a little 
cubby hole with three noticeable plants lined up.  Walk up to the top 
plant and walk left into the secret passage.  Go to the end of the first 
passage and instead of going straight up, push left at the end.  Up will 
lead to a dead end.  Now, go straight forward through it and you should 
arrive at Bell Memorial.

-BELL MEMORIAL-
You'll see the female maintainer, a pipe organ, and some flames blocking 
a staircase.  Here's how to do the puzzle at this point.  This can be 
difficult for anyone not familiar with the musical scale.  I still 
remember having it severely drilled into my head in elementary school.  
As it stands, each piece of the scale goes with each piece of the 
organ's keys.  

|  |  |  |  |  |  |  |
|  |  |  |  |  |  |  |
|  |  |  |  |  |  |  |
|  |  |  |  |  |  |  |
|Do|Re|Mi|Fa|So|La|Ti|
|__|__|__|__|__|__|__|

Remember what Pete said: "Do me so far, do me."  ...Or Do Mi So Fa Do 
Mi.  So, step on the keys in that order.  When you step on the final Mi, 
the music should play and the flames will vanish.  Head down the stairs.  
Don't go directly out.  Head down the stairs again.  It may seem like an 
empty room, but it's not.  At the bottom left should be a bluish piece 
of wall.  You can walk through that piece into another room with a big 
heart.  Grab it and head back out.

Once you're on the beach, head left and up into the cave next to Captain 
Bell's Ship.

-CAPTAIN BELL'S CAVE-
In the entrance will be a jelly.  You can kill it if you wish.  Notice a 
shadow at the bottom right of the screen.  Go down to the shadow and 
walk through the wall into another room.  If you need any life, grab it 
here.  Head back out and into the first room of the dungeon.  In the 
next room, you will see two different colors of nocto.  Kill one of the 
orange noctos to open the door on the left.  You can kill the others if 
you want, but head through the door at any rate.  You'll notice this 
room is nothing but platforms.  If you still really need life in the 
next room, you can jump on the platforms above and below the on you 
start on to make some more appear, but only grab these if you're 
extremely quick.  Now, begin hopping from platform to platform until you 
each the end.  At one point, the platforms will start to disappear.  
Jump on the platform just above the door on the left to bring out the 
button.  Jump on the button quickly to open the door and head through 
it.

Here, you want to walk straight right without stopping.  If you stop, 
you will be hit by an arrow.  Again, run straight without stopping and 
jump directly on the tile to bring out a button across the way.  Do the 
exact same to get to the button.  This should burst a hole in the left 
wall and allow you to another room.  Soon as you enter, jump on the 
right platform to make the button appear on the left.  There will be a 
silver ball in the middle of the room.  To get past it, hit it with your 
weapon and it will move.  Move left and when the ball is about to come 
towards you, time your jump perfectly and jump over the silver ball.  
Jump on the button to open the door on the left.  Walk through it and 
the desperate music will stop playing.  

You will be given three routes to go into.  Go to the southern route 
first if you wish to try for some extra lives (that is "try").  In here, 
there will be some orange noctos and some green loopers.  Kill them all 
and grab the sign to gain/lose lives.  Once you're done, go back up.  
Take the west door if you wish to try for some hearts.  If you did take 
the west door, keep in motion at all times.  There are arrows here.  
Jump on the first tile to get the button to appear, then jump on the 
button.  Now, head back to the previous room.  Go north this time.  You 
will see a room shaped a bit like this:

     _______
     |    x|
_____|     |_____
|               |
|               |
|               | 
|               |
|_______________|

Kill the rattus in that room.  See the X on my map above?  Walk onto 
that spot and you will fall through the floor.  Here, there will be 
pencil-like spikes coming up out of the ground.  Get away from them and 
head toward one of the staircases.  The one you should take is the 
bottom right one.  If you take the others, you will just wind up falling 
back into that room again.  From the bottom right head up, but don't go 
all the way up.  There should be a shaded area near the top piece of the 
middle wall that you can walk through.  Walk through it and walk over to 
the shaded spot on the left wall and into another room.  Kill the noctos 
and loopers here.  A door will open at the bottom.  You may have been in 
this room before.  Now, walk around to the next open door on the left.

Desperate music again.  The room is full of tiles and has two noctos of 
both color in there.  This time, when you hit a certain tile the entire 
room will fall apart from the center outward.  Jump all the way to the 
left.  On the very left vertical row, jump on the very bottom platform 
to bring out the button.  Jump on the button and head through the door.  
Your first run in with a megaton!  Immediately run into one of the cubby 
holes and wait for megaton to pass by.  Don't let the megaton touch you 
even once or you're dead.  As soon as the megaton leaves, move two cubby 
holes over and wait in that one for it to pass by again.  Once it passes 
by again, make your way two cubby holes to the left again until you 
reach one that is extra long.  There should be others with platforms in 
them just to the left.  Anyway, wait for the megaton to go by again.  
Run to the platforms now.  Jump on the top to make the button appear and 
the bottom one to make some Miracle Mirrors appear.  Wait for megaton 
again.  When it goes by, grab the mirrors and jump on the button and 
wait yet again.  As it passes by for the last time (preferably heading 
right), run out the door.

In the next room, you will have to battle a couple pirate ghouls and a 
green looper.  Kill them in which ever order you wish.  The pirate 
ghouls are just like dimhags.  When they appear, reflect their shots 
back at them.  The next room is a bit tricky.  Now you'll be faced with 
three more choice rooms again and four silver balls.  If you need some 
hearts and feel you're skilled enough, go north.  Hit the first silver 
ball you come in contact with on the right and jump it as it's coming at 
you.  Grab the Rod of Sight in the middle of the room.  Go up and hit 
the silver ball there, too.  Jump over it as well when it comes at you.  
Now, jump left to make the button appear and jump on that to open the 
north door.  When you enter the north door, immediately jump upward onto 
a platform or you will die.  This will make a button appear that opens 
the door behind you.  If you still need the hearts, jump up and along 
the special sinkers.  The platforms on either side will cause two hearts 
each to appear.  Grab them and exit back to the previous room.  

Let's say you want the west route.  Assuming you are coming from the 
north (I would recommend coming from either north or south to go west as 
it would be quite difficult to get by with two silver balls running 
around on the horizontal axis), hit the ball and dodge it again.  Head 
left and hit the ball there, too.  Jump over it and jump one of the 
platforms on the left to make the other a button.  Jump on the button 
and out the door.  In the next room, jump to the middle island and jump 
on the top tile on the left side to make some bat appear.  Grab the bat 
and use a Rod of Sight here.  A minie should appear.  Kill it to open 
the door at the bottom.  That should lead to a medicine.  Grab the 
medicine and jump on the bottom right tile to make the button appear.  
Jump on the button and head back to the room with the four silver balls.  
Now, let's head south.  Hit the west ball (assuming you are coming from 
west) and dodge it.  Then, hit the south ball and dodge it as well.  
Jump on the left tile in the south and then the button it brings out.  
Go through the door.

Kill the loopers in the next room to open the pathway below.  Only kill 
the nocto if you feel like it.  Next room below, kill all the dodos and 
another path will open on the right.  Go that way.  Another megaton.  
The first was blue, but this one is green.  It's not much different 
either way.  Jump on the top tile on the right to make the button appear 
on the left.  Wait at the cubby hole for the megaton to move right.  As 
it's moving right, run quickly to the middle cubby hole.  Don't go 
through the door, it's a trap.  Head left when the megaton passes to the 
right and jump on the button to open the path to the left chamber.  When 
the coast is clear, jump right through. 

The next room is easy enough.  Jump on the platform to make a button 
appear.  Jump on the button to open the door.  Simple enough.  Head up 
into the next room and watch out for the noctos.  Kill them if you must.  
Your way to the next room is already open, so there's no need to.  To 
through the door at the top and you'll be in a room with some big 
bullies.  Kill the big bullies if they're too much of a nuisance.  Use a 
Rod of Sight here and kill the minie that appears to open the path to 
the left.  If you wish to go back to the right, then jump on the far 
right platform to make a button appear to do so.  Anyway, let's just 
assume we went left.  Now you got two silver balls to worry about.  
You'll really have to time your jumps here.  Hit one, dodge it, hit the 
other.  You may find yourself doing a lot of jumping.  That medicine 
could come handy if you can't get by the silver balls easily enough.  
Jump on the top tile on the left and jump on the button down below to 
open the door.  Next room has more of those pencil-like traps.  Be very 
careful of those.  Jump on the right platform to make some hearts appear 
if you need then, and the middle platform for the button.  Grab the 
hearts and jump on the button to advance.

This next part is like something straight out of an adventure flick like 
Indiana Jones or something.  Walk left and keep going there or you'll be 
skewered by the spike coming after you.  Keep walking, grab the hearts, 
and don't stop because there will be arrows coming out at you.  To make 
matters worse, there is a sinker there.  Hopefully, you'll get to the 
end while the sinker is emerging.  If not, then jump in place to dodge 
the arrows and wait for the sinker to emerge.  Jump on the sinker and 
head over and jump on the tile.  Go from the tile to the button and open 
the door.  

Now, the red megaton.  This one doesn't leave the screen.  Timing is 
imperative here.  Duck into the cubby hole and wait for the megaton to 
start heading left when it's above you.  Quickly run to the next cubby 
hole and possibly grab the hearts if you need them.  When the megaton 
passes you and begins heading to the right, run out and hit it to 
temporarily stop it.  Work your way to the very end on the left.  If the 
megaton gets too close, whack it again.  Jump on the top tile on the 
left to reveal the button and the bottom to reveal the Miracle Mirror.  
Grab the mirror and jump on the button to open the door.  Again, if the 
red megaton gets too close, hit it.  

Go into the next room and kill the pirate ghouls with your Miracle 
Mirror.  Then, kill the loopers to open the door.  Right as you enter 
the next room, go right through the wall and go straight up.  When 
you're up as far as you can go, head left through the wall again and 
jump on the tile three times to make the water come through the gate.  
You've completed this dungeon.

Now, watch Bell's ship sink.  You will automatically be in Sub-C and you 
will now exit the chapter.  Well, it's on to chapter 6.

5F: REUNION

NOTE: Every time you re-enter Sub-C, Nav-Com will give you coordinates 
as to Dr. J's location.  

Head east and you'll eventually come to an island with some smaller 
islands to the right of it.  Near the lower of the two smaller islands 
is a place on the big island that you can go through.  Basically, line 
the Sub-C up right below the smaller island and go straight to the 
right.  You should go through the bigger island.  Go right a little 
further and dock.  Now, head to the small village if you really want to.  
There is no actual need to.

-HOWDUYADU-COLA-
This is a village full of the islands' oldest people.  You meet one 
woman to claims to be the oldest at 199.  She'll also tell you to look 
out for a big heart.  You can also talk to the other people here.  This 
village is really just filler.  Exit when you feel you've done enough.

Enter Sub-C and head north.  After passing some small isles, you'll come 
to a point where you can go left.  Head that way.  From left, you can 
head north to a submergible zone. Submerge there.  You should come up in 
the middle of a confined area.  There should four total submergible 
squares, counting the one you came from.  North and south submergibles 
are both pointless.  The south one will take you to a delicious apple, 
though... that does nothing.  Use the east one.  When you emerge, work 
around to the left and dock at the island with the staircase.  Enter it 
and get your big heart.  Now, re-enter Sub-C, go back towards the 
submergible area, but keep heading to the right.  

As you head right, you should notice an island to the north with a small 
hut there.  There's really no point to that island, but you can dock 
there and enter it if you really want to see it.  There's just a 
skeleton inside.  I swear, they should've called this "Chapter 6: Lots 
of Tourist Traps."  Southeast of the island with the skeleton is a 
crescent-shaped island.  Head down to the lowest section of the island 
you can get to.  Go right against the island you can go straight through 
it.  Go down and you'll come to a cross (the Southern Cross?) in the 
ocean.  You should notice several submergible spots here.  The only 
useful one is the second on from the left.  Submerge here and you'll 
head to the right.  

This part is somewhat confusing.  There will be a bunch of submergible 
spots all around the place.  Head down from the position you entered at.  
You should come to a place with two submergibles grouped one on top of 
the other.  Take the lower of the two.  When you emerge, do not go into 
the staircase at the lower left.  Instead, go to the submergible 
directly left of you.  As you move from the new position you arrive at, 
Nav-Com will tell you he's picking up a signal very close by.  Go up 
until you come to a large island.  The piece of the island that 
protrudes the most on the left side has a tunnel you can go through.  Do 
so and you'll emerge on the other side.  As you come out the other side, 
Nav-Com will say North 5, East 6.  Go north about five more squares and 
east six more.  When Nav-Com says the signal has stopped, submerge.  
You'll now be under water.  Go up a little ways and you'll see a tunnel.  
Head into it.  You'll now be in a small area that doesn't constitute as 
much.  Don't worry, it's only three screens.  Go up three times and 
you'll be in a new area.  You won't be use Sub-C anymore from now on. 

-ANCIENT TUNNELS-
Head right past the columns and up through the statues.  Now, you'll be 
in the first level chapter 6.

-TURBOSS CAVERNS-
Head into the first room.  There will be two green loopers and two 
purple ones.  Kill them all to get through the door.  Walk to the left 
and grab the magic anklet.  This will allow you to jump further than 
before.  Now you can jump to the two tiles out in the water.  Jump to 
the left tile and it will bring up a button to open the right chest.  
Vice versa can be said (right tile-left chest).  Both chests have hearts 
in them.  Grab what you need and go through the door.  Now, you will be 
in a room full of blue and pink muumus.  This is a lot easier if you 
have the shooting star.  Kill the all the pink muumus and a path will 
open on the left (note that killing the blues can make killing the pinks 
a lot easier).  Jump through it.

A bunch of platforms in the water.  Jump along the bottom row and an 
anklet will appear when you step on the right one.  Grab the anklet and 
head back to the beginning.  Now, take the top route.  Kill the octots 
along the way.  When you get to the fourth tile on the top route (it 
should be the first one you can land on in a cluster of three), jump 
downward rather than on the next piece to the left.  From the platform 
below the fourth, head left.  Soon, you'll come to two paired together.  
Jump up, then jump left onto another pair.  From that pair, jump 
downward from the left piece.  You should eventually be in line with the 
octot in front of the door.  Kill it if you can, then jump up and work 
your way around to the platform in front of the door. 

I really hate this next part.  There will be two special sinkers and a 
O-shaped island with pink muumus walking around the perimeter.  Jump 
back and forth on the two special sinkers until you see a wide opening 
in the group.  Jump carefully into the opening.  Walk with the group, 
but take potshots at your partner in front of you.  It doesn't matter if 
it dies.  If so, more power to you.  Keep heading counterclockwise until 
you can jump on the button and open the chest in the middle of the O 
with the hearts in it.  From there, stay in the center and attack all 
the muumus.   When they've all been defeated, the door will open.  
Before leaving, jump to the left from the top special sinker and a 
platform will appear below you.  Jump to the left again and another will 
appear.  Jump on the platform at the top left of the screen to make a 
medicine appear.  Grab the medicine and head to the next room.  It'll be 
a small room with an armet inside.  Kill the armet and get ready to face 
a mini-boss.

BOSS
GIANT TURBOSS
Difficulty Rating: Pathetic
This is almost exactly like fighting Octo.  On the far right tile on the 
bottom row, you can make an anklet appear.  Grab it because you will 
need it to leave once you've defeated the boss.  Use the same dodging 
strategy you did with Octo.  Jump from platform to platform to dodge 
Turboss' projectile.  Stay relatively in front of it, though.  
Eventually, it will charge forward and wait there for a few seconds.  At 
that moment, unload shot after shot onto it.  If you have the shooting 
star at this point, this creature is way easier.  Well, okay, so he's 
still pretty easy either way.  Keep using the same method and this one 
will join the others in the boss graveyard.   

Although the victory music is playing, this is not over yet.  Jump into 
the next room after the Giant Turboss is dead.  Jump on the tile at the 
to of the screen and then on the button it brings out.  Go through the 
door.  Kill the three armets in the next room and advance upward.  You 
should see a shaded spot on the left.  Don't go that way just yet.  Go 
through the wall at the very bottom left of the screen and jump on the 
platform on the other side of the wall.  Now, jump on the button it 
brings up to open the path above.  Go back into the right chamber and go 
to the very top left of the screen and go through the wall.  Grab the 
armlet on the other side and jump on the platform.  If you don't want 
the chests, then go through the door.  I would suggest grabbing the 
chests.  Make sure you are in proper line with the strip of land below 
you.  Jump to the middle strip below you and jump on the platform on the 
left edge to light the room.  Jump fro the light to the button on the 
left (it should've been triggered by the tile at the top).  This will 
open a chest to give you two hearts.  Jump on the platform just below 
the button to bring up another button.  Jump on that to open the other 
chest.  Grab the horsehides.  They will come handy when fighting the 
next boss.  Go through the door.

Grab the spiked shoes on the left and use them to kill all the squidos.  
Go through the door when they've all been defeated.  There should be two 
identical sections here with armets guarding each.  Go to the top one, 
first.  Kill the armet and jump on the far left tile to bring out an 
anklet.  Go to the bottom section and kill the armet.  Grab the anklet 
and jump on the far left platform on the bottom to reveal a couple of 
hearts.  Grab the hearts and head left.  Jump all the way to the other 
side on the far left.  The bottom tile here can reveal more hearts if 
you need them.  Go through the door after you've killed all the armets 
here.  A room full of platforms and six muumus.  Let me just say the 
spiked shoes can come handy here.  You can also get this done if you 
have the shooting star.  If not, then I recommend the spiked shoes.  You 
may have to use them a few times, though.  Go through the door when the 
muumus are dead (again).  Kill the purple loopers and go through the 
door.  Sigh... another boss.

BOSS
BROKEN JOE
Difficulty Rating: Pathetic
I highly recommend using horsehides here.  Do not touch the face on the 
other side or you will die.  Wait for a little while and a statue will 
come out of the wall.  Yep, it's Broken Joe.  Choose your horsehides. 
When he opens his mouth, ectoplasm will crawl out at you.  Jump over it 
will tossing horsehides at the same time.  Some times he will stop to 
open his mouth.  Golden opportunity.  Keep hitting him with horsehides 
until he dies or you run out.  If you run out, use your regular weapon.  
It shouldn't take too long to defeat this one. 

Head through the door and all the way out.  

-ANCIENT CAVES-
Start heading right. Eventually, you'll come to an intersection of 
sorts.  At the intersection, head right.  Go all the way to the end of 
the hall and up through the passage into the area with the waterveins.  
From there, head left and up the path around to the top screen where a 
staircase is.  Grab the heart in the staircase.  Now, head back to the 
intersection at the beginning of the tunnel (the area you came out of 
when you finished the Turboss Caverns).  From that intersection, head up 
instead of right this time.  In the next screen, continue moving up and 
take the first right that appears.  You should be near some water and a 
huge row of statues.  Go right down to the end of the row of statues and 
go up into the next screen.  There should be a huge rock with three 
holes in it.  If you examine it, it will talk about some ciphers.  Go 
past the right and head right.  This is the last dungeon in chapter 6.

-BIG ROCK TUNNEL-
Do not go immediately up when you enter the dungeon.  There will be a 
room with rattuses above you and another room with noctos.  Ignore both 
rooms.  At the entrance, there should be a way you can walk through the 
right wall.  That little cubby hole in the right side should have an 
area for you to walk through.  Do so.  You should now be in a room with 
a vertical row of tiles.  Jump on the third platform from the bottom to 
bring out the button, then jump on the button at the top of the row of 
tiles to open the door.  Head through.  You only need to kill the rattus 
at the bottom to open the door.  Now, grab the two hearts and walk 
through the door.  You'll now be in a room with a couple noctos and some 
blades jumping up out of the ground.  Kill the noctos to open the door.  
Avoid the blades at all cost. 

In the next room, jump to the middle and grab the asterisks.  You'll 
need these for the boss.  Notice the positions of the green loopers.  
Throw some asterisks in between each group and push B right as the 
asterisks are directly between them to have the asterisks split and kill 
both loopers.  Do this for each couple.  When the path blasts open at 
the top, go through it.  Now, you'll se two pair of loopers and an 
urchin.  Throw some asterisks straight up and split them to kill the 
loopers near the urchin.  Now, run up and go either left or right onto 
one of the protruding strips of land.  From there, throw another pair of 
asterisks and split them to kill the loopers at the top.  The urchin 
acts just like a silver ball.  Attack it and it will move up and down.  
Jump over it as it comes at you to avoid it.  

Go up into the next room when the loopers are defeated.  There will be 
two blue gadflies.  Kill them both to open a door on the left.  That 
leads to to two pair of hearts.  You can go there if you need some.  
Jump on the far left tile to bring out a button and jump on the button 
to break open a path leading up.  Go to the upper chamber and kill the 
noctos.  Go to the next room after the noctos are defeated.  Avoid the 
fuzzes.  They can stop you from using your weapon.  Kill the biters in 
this room and advance left.  In the next room, move up the far right 
side into the next room.  Move to the left side of the small wall on the 
right and jump down.  Grab the hearts if you need them.  If you, you'll 
just wind up grabbing them anyway.  Head left, but don't jump to the 
next screen.  On the small wall next to the hearts is a path you can 
walk through.  Walk through it and grab the hearts as needed.  Jump on 
the tile, then the button and go through the door.  

BOSS
HOODOO DOLL
Difficulty Rating: Fairly easy
This boss can be a pain if you make too many mistakes.  Attack it 
(preferably with your shooting star) and jump over its projectile that 
it shoots.  Do not let it get too close.  Keep attacking and this mini-
boss should be history.

After the Hoodoo Doll is dead, the door will open and a platform will 
appear.  Jump on the platform and a sign will appear.  Take the chance 
if you wish.  After that, head up through the door.  There will be two 
rows of integrated tiles and water.  Starting on the second platform 
from the left and ending on the far right, the revelations go a bit like 
this: hearts, asterisks, button.  Then, the second one from the right on 
the top row brings out more hearts.  Grab what is needed, especially the 
asterisks, and jump on the button.  Go up.  You'll have a set up like 
earlier, but a bit more difficult.  You'll have two pair of loopers and 
an urchin in the middle, but this time it's keeping you from killing the 
first two loopers at the same time by standing between them.  This one 
takes some timing.  First, throw an asterisk right and push the B button 
almost immediately to make the asterisk separate vertically and kill the 
looper on the right.  Do the exact same for the left.  Now, hit the 
urchin and avoid it, then move into one of the protruding pieces in the 
middle.  Throw an asterisk upward and kill the other two loopers at the 
top.  Head through the door above.

The next room will have some rockies.  The only way to kill rockies is 
when they are done teleporting.  Do so before it shoots its projectile.  
Kill both rockies here and go through the door.  More blue gadflies.  
Kill them all to make the wall burst open at the top.  Jump on the far 
right platform for some asterisks and the far left for some hearts.  Go 
through the path.  Kill all the rockies in this room to advance.  These 
guys are fairly pesky, so be careful.  In the next room, there should be 
a red rocky.  This guy moves a lot like muumu.  Attack it several times 
and kill it.  Before moving on there is a place you can walk through on 
the left wall.  When you've walked through, jump on the platform at the 
top to make some asterisks appear. Grab them and go back to the previous 
room.  From here, move up to a more difficult room.  Four red rockies 
and two fuzzes.  There is no need to kill the rockies, but you can if 
you please.  Just try to avoid them if you are hit by a fuzz.  On the 
left side is a place you can walk through.  You'll really have to feel 
for it because there is no shade to show you where it is.

Once you've walked through the wall, jump to the island in the middle 
and head down.  Grab the medicine.  The right tile brings out a button 
and the left one brings out more asterisks.  Grab the asterisks and jump 
on the button and head down.  

BOSS
HOODOO DOLLS
Difficulty Rating: A bit difficult
Now, you have to fight two Hoodoo Dolls.  Not nearly as easy as the 
first battle.  Attack each one separately and work on the weaker one 
(that is, the one you've been working on the most).  Asterisks can also 
come handy here if you can ever hit both of them at the same time.  
Avoid their projectile shots and keep on them.  Eventually, both will 
die.  

Go through the door on the left.  Jump on the platform and bring out a 
button to open the door.  Go down the narrow hallway.  The boss music 
plays again?  Hmm... Head up.  The light will be put back on.  This is 
the last boss of this chapter.  Good luck.

BOSS
STATUES OF TWIN SUMOCHO
Difficulty Rating: Moderate
The two statues will both shoot bullets at you slowly.  Jump over the 
bullets as they come at you.  Send some asterisks straight down the 
middle and when they are lined up with the statues mouths, split them.  
It should hopefully hit both if you sent them down the middle.  If not, 
then one is fine, but not as good as two.  Keep doing this until they're 
dead.  If it helps you to dodge their bullets, jump left and right.

A platform will appear.  Jump out the door and head out the level.

-ANCIENT CAVE-
The chapter is almost over.  The game is nearing completion.  Go around 
and up into the next screen.  From there, head right and down around the 
hole in the ground.  There should be a path to the lower left of the 
hole leading to the right and into another screen.  There should be a 
guy standing there.  It's Dr. J!  Talk to him.  He will give you more 
additions to the plot and tell you of some cubes.  You must collect 
these cubes in the next couple of chapters.  There are three of them.  
After taling to Dr. Jones, he will move and allow you to advance.  Head 
to the staircase and out of the area.  The chapter is finished.

5F: ALIEN SPACESHIP

Your first move is a bit obvious.  Move upward until you come to a giant 
ship.  Enter the ship and you will begin the first level.  

-WARP TO JET-PACK JUMPER-
This level is quite confusing, so I decided to construct a map to help 
as a guide.

       _____            _____ 
      |     |          |     |
      |  5  |          | 14  |
 _____|_____|__________|_____|_____
|     |     |          |           |
|  7  |  4  |    8     |    13     |
|_____|_____|__________|___________|
|     |     |          |           |
|  6  |  3  |    9     |    12     |
|_____|_____|__________|___________| 
      |     |          |           |
      |  2  |   10     |    11     |
      |_____|__________|___________|
      |     |
      |  1  |
      |_____|

[Reference Section]
This little area serves mainly as a reference of what to expect on each 
square above.  The continuation of the walkthrough is below this one.  
You might actually spend more time on this level collecting weapons for 
the boss than actually making it to the boss.

1: Entrance.
2: Two turrets and a cluster of four hearts.
3: One gold trooper and a warp to 10.
4: Two turrets, a pill, a breakable wall, and a warp to 10.
5: Must break into from 4.  Contains Spiked Shoes.
6: Boss Battle, one turret, and a magic anklet.
7: Exit.
8: Three gold troopers, one turret, a cluster of four hearts, a warp to 
and a medicine.
9: Four gold troopers, a cluster of four hearts, and a blaster
10: Two turrets, space riders, a blaster, warp to 3.
11: Five green troopers and a cluster of four hearts.  
12: One green trooper, one turret, space riders, warp to four-way.
13: Blaster, breakable wall, two green troopers, one turret, warp to 
four-way.
14: Must break into from room 13.  Contains a pill.

NOTE: The four-way warp pads are corresponded by:

Top pad- 8
Left pad- 9
Right pad- 13
Bottom pad- 12

You'll enter the level in at square 1.  Go up to square 2 and grab the 
hearts if they are needed (which they most likely will be).  I usually 
ignore the turrets, so go up to 3.  Avoid the gold trooper here, but 
kill if you must.  Go up to 4 now.  In 4, there will be two turrets, a 
warp, and a pill.  Avoid the turrets bullets and grab the pill on the 
far tile.  What I usually do to avoid their bullets is quickly jump to 
the lower right tile, then jump to the tile left of that and make my way 
to the pill.  With any luck, you will completely avoid the first wave of 
bullets.  After grabbing the pill, go to the platform right behind the 
right turret and begin hitting the wall above it.  The wall should break 
open, revealing a room (5) with spiked shoes in it.

Go back to the previous room (4), and you can either go to 8 on the 
right or warp to 10.  For hypothetical sakes, let's just say we go to 8.  
Head right through here.  Avoid or kill the troopers.  Get past them and 
head to 13.  Jump along the platforms at the bottom of 13 to grab a 
blaster and be sure to avoid the projectile of the turret.  After 
grabbing the blaster, go down into 12.  Get past the green trooper and 
avoid the space riders as best as you can.  Head right to the warp which 
takes you to the four-way warp.  From here, go to 8 (top pad).  Jump 
along the tiles on 8 to grab some hearts and a medicine.

After you've got the medicine, head right into 13 and burst the wall 
open at the top to get into 14.  Grab the pill in 14 if you need it, 
then go back to 13.  From 13, warp to the four-way again.  Warp to 9 
(left pad).  Grab the hearts if you need them and head right along the 
platforms.  Grab the blaster and keep your eye on the gold troopers.  
There almost is no reason to go to 10 from 2 or 9, but if you feel you 
must, then go ahead.  By warping, head back to 13 (or warp to 12).  
You're going to want to be on the far right side when you get there.  
Either way, you're going to want to approach 11.  This part will be very 
hard.  Try to get around all five of the green troopers and grab the 
hearts.  Kill any of them if you feel you absolutely must, but remember: 
They're tough.  From the platform the hearts are on, jump down and go to 
10.  Go left, trying your hardest to avoid the space riders (hint: do 
not go exactly straight... try jumping up to left, to down to left... 
etc).  Grab the blaster and jump into the warp.  This should warp you to 
3.  Go right and meet the boss.

BOSS
GREY JET-PACK JUMPERS
Difficulty: Fairly Difficult
These guys can be simple if you have the spiked shoes.  Use the spiked 
shoes to soften up the Jumpers and kill the turret.  Try to dodge their 
bullets and keep an eye on your life  After you've run out of shoes, 
grab the anklet and begin jumping from platform to platform.  Use your 
blasters or your shootings stars.  I would recommend the blasters as 
they are quicker.  Shoot each guy a few times with the blaster and 
they're history.  If, however, you don't get here with shoes, grab the 
anklet immediately.  Kill the turret as soon as you can while dodging 
all the bullets.  Jump around on the platforms to avoid all the bullets.  
Continually shoot with your blaster.  If you blaster runs out, use your 
shooting star. Pray that you never have to use a yo-yo in this 
situation.  

After they're defeated, jump through the door into room 7 and exit the 
level.

Now, walk up down a small hallway and into a room with three staircases.  
The staircase at the top and the one on the lower left both lead to each 
other, so ignore them both.  Go into the staircase at the bottom right.  
From there, work your way around until you come to an orange cube.  
There it is, the first cube!  After grabbing it, your weapon will become 
the Super Nova!  Walk up into the next dungeon and the last one of the 
chapter.

-OSTROID'S DOMAIN-
Ah, back to straight-forward levels.  No more random hopping.  Anyway, 
go into the first room.  The first area will be ridden with gold 
troopers.  Grab the two clusters of four hearts (eight hearts total) and 
whoop the troopers.  You should hopefully have a Super Nova after 
grabbing all those hearts.  Keep in mind that your Super Nova can travel 
all the way across the screen no matter where you stand.  Defeat the 
troopers and head right.  Another trooper here.  At the top, you will 
see an mobilized turret.  Kill it when its gun comes out of the shell 
and then walk right and defeat another trooper.  Walk down the line and 
grab the blaster and the hearts.  Don't worry too much about the line of 
platforms near the bottom.  They do nothing except get you across a 
different way so you can avoid the trooper near the end.

Head into the screen on the right.  Kill the green and gold troopers.  
Notice that there's a crack at the top of the screen near the platform 
up there.  Hit that part of the wall to reveal a hidden room.  Jump 
through to get a medicine.  Go back to the previous room now, and go 
right some more.  In the next area, destroy the mobilized turrets above 
and below you.  Also destroy the green trooper if it gets too close.  
Jump right along the tiles and jump onto a long, vertically aligned 
platform.  Destroy the mobilized turret on the next platform over (it 
should look like a backwards C) and jump onto it.  Continue heading 
right into the next screen.  There should be a hole in the next room 
that launches what I call Death Discs.  You can easily kill the discs 
and the hole only launches three at a time.  Still, dodge them if you 
can.  If you have a Super Nova, then kill the green trooper at the top 
of the screen from the bottom of the screen, preferably while on one of 
the tiles in the lower row.  You don't want to get too close when 
fighting these guys.  Now, carefully walk around to the hearts.  The 
trooper opens the door when he dies, so jump through.  

Now, there should be a warp pad and some gold troopers.  Ignore the 
troopers and run straight for the pad.  This should teleport you to a 
room with four mobilized turrets on every side of the room with you in 
the very middle with some platforms.  Watch our for their projectile and 
defeat them to open the door on the right and make a platform appear.  
Jump to the platform and go through the door.  The next room should have 
a couple of spinners (as I call them) and a crack on the wall at the top 
of the screen.  Kill the spinners if they become too pesky and destroy 
the wall to get a room with a Super Laser.  Leave the secret room and go 
right.   Kill the green trooper if you can and grab the pill.  Avoid the 
death discs and head right and around to the tiles on the right side.  

Head right and kill the spinners here.  Avoid the electric shock that 
surges horizontally across the screen.  Do not jump when it is in your 
way.  Make your way to the piping and head right some more.  Hopefully 
here, you have a Super Nova.  All the better to defeat the troopers 
with.  Now, after defeating the troopers, the door will open.  Be 
careful for the electric wave that pulses across the screen as it did in 
the previous room.  Kill the spinners here and keep an eye on the red 
one.  That one shoots bullets out at you.  Grab the super laser and the 
hearts and go up into the next room and face the mini-boss.

BOSS
RED JET-PACK JUMPER
Difficulty Rating: Moderate
This guy can be a pain if you're too careless.  He will walk around the 
top on the piping and often jet down to the bottom of the screen, 
shooting projectile. What I usually do is if I have the Super Nova 
ready, I jump to the bottom row of tiles and launch shots an him from 
down there.  Stay clear of his bullets as they come at you.  When I'm 
too badly hurt to use a Super Nova (if, that is), I switch to super 
laser and use those on him when he approaches.  He should eventually 
fall after enough hits. 

After this one's dead, go right.  Ignore the hidden room a the top 
behind the boss, it's empty.  Once you've gone right from the boss grab 
the hearts and make your way up to the crack in the wall, avoiding the 
trooper and the death discs on the way.  Hit the wall and jump through 
to grab a super laser.  Jump out of there and grab a blaster.  Kill the 
trooper if you want, but head right either way.  This part can be pretty 
annoying.  It's teeming with red spinners.  Kill them as you go by, 
jumping from tile to tile to the right.  Watch out for the trap tiles 
near the middle.  Get past those and keep heading right.  Be sure to 
pick up the hearts if you need them.  I hate this next part.  See those 
red pipes?  Stepping on those damages you.  Walk normally across, but 
when a red section comes close, jump either up or down to another piece 
of the piping to dodge it.  Just make sure that whichever way you jump 
doesn't put you right next another red piped area.  After you've crossed 
this, head to the next room.

BOSS 
OSTROID
Difficulty Rating: Moderate
If you have a Super Nova, this part can be pretty easy.  Keep hitting 
the Ostroid until it backs up far enough for the button it was standing 
on to be open for jumping.  Jump on it and another button will appear at 
the left end of the screen.  Run to that button and jump on it.  The 
piping the right end will disintegrate.  Now, return to hitting Ostroid 
as each few hits forces it back.  If you can no longer use the Super 
Nova, use a super laser.  Keep doing this until it backs up into the 
area that no longer has piping and tragically falls to its death (for 
lack of a better term considering it's a robot).  

Now, two platforms will appear heading upward.  Go through the door and 
exit the level.   

-SPACE MAZE-
This area is a huge maze with the Blue Magic Cube at the end of it.  
Head right and then turn down.  Eventually, you will come to an 
intersection in which you can head left or right.  Go right (the lower 
of the two paths).  You will eventually come to an area with two right 
turns and a left one.  Go down the second right turn and make your way 
to the stairs.  When you appear in the next room, do straight down, then 
left into some more stairs heading back up.  Now, there should be two 
paths heading right.  Take the first path (the higher of the two) and go 
right.  Follow the path until you come to some stairs heading down.  Go 
down the stairs and you will be in an L-shaped hallway.  Go all the way 
to the end of the hallway and up the stairs into a small room with two 
staircases on either side (one of which you just came from).  Take the 
left flight of stairs into yet another hallway.  Go straight left and up 
the stairs.  From there, it's just straight down and right to the blue 
cube!

Thanks to the second cube, you will now have two full rows of hearts!  
All of a sudden... BAM!  The ship takes off!

5H: FINAL BATTLE

Head up and before you enter the final level you will see a cut scene 
involving Zoda taunting you.  After the cut is over, go up into the 
final level.

-CONTROL CENTER-
Head upward into the first room.  You'll already be thrown into a boss 
battle, but it's not the final battle.

BOSS
ZODA (round 1)
Difficulty Rating: Moderate
First thing to do is grab the blaster at the far right.  This one will 
give you 99 shots.  Chances are that you will be starting with only 
three hearts.  This means you will have no room for mistakes.  Equip the 
blaster right after you get it.  When Zoda's head appears, fire at it.  
After a few shots, he will move closer to the piping that you are 
standing on and throw his eyeballs at you.  He will throw three pair, 
then disappear.  Stand at the very middle of the piping after his head 
disappears.  If his head reappears, blast it some more until he throws 
eyeballs.  If his hand appears, be ready to run, depending on which side 
it appears on.  If it appears on the left, run right and don't stop 
until it's gone.  Do the same if it appears on the right, only run left.  
Do not rest if you've dodged his hand once because he could throw hands 
out twice in a row.  Keep blasting his head until it's completely 
defeated.  You'll then watch him transform into a weird beast and run 
off.  

Go through the left door. You can walk past the vertical metal beam.  
Beware the dark gold trooper, but grab the pill at any rate.  Now, give 
all you've got into destroying the trooper.  Head left.  Destroy the 
next trooper, continue left, then head down.  Head left some more in the 
next area and kill the red trooper on the wall.  Keep going and destroy 
the other two troopers.  Head to the next screen.  Watch out here.  The 
tile unleashes a green trooper.  When a trooper comes out, kill it.  If 
you feel really brave, jump down into the tile when it opens and you 
will be surrounded by troopers, tons of them.  Save the pill for when 
you need it and grab the blaster.  Attack and try to kill all the 
troopers down here and grab the pill when you are getting low on life.  
If you can no longer use the Super Nova, use the blaster. When you've 
defeated all the troopers, a path will blast open at the top of the 
screen.  Go through and grab the medicine (it will give you three) and 
the Super Laser in there as well.  Go back to the previous room, go 
right into the hallway with the warp.  This will start you in the area 
right after the battle against Zoda.  

Go all the way back to the area where you fell through the tile 
(assuming you went through) and head left.  Kill the red troopers on the 
way and watch out for the green one.  Try your hardest to defeat him and 
go to the left into the engine room.  This part can be kind of hard.  
Avoid the very bottom of the screen as the Death Discs coming out at the 
bottom.  Only stand at the bottom when the platforms at either side of 
the bottom are closed.  Be careful because one of the tiles unleashes a 
dark gold trooper.  When the reactor opens, unleash on it.  When the 
reactor closes, it heals a bit.  Beware the platforms as they open from 
time to time.  As you continually hit the reactor with your Super Nova, 
it will show signs of damage.  After a while of hitting it and hopefully 
avoiding hazards, it will be destroyed.  Hopefully, you won't lose your 
Super Nova.  If you have the three medicines, you can afford to take a 
blow or two, just as long as you don't die.  Destroy the reactor and 
head left.  You're very close to the end of the game.  You will come to 
an area in which you must head upward.  Grab the hearts and the blaster. 
This is a good place to boost your life by killing the creatures that 
come down.  These creatures are spit out by Zoda in the final battle, 
too (just thought I'd give you a little warning).  Head all the way up.  
When you enter the door, the boss music will kick it.  The beast you saw 
earlier will rush out and greet you with maddened power.  Time to meet 
the reaper...

FINAL BATTLE
ZODA (round 2)
Difficulty Rating: A bit difficult
This is not the hardest boss in the game, strangely.  He can be pretty 
hard though.  I highly (and I mean highly) recommend jumping in with 
full life.  He will attack you by spitting out different little 
creatures at you.  Kill the creatures if you can as they can be very 
annoying.  He will also shoot projectile out his navel.  The projectile 
should be the least of your worries as it doesn't do much damage, 
especially if you went to get the medicines.  If you need life, keep 
killing enemies for hearts and stars.  Continually attack Zoda with your 
Super Nova.  Do not allow Zoda to attack you because one touch by him is 
instant death.  If at anytime you cannot hit Zoda with your Super Nova, 
switch to Super Laser (if you have one) or a blaster.  As he sustains 
attacks, Zoda will change color and fight a bit more fearsome.  Keep 
attacking and eventually he will succumb.  

Run back through the door and out of the level.  Nope, the game isn't 
over yet.  Once you are out, head around the halls of the ship's final 
zone and make your way to the green cube (there's no detours you could 
take, it's all a straight-forward walk).  When you finally have the 
green cube, the game has ended.  Contrats!  Now, kick back and watch the 
ending.  

NOTE: You can interact a little with the ending, but there really is no 
need for explanation because it's all pretty self-explanatory.  

  --------------------------------- 
/  SECTION 5: BOSS REFERENCE GUIDE  \
-------------------------------------

-Chapter 1-
C-SERPENT
Difficulty Rating: Fairly easy  
You can do this the careless way or the careful way.  Either one works, 
but the careless way could cause you to use the medicines.  Oh well, not 
like you can keep them after this battle.  Anyway, the careless way 
requires you to stand directly in front of C-Serpent and throw torches 
into his mouth when it opens, disregarding the fact that you're getting 
pummeled by his flames.  The careful way requires you to jump on one of 
the platforms off to the right or left and equip the torch by pushing 
select.  Jump in to the middle platform with your torches and throw one 
at C-Serpent when his mouth opens.  Only one, though, or you'll get hit 
by the flames.  Which ever way you choose is up to you.  

-Chapter 2-
OCTO THE HUGE
Difficulty Rating: Moderate
This one can be a bit of a challenge if you don't know what you're 
doing.  What I usually do is jump back and forth among the platforms, 
dodging the ink balls Octo shoots.  It's best only to jump when they 
seem to be getting close rather than just jumping at random.  Jump over 
the ink balls as they come at you and wait for Octo to move forward.  
When she does, freeze the water with a snowman doll (pause the game, 
push down, and push A on the snowman doll).  This should freeze 
everything.  Now, you can either use your bat or your yo-yo.  I like to 
use the yo-yo because it's quicker.  When the snow thaws, you can either 
let Octo go back or you can refreeze the place.  If you're quick enough, 
you should be able to defeat this one before the second use of the 
snowman doll wears off.  If you run out of dolls, then fret not.  Keep 
doing your usual dodge routine and wait for Octo to come forward.  When 
she does, begin to unload yo-yo/bat shots at her as much as you can 
before she backs up.  After enough shots, this ones ready for the deep 
fryer.  

-Chapter 3-
MAGMA THE FIERCE
Difficulty rating: A bit tricky
This guy cannot be killed with weapons.  Do not stand still for too long 
because this one loves to shoot a nice batch of flames right at you.  
You should notice a couple red crystals on either side of him.  Hmm... 
Avoid Magma's shots and the dancing flames.  Head to the platform at the 
very top left and a button will appear next to the left crystal.  Jump 
on the buttons and the crystal goes bye-bye.  There is also a row of 
platforms in front of Magma.  Jump on the one to the far right and 
another button will appear.  Jump on it and destroy the second crystal.  
The land will disappear from beneath Magma and he will plummet to a 
watery grave. 

MAXIE
Difficulty Rating: Moderate
Now there should be a giant ghost floating around at the top of the 
screen.  The only way to hit it is with your bolas.  Be careful on how 
many bolas you use.  Make each hit count.  On top of attacking Maxie, 
you also have to avoid the shots fired by the mini-volcanoes and stay 
clear of the minies that keep respawning.  Continually hit Maxie until 
he speeds up.  Now, time your shots a little better.  With only a few 
more shots, you should have him pretty well exorcised. 

-Chapter 6-

GIANT TURBOSS
Difficulty Rating: Pathetic
This is almost exactly like fighting Octo.  On the far right tile on the 
bottom row, you can make an anklet appear.  Grab it because you will 
need it to leave once you've defeated the boss.  Use the same dodging 
strategy you did with Octo.  Jump from platform to platform to dodge 
Turboss' projectile.  Stay relatively in front of it, though.  
Eventually, it will charge forward and wait there for a few seconds.  At 
that moment, unload shot after shot onto it.  If you have the shooting 
star at this point, this creature is way easier.  Well, okay, so he's 
still pretty easy either way.  Keep using the same method and this one 
will join the others in the boss graveyard. 

BROKEN JOE
Difficulty Rating: Pathetic
I highly recommend using horsehides here.  Do not touch the face on the 
other side or you will die.  Wait for a little while and a statue will 
come out of the wall.  Yep, it's Broken Joe.  Choose your horsehides. 
When he opens his mouth, ectoplasm will crawl out at you.  Jump over it 
will tossing horsehides at the same time.  Some times he will stop to 
open his mouth.  Golden opportunity.  Keep hitting him with horsehides 
until he dies or you run out.  If you run out, use your regular weapon.  
It shouldn't take too long to defeat this one.

HOODOO DOLL
Difficulty Rating: Fairly easy
This boss can be a pain if you make too many mistakes.  Attack it 
(preferably with your shooting star) and jump over its projectile that 
it shoots.  Do not let it get too close.  Keep attacking and this mini-
boss should be history

HOODOO DOLLS
Difficulty Rating: A bit difficult
Now, you have to fight two Hoodoo Dolls.  Not nearly as easy as the 
first battle.  Attack each one separately and work on the weaker one 
(that is, the one you've been working on the most).  Asterisks can also 
come handy here if you can ever hit both of them at the same time.  
Avoid their projectile shots and keep on them.  Eventually, both will 
die.  

STATUES OF TWIN SUMOCHO
Difficulty Rating: Moderate
The two statues will both shoot bullets at you slowly.  Jump over the 
bullets as they come at you.  Send some asterisks straight down the 
middle and when they are lined up with the statues mouths, split them.  
It should hopefully hit both if you sent them down the middle.  If not, 
then one is fine, but not as good as two.  Keep doing this until they're 
dead.  If it helps you to dodge their bullets, jump left and right.  

-Chapter 7-

GREY JET-PACK JUMPERS
Difficulty: Fairly Difficult
These guys can be simple if you have the spiked shoes.  Use the spiked 
shoes to soften up the Jumpers and kill the turret.  Try to dodge their 
bullets and keep an eye on your life  After you've run out of shoes, 
grab the anklet and begin jumping from platform to platform.  Use your 
blasters or your shootings stars.  I would recommend the blasters as 
they are quicker.  Shoot each guy a few times with the blaster and 
they're history.  If, however, you don't get here with shoes, grab the 
anklet immediately.  Kill the turret as soon as you can while dodging 
all the bullets.  Jump around on the platforms to avoid all the bullets.  
Continually shoot with your blaster.  If you blaster runs out, use your 
shooting star. Pray that you never have to use a yo-yo in this 
situation. 

RED JET-PACK JUMPER
Difficulty Rating: Moderate
This guy can be a pain if you're too careless.  He will walk around the 
top on the piping and often jet down to the bottom of the screen, 
shooting projectile. What I usually do is if I have the Super Nova 
ready, I jump to the bottom row of tiles and launch shots an him from 
down there.  Stay clear of his bullets as they come at you.  When I'm 
too badly hurt to use a Super Nova (if, that is), I switch to super 
laser and use those on him when he approaches.  He should eventually 
fall after enough hits. 


OSTROID
Difficulty Rating: Moderate
If you have a Super Nova, this part can be pretty easy.  Keep hitting 
the Ostroid until it backs up far enough for the button it was standing 
on to be open for jumping.  Jump on it and another button will appear at 
the left end of the screen.  Run to that button and jump on it.  The 
piping the right end will disintegrate.  Now, return to hitting Ostroid 
as each few hits forces it back.  If you can no longer use the Super 
Nova, use a super laser.  Keep doing this until it backs up into the 
area that no longer has piping and tragically falls to its death (for 
lack of a better term considering it's a robot).  

-Chapter 8-

ZODA (round 1)
Difficulty Rating: Moderate
First thing to do is grab the blaster at the far right.  This one will 
give you 99 shots.  Chances are that you will be starting with only 
three hearts.  This means you will have no room for mistakes.  Equip the 
blaster right after you get it.  When Zoda's head appears, fire at it.  
After a few shots, he will move closer to the piping that you are 
standing on and throw his eyeballs at you.  He will throw three pair, 
then disappear.  Stand at the very middle of the piping after his head 
disappears.  If his head reappears, blast it some more until he throws 
eyeballs.  If his hand appears, be ready to run, depending on which side 
it appears on.  If it appears on the left, run right and don't stop 
until it's gone.  Do the same if it appears on the right, only run left.  
Do not rest if you've dodged his hand once because he could throw hands 
out twice in a row.  Keep blasting his head until it's completely 
defeated.  You'll then watch him transform into a weird beast and run 
off. 

ZODA (round 2)
Difficulty Rating: A bit difficult
This is not the hardest boss in the game, strangely.  He can be pretty 
hard though.  I highly (and I mean highly) recommend jumping in with 
full life.  He will attack you by spitting out different little 
creatures at you.  Kill the creatures if you can as they can be very 
annoying.  He will also shoot projectile out his navel.  The projectile 
should be the least of your worries as it doesn't do much damage, 
especially if you went to get the medicines.  If you need life, keep 
killing enemies for hearts and stars.  Continually attack Zoda with your 
Super Nova.  Do not allow Zoda to attack you because one touch by him is 
instant death.  If at anytime you cannot hit Zoda with your Super Nova, 
switch to Super Laser (if you have one) or a blaster.  As he sustains 
attacks, Zoda will change color and fight a bit more fearsome.  Keep 
attacking and eventually he will succumb.  


  ---------------- 
/  SECTION 6: FAQ  \
--------------------

Q: Would you consider this an RPG?
A: Not really.  It does have very few RPG elements, very slight ones, in 
fact.  I wouldn't consider this a full-blown RPG, not even an 
action/RPG.  

Q: At one point they ask for a password and they say it was included 
with a letter that came with the game.  What is this whole letter dealy?
A: If you actually got his game new, it came with a letter that had *** 
around the middle of it.  You were supposed to dip it in water and get a 
password (747).  

Q: Is there any point to keeping a score on this game?
A: Not really.  At least, not as far as I know. I really haven't seen 
much of a use to it at all except just for the heck of it.  

Q: So, if SheCola is all women, then how do they reproduce?
A: I don't think they are all born there at SheCola.  They probably take 
new entries of different women warriors.  Why else would the queen ask 
you to join?

Q: Is there a way to destroy Megaton?
A: Nope.

Q: What's the difference between a "platform" and a "tile?" 
A: Nothing really.  I just use tile now and then so I don't say platform 
too often.

  ---------------------- 
/  SECTION 7: LEGAL BIT  \
--------------------------

This FAQ is copyright 2001-2003 to Joe Shaffer, aka BoredGamer.  Any use 
of this FAQ for commercial purposes in any way, shape, or form without 
confirmed consent of the author is strictly prohibited.  This can be 
used for personal use and freely distributed, as long as there is no 
profit being made off the FAQ without my approval before hand (this 
includes magazines).  This also cannot be posted on any websites without 
my solid approval.  Any failure to comply with said premises can, and 
probably will, result in legal actions.

  ---------------------------------- 
/  SECTION 8: THANK YOU AND GOODBYE  \
--------------------------------------

Thanks be to...

Jeff "CJayC" Veasey.  I may have mispelled his name on my first FAQ, but 
I think I finally have it down.  Thanks for GameFAQs.

Nintendo for the creation of Star Tropics.

My brother for getting me this game for Christmas.

Those who put together the NES Game Atlas.

JHarring for allowing me to use the enemy list on his FAQ.

rkinloch for the information on the heart in chapter 6 that I missed in 
this FAQ.

Ulfalizer for the alternate C-Serpent strategy info.

(c) Joe Shaffer 2001-2003