Version 1.4 Welcome to my walkthrough for StarTropics for the Nintendo Entertainment System. This walkthrough takes you step by step from the beginning to the end. I hope you enjoy it, and please feel free to email me at harring@student.umass.edu with any questions or corrections. Thanks. Revisions Version 1.4 - Because people keep mailing me about the organ, I decided to see what the problem was. I found that if you do NOT give Peter the worm first, the notes WILL NOT work, even if you put them in correctly. Version 1.3 - Sansker316@aol.com mailed me this cool trick for Chapter 6 on how to get the maximum number of hearts. Version 1.2 - Put in exactly how to play Captain Bell's organ. Apparently, not too many people know the musical scale... Version 1.1 - Changed the enemy names and some of the cave names to their "official" ones. Many of the names are in the instruction manual and/or Nintendo Power magazine. DrewJB@aol.com sent me a list of the official names. However, some of the names of the enemies and caves are still unknown or misleading, so not all of them were changed. Added a section called "Enemy List" describing each enemy. Also added a couple of secret rooms that were missing, and a strategy for Chapter 4. Version 1.0 - First release. Complete walkthrough given, although missing a couple of rooms, and using unofficial names for enemies and caves. Enemy List This is a section describing what each enemy looks like. This is for those of you who don't know the difference between a Nocto and a Looper. :) This list does not include bosses. Jelly: a slug-like creature Nocto: a bat Looper: a snake Rattus: a rat Mud-O-Fish: a mudfish Spinistar: a four-armed starfish-like creature that spins Puff: a big blowfish that shoots fireballs Octot: a small octopus Dodo: a tiny little dodo bird Ninja Monkey: a winged monkey Bonehead: a skeletal ostrich Gadfly: an insect-like creature Mad Muddy: a monster that rises out of lava/water Bonedog: a little dog skeleton Skull: a skull (oh yeah?) Muumu: a mummy Minie: a small ghost Mr. Armstrong: an arm that pops out of the ground and throws rocks Dimhag: a vanishing wizard Froppa: a creature that jumps out of lava Gogglin: a moving eye Big Bully: a giant purple demon Silver Ball: a silver ball (I woulda never guessed...) Megaton: a giant bowling ball Pirate Ghoul: a vanishing pirate Armet: a little sea creature Squido: a lobster Urchin: hmmmm, perhaps it's an urchin? Biter: a little purple creature Fuzz: a semi-transparent piece of, yes, fuzz Rocky: an almost invisible creature that runs across the room This list does not include enemies from the UFO. If anyone knows the names of those later enemies, please email me. THE COMPLETE STARTROPICS WALKTHROUGH v1.1 *CHAPTER #1: PRELUDE* Start by walking left to the village from the helicopter pad. Inside the village, talk to everyone, then go to the Chief's hut in the upper left. He will explain the preliminary story and give you your first weapon, the Yo-Yo. Exit and talk to the tunnel guard in the upper right. He'll let you pass. The Shaman will talk to you for a bit before you head off into the very first cave. Island Tunnel 1. Start by going up from the entrance. 2. Kill the Jellies, and continue up. 3. Kill some more Jellies, and up again. 4. Kill Jellies. The upper tile in the far right causes the door switch. Kill the Rattus and go up. 5. Kill Rattuses. Jump across the tiles. The lower tile below the door causes its switch. Go up. 6. Kill the Rattuses and Jellies. Go up. 7. Kill Jellies. The two center tiles in this room cause the door switches for the doors to the sides. The upper left causes the switch which opens the upper wall. Go up, because the left and right doors lead to dead-ends. 8. The upper right tile in the bottom set causes the chest switch. The chest contains 25 Fires. The lower right tile in the top set causes the door switch. Go up. 9. Kill Noctos and Rats. Go up. 10.Kill the Jelly and Loopers. The second tile from the right in the upper set causes the door switch. The tile just above the door switch causes the switch that opens the right wall. The second tile from the left causes the chest switch. The chest contains 25 Fires. Go right. 11.Get the Potion. The lower tile on the right side causes the switch that opens the upper wall. Go up. 12.Get the Potion. The lower tile on the right side causes the switch that opens the upper wall, but do NOT go up, because you will die. Go back to the room with the Jelly and Loopers. 13.Kill the Jelly and Loopers again. Open up the door again and go up. (The chest is empty now.) 14.Kill Noctos and Loopers. Go up. 15.BOSS: C-SERPENT - Use the Fires. Stand on a side tile until he opens his mouth. If he breathes fire, stay on the tile. If not, jump to the center and shoot fire into his mouth. When he closes his mouth, jump back to the side. This takes a really long time, but you shouldn't get hit this way. When he's dead, go up. 16.The lone tile in this room causes the door switch. Go up. 17.Go up through the exit. Follow the path and talk to Baboo, Dr. J's assistant. He will give you the ID code with which to start up Sub-C. Go to the lab. Talk to Nav-Com, Sub-C's computer. You'll give him the ID code automatically. Sub-C will then start up and sail off to the east. *END OF CHAPTER 1* *CHAPTER #2: DOLPHINS* Travel east and talk to the dolphin. Continue east. Go through the small tunnel, dock, and go into the Lighthouse. Talk to the man there. Get back in Sub-C and go to the east wall. Look for the spot where the bubbles appear on the surface of the water. This indicates there's a secret passage in the wall. Pass through two walls, and then dock. Go into the single hut. Talk to the woman. Leave, and go down to the sand. Walk as far north as possible, then turn west into the mountains. It's another secret passage. Come out the other side and grab the Bottle; it's got another ID code in it. Go back to Sub-C and you will give Nav-Com this new ID code. It activates Sub-C's diving capabilities. Look for the black waves in the water. These indicate where you can dive down. Press B when you're over them to dive. Surface on the other side, go through the tunnel and dock. Walk south to the mountains west of the Big Heart, and go through the secret passage to get the Heart. It's like a Heart Container in Zelda. Go back through the secret tunnel and then head north and go into the cave. Octo's Lair 1. Go up from the entrance. 2. Kill the Mud-O-Fish that rise from the water as you travel right. Grab the Baseball Bat, and go up. 3. Kill the Noctos and Looper. Jump across the Up/Down tiles when they're up, or else you will fall into the water and die. Go left. 4. Kill Mud-O-Fish. Go left. 5. Kill Noctos. Go up. 6. Kill the Spinistar. Jump across the Up/Down tile. Kill the Octots. The tile just left of the Up/Down tile causes the door switch. Go up. 7. Kill Loopers. Walk to the left side of the room. Look for the black spot on the ground. This is yet another indicator of a secret passage. Walk right through the wall. Kill the Nocto. Get the Double Hearts and Baseball Bat. The lower right tile causes the door switch, but it appears in the part through the next wall. Travel through the next wall. Kill the Nocto. Go up. 8. Kill the Spinistars all at once by running up to the center of them and swinging the Baseball Bat. You must be very fast. Go up. 9. Jump quickly across the tiles to avoid the fireball-spewing Puff. Kill the Octots. Go up. 10.Get the Double Hearts. The lower right tile in the upper set causes the door switch. Go up. 11.Kill Noctos. Go up. 12.Kill the Spinistars by using the center method you used before. Go up. 13.Go left in this empty room. 14.Kill Loopers and Noctos. Go down. 15.Get the Potion. The lower tile on the right side causes the switch that opens the right wall. Go right. 16.The Spinistars are back so kill them anew or just run through the secret passage in the right wall. The right tile causes the chest switch. The chest contains the Snowman doll. The upper tile causes the door switch. Go up. 17.Kill the Octots but watch out for another Puff in this room. Go up. 18.Kill the lone Octot. You now see the baby dolphin crying for help. Don't worry, you're about to free him. Go up. 19.BOSS: OCTO THE HUGE - First, jump left and right to avoid his bullets as best you can. When he approaches, quickly use the Snowman doll. It will freeze the screen, including Octo the Huge, and you must now hit him rapidly with the Yo-Yo. Hit him as many times as you can. You will have to use the Snowman twice no matter how fast you are. When he's dead, the baby dolphin will be freed. Go back to Sub-C and talk to the baby dolphin. The mother will show up as well. In return for saving her son, she will offer to lead you through the coral. Sub-C will automatically follow the dolphins through the coral. Afterwards, the dolphins say goodbye, and Sub-C continues eastward. *END OF CHAPTER 2* *CHAPTER 3: STORM AND CALM* A storm has passed, but during it Sub-C got wrecked. You have washed up on the shore of an unfamiliar island, your sub no longer operational. You must now search this island, in hopes of finding a miracle to save your sub. Follow the path to the single hut. The man inside will give you some coconut milk, which will refill your energy. Continue following the path to the cave. Cave 1. Go up from the entrance. 2. Kill Dodos, and go up. 3. Kill Dodos. The upper right tile causes the chest switch. The chest contains 40 Bolas. Go up. 4. Kill Ninja Monkeys. Go up. 5. Kill Ninja Monkeys. Go up. 6. Kill the top Looper first. The left tile in the bottom set causes the chest switch. The chest contains 40 more Bolas. Kill the two remaining Loopers. Go up. 7. Jump across the Up/Down tiles. The left and right tiles both cause Double Hearts. Go up. 8. Kill Dodos and Boneheads. Go left. 9. This room is dark. Try and catch a glimpse of it when you first enter. Kill the Noctos (which are visible). Stand 2 squares left of where you first entered the room. Jump up (meaning north, not straight up) to find the Light tile, which illuminates the room. The tile above that one causes the door switch. Go up. Do NOT go left, the stairs in that room are a false exit and you will have to come back around and start from the beginning of the cave again. 10.Go up through the exit. Walk up to the village of Miracola. Talk to everyone here. Go to the hut on the right side of the village and pass through its left wall to find a man who will give you a life refill. Talk to the Chief, who will explain the problem with his daughter. To see her, go to the north side of the hut (on the outside), and pass through the wall 4 squares from the left. Go upstairs, talk to the people and see the Chief's daughter, Bananette. You will now be allowed to exit the village to the right so do that. Follow the path to the next cave. Magma's Molten Tunnel 1. Go up from the entrance. (surprise) 2. Kill Loopers. Go up. 3. Kill Boneheads. Go left. 4. This room is dark. To find out where the land is, trigger the Loopers to charge at you and see how far they go. The third one down is the one that is close enough for you to jump to. Kill these Loopers and now watch the Octot jumping. Again, where he is jumping is where land is. Kill him and then jump across the tiles that he was on. One of them is the Light tile and will illuminate this room. On the left side, grab the Slingshot and the Baseball Bat. Go to the lowest tile in this room and jump down into the next room 5. The left tile in this room causes the chest switch. The chest contains a Potion. Go back up. 6. Just go left, don't bother killing anything. 7. Kill the Gadflies. The left tile causes the door switch. Go up. 8. Jump across the Up/Down tiles. The left tile causes Double Hearts. Go up. 9. Go downstairs twice. 10.Go right. 11.Get the Try Your Luck sign, the odds are in your favor. Avoid the fireballs being shot at you. The upper left tile causes the door switch. Go up. 12.Kill Gadflies. The second tile from the left in the bottom set causes a Stopwatch if you need some help against the Gadflies. Go up. 13.Watch out for the Mad Muddy in this room. You can kill him if you want, but it's not necessary. The far right tile causes the door switch. Go up. 14.The lower right tile causes Bolas. Jump across the left tiles, going up into the next room. 15.Get the Double Hearts, but don't go up any further. Go back down to the previous room, jump across the right tiles this time, and go up two screens. 16.Jump across the Up/Down tiles (carefully). Go up twice. 17.BOSS: MAGMA THE FIERCE - You can't kill this boss with conventional weapons; he is immune to them. What you must do is release his perch so that he falls into the water. The upper left tile causes the switch which destroys the left link of the perch. The lower right tile on the perch itself causes the switch which destroys the right link. Simply hit these two switches while avoiding fire and fireballs and the boss will die. Go right. 18.Go upstairs twice, then up through the exit. Follow the path to the Castle. You can't get in because you're male, so instead travel around the perimeter of the castle to the right to eventually find the Fortune Teller's camp. Talk to the Teller to be asked a favor. The Teller will get you into the Castle if you can find the Crystal Ball. Leave. Walk up through the secret passage in the mountains to the north, going downstairs in the passage to find a Big Heart. Follow the path to the lone hut. This is the Minie Village. Look for the tombstone which is a slightly different color from the rest. It's the entrance to the next cave. Ghost Village 1. Go up from the entrance (where have you heard that before?). 2. Kill the Bonedogs. Go left. 3. Kill Skulls and Bonedogs. The tile on the far left causes the lower door switch. Go down. If you go up, you'll find Double Hearts, but you'll have to take the false exit and reenter the cave again. 4. Quickly jump across the water to avoid the invisible Minie coming at you. The right tile causes the door switch. Go down. 5. Kill Muumus. The tile causes the chest switch. The chest contains the Rod of Sight, which allows you to see invisible creatures. Go down. 6. Use the Rod of Sight here to see the Minies. Kill them. The tile causes the door switch. Go down. 7. Kill Skulls. The upper tile on the right wall causes the switch which opens the right wall. Go right. If you go down, you again find Double Hearts and a false exit. 8. Use the Rod of Sight to see the Minies. Kill them and go right. 9. Get the Double Hearts and go back left. 10.Use the Rod of Sight once again to see the Minies. Kill again and go down. 11.Kill the one Jelly here. DO NOT GO UP THE STAIRS!!! This is actually quite tricky. The Jelly was concealing a secret passage in the right wall. Make sure you go right. The stairs, of course, are another false exit. 12.Use the Rod of Sight one last time. Kill the Minies which appear. You'll have to go through the wall in the bottom left to get the last one. Killing them opens up the lower wall. Go back to the room on the left and then come back through the first passage. Go down. You don't need the Rod of Sight again because the Minies won't get in your way when you come back. 13.Get the Double Hearts and go back up. 14.The left tile on the upper wall causes the door switch. Go right. 15.Avoid the fireballs being shot at you. The tile causes the door switch. Go right. 16.This room is dark. Kill the Noctos. Don't worry about that Up/Down tile which you hear. Jump to the right to cause the switch which opens the lower wall. Go down. 17.Kill Muumus and the Skull. Go down. 18.Kill the Skull. The bottom left tile causes the Lantern, which lights up the dark rooms for a short period of time. Go back up. 19.Kill Muumus and the Skull again. Go up. 20.Kill Noctos again. Go all the way to the right and walk through the right wall. Follow these directions very carefully now. Jump down to get the Rod of Sight. Jump right. Walk up and through the right wall. Jump down, down, right, up, up. The switch will open the far right wall. Jump up again and walk through the next wall. Now use the Lantern so you can see the Up/Down tiles. Carefully jump across them. You can go slow if you want because you have 5 uses of the Lantern and this is the only room you need it in. Once you get across, go right. Note that when you get the Rod of Sight, you can return to the room in step 18 and use it to expose the Minies. Killing them opens the right wall in that room, which leads to a Potion and Double Hearts. 21.Kill the Mr. Armstrongs. Go right. 22.The right tile in the center of the bottom wall will open the right door, but it's just a dead end. Instead, go to the top center of the screen and jump up and off the screen. 23.Kill the Bonedogs. Go up. 24.Kill Muumus. The left tile causes a Stopwatch if you want it. Go up. 25.Get Double Hearts. The lower right tile in the upper set causes the door switch. Go up. 26.Go left here. 27.Kill Mr. Armstrongs. The upper left tile causes the Rod of Sight. Go back to the right. 28.Use the Rod of Sight to see Minies. Kill them and go right. 29.Use the Rod of Sight to see Minies. Kill them and go right. (deja vu) 30.Kill the Bonedogs. The left tile in the upper right causes the Magic Mirror which you must have for the next room. Go right. 31.Use the Mirror to deflect the Dimhag's fireballs back at him. Kill them all and go right. 32.Kill Muumus. Go down. 33.Use the Rod of Sight here to see a Minie. Kill it and you can go left. 34.Get the Double Hearts and go back right. 35.Get the Bola. The tile causes the door switch. Go down. 36.Kill Skulls and Dimhags. The lower switch on the right wall causes another Rod of Sight. Go left. 37.Use the Rod of Sight. YIKES! BOSS: MAXIE - He shoots Minies at you which you can kill. Avoid the fireballs and shoot Bolas at Maxie. When he stops moving, fire rapidly at him. If you run out of Bolas, you can Yo-Yo him at the extreme left and right edges, but it's a pain. He will speed up very fast when he is close to dying. When he's dead, go left. 38.The tile causes the door switch. Go up. (Note: There's a Minie in this room if you use the Rod of Sight. Why the hell is it there?) 39.Jump on the top tile 3 times. The lake will drain. Get the Crystal Ball from the drained lake and leave the Ghost Village. Go back to the Fortune Teller and give her the Crystal Ball. She will now disguise you so you may enter the castle. Talk to the people inside, and then go upstairs and talk to the Queen. She will give you a new weapon, the Shooting Star. You must have at least 6 red hearts to use it, otherwise you'll use your Yo-Yo. Go back downstairs and talk to the Head Warrior (in the upper right). She'll tell you how to get through the cave to the west. Go back outside, and the Fortune Teller will change you back to Mike. Leave the Castle. Now go west along the sandy path and into the next cave. Cave #4 1. Go up from the entrance. (really?) 2. Remember what the Head Warrior told you here. If you forgot, she said shout "Abracadbra!" and jump on the switch 10 times. Do that, and then go up. (Note the Abracadbra part is optional.) 3. Get Double Hearts. Kill Octots. Jump across to the left. Go down. 4. Kill Octots. Go left. 5. Kill Mud-O-Fish. Go left. (Shooting Star's cool, yes?) 6. Kill Octots and Mud-O-Fish. Go up. 7. Go up through the exit. (That's it??) Yes, that was it. Walk down and left through the secret passage in the mountains. Talk to the guy in the hut. Now go down into the NEXT cave. (sigh...) Cave #5 1. Guess what you do first. 2. Kill Loopers. Go right. 3. Kill Skulls. The tile in the upper right tile causes the Baseball Bat. How do you get there, you ask? Simple. Stand underneath it and jump towards it. Seriously. A tile will appear to save you from falling into the water. Get the Bat and go right. 4. Kill Boneheads. Go right. 5. Jump very quickly across the Sink tiles. If you linger for even a moment, you will die. Kill the Skull. The tile on the right of the right Sink tile causes the door switch. Go right. 6. Jump on the right tile to cause the chest switch. Leap towards it, another tile appears. The chest contains Bolas. The upper tile causes the door switch. Go up. 7. Go downstairs. 8. Go right. 9. Jump across the Sink tiles, then jump across the Up/Down tile. Kill the Froppas. The tile near the Up/Down tile causes the door switch. Go up. 10.Kill the Gadfly and the Mad Muddy. Go up. 11.Jump across the Up/Down tiles. The left tile causes Double Hearts, but you need to utilize the Stopwatch to get them safely. Get them and go up. 12.The bottom left tile causes the door switch. The upper left tile (jump towards it from the right) causes a Sign. The left tile causes the switch which opens the left wall. Go left, because up is a dead end. 13.Get the Potion and Double Hearts. Go back right. 14.The right tile causes the switch which opens the right wall. Go right. 15.Kill Froppas. Go right. 16.Kill Gogglins. Go right. 17.Go upstairs. 18.Go up. 19.Kill Mad Muddys. The tile causes the door switch. Go up. 20.Kill the Big Bullies. The tile causes the door switch. Go up. 21.Kill the Gogglin. The tile causes the switch which opens the right wall, but don't go that way. Go up. 22.Kill the Big Bullies. Go right. 23.The left tile causes the switch which opens the right wall. The upper tile causes the door switch. Go right, down is a dead end. 24.Kill the Big Bullies. Go down. 25.Kill the Looper, but do not go down. Look for a secret passage about the middle of the left wall. It's unmarked so you have to search for it. 26.Jump on the geyser to be propelled to the top of the mountain. Here you'll meet the Mountain Hermit who will give you the Scroll to wake up Bananette. Now you'll run back to the village (through some unknown dark route) and read the humorous scroll to wake up the girl. She will immediately be hungry and ask for a banana cream pie, but that's not your concern. In return, the Chief has ordered the repair of Sub-C and when you leave you find it is indeed repaired. You will then sail off to the east yet again. *END OF CHAPTER 3* (finally) *CHAPTER 4: CONFESSION* This chapter is blessedly short, compared to that last marathon. Sail east, dock, and enter the hut. Talk to the residents of Tunacola and then head out again. Sail east and you will be swallowed by a huge whale! Inside, travel left and you will find Baboo once again. He will explain to you some interesting details about what happened to Dr. J and then come up with an idea about how to get out of this blasted whale. Let's start a fire! Sure, just need a lighter. Follow these directions as best you can to get the Lighter: Right, right, down, right, up, dive, up, left, left, down, left, dive, up, left, up, left, left, down, right, down, through the secret passage (bubbles), down, get out, down, right, right, and presto! There it is. Now go back exactly the same way and talk to Baboo again. According to DrewJB@aol.com, you can also dive down in the black wavy water within the closed-off bay itself, and when you surface, go down, and you'll be at Baboo. You'll start the fire (where'd the wood come from?) and the whale will spit you out. You'll land on an island. Baboo will talk some more to you. Then go back to Sub-C and input the frequency. Wait a minute, what frequency? Remember the letter that came attached to the instruction manual? Oh wait, maybe you bought a used copy of this game from Funcoland and didn't get that or just simply lost it. Well, if you still have the letter, get it and dip it in water. Input the number that you see. For the rest of you, the number is 747. What this does is allow Nav-Com to track Dr. J's signal. (I didn't know Dr. J had a homing device on him.) Anyway, you sail east once again. *END OF CHAPTER 4* *CHAPTER 5: CAPTAIN BELL* Start by sailing to the dock. Get out and go to the village. Talk to everyone and then the Chief of Bellcola. He will say how you need the help of Peter to get rid of Captain Bell's ship which is blocking the strait. Leave and go west. Meet Peter, the parrot. Of course, he requests a gift. ("No gift no chat!") Let's see, what would a parrot want? Go back to Sub-C, travel east and then south until you find a place you can dive. Dive and then dive again moving north. Find the secret passage and dock. Go to the hut to the north. The guy will try and get you interested in fishing and give you a fresh worm. A worm! Just what a parrot would want. So, head on back to Peter and give him that nice tasty worm. What's that he's saying now? Sounds like notes. Hmmm. Well, go on back to Sub-C and then go back to the dock near the hut. Look for a secret passage in the mountains going west. At the end of the first secret tunnel go west instead of north to find the second secret tunnel. Go through this to get to Captain Bell's memorial. Inside, talk to the woman. Now see the giant organ. Hmm, now what do you do with a giant organ? Play music, of course! But what to play? How about those notes Peter was saying? Do you remember them? Did you write them down like any good adventurer would, knowing that it was a clue? No? Okay, well the notes are Do Mi So Fa Do Mi. Play them on the organ, but MAKE SURE that you have given Peter his worm first. If you do NOT give Peter the worm, the notes WILL NOT work, even if you do them right. What's that? You don't know which note is which key on the organ? Okay, well, the leftmost key is `Do', so that would make the next one `Re', and the one after that `Mi', and so forth. For those of you who don't know the musical scale, it's Do Re Mi Fa So La Ti Do. So now it should be quite clear how to play the organ. Through a strange coincidence, the fire blocking the stairs will now go out. Go down the stairs. Go down the next set of stairs that you see. Look for a false wall on the left side of the small room. Get the Big Heart in the secret room. Go back up and continue outside. Follow the path to get to the requisite cave. Cave 1. This is a really really long one so make sure you have plenty of time. We break the monotony of just going up at the entrance by killing a Jelly at the entrance. But, it's not hiding anything. However, there's a secret passage on the right wall that leads to Double Hearts. Get them and now go up. 2. Kill Noctos. Go left. 3. The upper right and lower right tiles cause Double Hearts. But this is an earthquake room. Jump quickly across the tiles because they will fall. The upper left tile causes the door switch, make sure you hit it quickly. Go for the Double Hearts if you think you can make it. Go left. 4. Run to the left. The Spears will just miss you. Jump on the tile fast before the Spear hits you. It causes the switch which opens the left wall. One square right of the opening in the purple blocks, jump up so the Spear passes under you. Go left. 5. The Silver Ball can't be killed, but you can hit it so it moves. The upper right tile causes the switch that opens the left wall. Jump over the ball when it comes close, and go left. 6. Go left. Grab the Double Hearts quickly to avoid the Spears. Quickly go back to the right to avoid the Spears again. 7. Go down. Kill Loopers and the Nocto, and get the Sign. Go back up. 8. Go up. Kill the Rattus. This isn't a dead end, there is a false floor in the upper right corner of this little section. Fall through it, and quickly run to the lower right stairs to avoid the Stakes. Back in the room again, search along the wall to your left to find the secret passage that leads to the other side of the room. Go left. 9. Kill Loopers and Nocto. Go down. 10.Go left. 11.Kill Noctos, but stay on the tile you're on while you're doing that. As soon as you move, the earthquake starts. Jump straight to the left quickly. The lower left tile causes the door switch. Go left. 12.This giant Megaton will kill you instantly if you touch it. So, don't touch it. Avoid it by moving left one niche at a time when the coast is clear. The upper left tile causes the door switch. The lower left tile causes the Mirror, which you will again need. Go left. 13.Kill the Pirate Ghouls by using the Mirror like you did on the Dimhags. Also kill the Looper. Go left. 14.Hit the Silver Ball right in front of you. Grab the Rod of Sight, go into the upper passage, and hit the Silver Ball. The left tile causes the upper door switch. Go up. 15.Jump immediately forward off of the Sink tile onto a solid one which causes the door switch. The left and right tiles cause Double Hearts. This room demands exact timing with all the Sink tiles in it. Be careful. Grab the Double Hearts and go back down. 16.Get into the left passage. The upper tile causes the switch which opens the left wall. Go left. 17.The upper tile on the left side causes the Baseball Bat. Use the Rod of Sight here to reveal a Minie. Kill it and go down. 18.Get the Potion. The lower tile on the right side causes the door switch. Go up and then back right. 19.Get into the lower passage. The left tile causes the door switch. Go down. 20.Kill Loopers and the Nocto. Go down. 21.Kill Dodos. Go left. 22.Another Megaton. This one is harder. The right tile causes the switch which opens the left wall. Of course, the switch appears on the left side of the room. Follow after the Megaton as it's still going left (don't get too close), and duck into the upper passage. As it passes again, run to the switch. DO NOT GO UP! It's a dead end and when you come back you will be faced with an extremely difficult task of trying to hit the tile again. Just go left like you're supposed to. 23.The tile causes the door switch. Go up. 24.Just jump quickly across all the tiles to avoid the Noctos. Go up. 25.Kill the Big Bullies, but don't go right. That way leads back to the room with the Baseball Bat. And you will have to come all the way back around again. Instead, use the Rod of Sight to reveal a Minie. Kill it and the left wall will open. Go left. 26.The upper left tile causes the door switch. Go left. 27.Avoid the Stakes in this room by watching what line they're moving on and getting out of the way. Be careful, they CAN come through tiles. The center tile causes the door switch. The right tile causes Double Hearts. Go left. 28.Run to the left to avoid both the Stake chasing you and the Spears. But don't jump straight to the Up/Down tile because it will be going down. Instead, jump in place (over the Spear repeatedly) until you can jump across the Up/Down tile safely. Run to the left to avoid more Spears. The first tile causes the door switch. Go left. 29.One more Megaton. This one is very smart. You can't outrun it, nor can you use the strategy of moving up one niche at a time. What you actually have to do is stop it with your weapon. First, get it so that it's on your right side, then freeze it, run to the left, freeze it when it gets close, and keep running to the left until you reach the tiles. The upper left tile causes the door switch. The lower left tile causes the Mirror, which hopefully you will not need to chance getting since you should already have them unless you died along the way. Go left. 30.Kill Pirate Ghouls and Loopers. Go up. 31.Lots of unmarked secret passages here. Go through the one to the right, then walk all the way up, and back to the left through the other passage. Jump on the tile three times to start the water flowing. The ship will fill with water and sink. You'll then get back in Sub-C and travel north through the previously blocked strait. *END OF CHAPTER 5* *CHAPTER 6: REUNION* This area is very large, so follow these directions as best you can to try not to get lost. These directions are probably vague in some parts, simply because everything looks similar. Oh well, those are NES graphics for you. Go east between the two islands. There's a secret passage, find it and go through it, and then dock. Talk to the people in this village. Go back to Sub-C. Nav-Com will give you coordinates as to the whereabouts of Dr. J's location. His coordinates are in relation to where you are. Travel north and west until you can find black wavy water you can dive in. Dive and then dive in the wavy water east of you. You'll surface near an island with stairs. Go down the stairs to get a Big Heart. Go back in Sub-C, travel east and find the secret passage through the land. Travel south and you'll see a bunch of wavy water. Take the second one from the left. When you surface, travel south and dive in the bottom most wavy water. Then, take the wavy water just west of you. When you surface and start moving, Nav-Com will start screaming coordinates at you. Look for the secret passage going east through the land. Follow Nav-Com's coordinates until it says the signal stopped. Dive down. This is a little underwater tunnel. Go north through it. Just keep walking north and don't worry about the darkness. Follow the path until you find the cave entrance. Cave #1 1. Go up from the entrance. 2. Kill Loopers. Go up. 3. Get the Anklet. It increases your jumping power so you can now jump two squares instead of one. The tiles in this room cause chest switches. The chests contain Double Hearts. Go up. 4. Kill Muumus. Go left. 5. Jump across the bottom tiles to get the Anklet. Then kill the Octots. Go left. 6. Jump across the Sink tiles. Now carefully kill the Muumus. One of the tiles causes the chest switch. The chest contains Double Hearts. See the tile in the upper right? Jump from the top Sink tile towards it. Two tiles will appear. That tile that you're jumping towards causes a Potion. Go up. 7. Kill the Sea Creature. Go up. 8. BOSS: GIANT TURBOSS - He's just like Octo the Huge. Kill him the same way (except of course, you don't have the Snowman's power). The lower right tile causes the Anklet. Go left. 9. The tile causes the door switch. Go up. 10.Thought you were done? No way. There is more than one boss in this cave. Kill Armets. Go up. 11.This is tricky. There are three secret passages on the left wall, in the top, middle, and bottom. Go through the bottom secret passage. The tile causes the switch which opens the upper wall. Go back into the previous room again. 12.Go through the top secret passage. Get the Anklet. The tile here causes a chest switch. Jump down to the middle strip of land. Hit the Light tile and illuminate this room. Now hit the switch. The chest contains Double Hearts. The tile below the chest causes another chest switch. This chest contains Baseballs. Go up. 13.Get the Spikes, and use them to kill the Squidos. (Neat, huh?) Go left. 14.Avoid the fireballs being shot at you. Kill Armets. The upper tile on this side of the room causes the Anklet. The lower tile causes Double Hearts. Go over to the left side of the room and kill more Armets. The lower tile causes Double Hearts. Go up. 15.Kill Muumus. Go up. 16.Kill Loopers. Go up. 17.BOSS: BROKEN JOE - Wait until he comes out of the wall. Jump over his projectiles while throwing Baseballs into his open mouth. When he's dead, go up. 18.Go up through the exit. Follow the path all the way to the east, then go north until you reach the stairs. Go down them to find a Big Heart. Go all the way back to the beginning and then go north, east, and north again to find the big rock. Look at it and then go around it and then north to reach the next cave. Here's a neat trick you can do. After you get the Big Heart, enter the cave. When the game finishes saving, exit the cave and go back to where the Big Heart was. Voila! It'll be there again, and you can repeat this process until you have the maximum 22 hearts. However, once you complete the chapter, your hearts go back down to where they were initially. (Contributed by ) Cave #2 1. Do NOT go up from the entrance! Instead, go through the secret passage to the right. The third tile from the bottom causes the door switch. Go up through this door. 2. Kill Rats. Get Double Hearts. Go up. 3. Kill Noctos. Avoid the Knives the same way you avoided the Stakes earlier in the game. Go up. 4. Get the Asterisk. It's a weapon that fires out in front of you, then splits into two and goes perpendicular to the original flight path when you press the button again. Use this weapon to kill the Loopers easily. Go up. 5. Use the Asterisk again to kill the Loopers. The Urchin is like the Silver Ball of before. Get past it the same way and go up. 6. Kill Gadflies. The second tile from the left causes the switch which opens the upper wall, but go left first. 7. Get Double Hearts and go back right. 8. Kill Gadflies again or just run up. 9. Kill Noctos. Go up. 10.Kill Biters. Avoid the Fuzzies. You can't kill them, and they don't hurt you, but they will cause you to be unable to use your weapon for five seconds if they touch you. Go left. 11.Go up, around, and down. Get the Double Hearts. Walk left through the secret passage (don't go up). Get more Double Hearts. The tile causes the door switch. Go left. 12.BOSS: HOODOO DOLL - Jump over his projectiles and fire with the Shooting Star. You can use the Asterisk too but it's more difficult. The tile in this room causes a Sign. When the boss is dead, go up. 13.The tiles cause Double Hearts, an Asterisk, and the door switch. Go up. 14.Use the Asterisk to kill the Loopers. Get past the Urchin and go up. 15.The Rockys can only be killed when they're firing, but they can still hurt you when they dash across the room. You might want to use the Asterisk and "lead" them into the shot. Go up. 16.Kill Gadflies. The left and right tiles cause Double Hearts and an Asterisk. Go up. 17.Kill Rockys. Go up. 18.Kill Noctos. Avoid the Knives and get the Double Hearts. Go up. 19.Kill the Purple Muumu. Go up. 20.Kill Purple Muumus. Avoid the Fuzzies and go left through the secret passage. 21.Go to the bottom of the screen and jump down. 22.Get the Potion. The left tile causes the Asterisk. The right tile causes the switch that opens the lower wall. Go down. 23.BOSS: 2 HOODOO DOLLS - Same strategy. When dead, go left. 24.The tile causes the door switch. Go up. 25.Don't worry about the darkness. Feel your way along the wall to the left for a secret passage. It leads to a small room with a chest and some tiles. I believe there is a Potion in the chest. Return and go up. 26.BOSS: STATUES OF TWIN SUMOCHO - Basically stay at the bottom and jump over their bullets. The Asterisk is the perfect weapon against them. Make sure you're centered when you fire. When dead, go up. 27.Go up through the exit. Follow the path and you will finally meet none other than Dr. J. He'll explain what the heck's going on and let you pass. Continue along the path and go up the stairs when you reach them. *END OF CHAPTER 6* *CHAPTER 7: ALIEN SPACESHIP* An alien spaceship? Of course! Walk north into it. UFO This spaceship is very large and confusing, so follow these directions for the easiest route through it. You're going to skip some sections of it simply because you'll just fight tough Noctotles with little reward. So here we go: 1. Go up from the entrance. (Yes, even in an alien spaceship.) 2. Destroy the Turrets while jumping over their bullets. Get the Quadruple Hearts and go up. 3. Kill the Spaceman by shooting him while timing your jump over his bullets. Your timing has to be good against these guys, but if you've made it this far in the game, I imagine it's good enough. Go up. 4. Destroy the Turrets. Get the Pill. It will recharge your life to 22 hearts, but the extra hearts will gradually diminish until you get down to your actual maximum. Destroy the wall above the turret (it's weak). Go up. 5. Get the Spikes. Go back down. 6. Destroy the Turrets once again. Go right. 7. Kill Spacemen. Note the green ones are more powerful. Go right. 8. Destroy the Turret and Spacemen. Get the Ray Gun. You can use this effectively as a substitute for the Shooting Star if your life dips to below 6 hearts. Go back left and then down. 9. Kill Spacemen and grab another Ray Gun. Go into the Warp. 10.Take the upper Warp. 11.Destroy the Turret and Spaceman. Get the Quadruple Hearts and Potion. Go right. 12.Destroy the Turret and Spaceman. Destroy the weak wall above the Turret. Go up. 13.Get the Pill and go back down. 14.Destroy the Turret and Spacemen again. Go all the way to the right and then down. 15.Run quickly down to avoid the Flying Ships screaming at you. 16.Kill tons of Spacemen. Get the Quadruple Hearts. Go left along the bottom. 17.Jump across the bottom quickly. Shoot/jump any Flying Ships that get in your way. There's an infinite number of them so just keep going. Get the Ray Gun and go into the Warp. 18.Go into the Warp right next to you. 19.Go left. 20.BOSS: TWIN ROBOT SOLDIERS - Get the Anklet. You'll probably want to get rid of the Turret first. Then simply jump around avoiding bullets while firing at them with the Ray Gun. Don't let them touch you. When they die, go up. 21.Go up through the exit. You'll have a choice of three stairs to take. Two of them lead to each other. Take the one in the lower right corner to proceed. You'll find the first Magic Cube. It will turn your Shooting Star into the long-awaited Supernova. This weapon has full-screen range and twice the Shooting Star's power, but requires 11 red hearts (one full row) to use. Go into the next section. UFO Part II 1. Go up from the entrance. 2. Kill Spacemen, but get the Quadruple Hearts first so you can use your brand spanking new weapon. Go right. 3. Kill Spacemen and a Green Creature. Get the Ray Gun and Quadruple Hearts. Go right. 4. Kill Spacemen. Destroy the weak upper wall. Go up. 5. Get the Potion and go back down. 6. Kill Spacemen or just run right. 7. Kill Green Creatures and the Spaceman. Go right. 8. Kill the Spaceman. The red Stars don't stop coming from the hole, so shoot just enough to get past. Get the Ray Gun and Quadruple Hearts. Go up. 9. Kill Spacemen. Go into the Warp. 10.Kill Green Creatures. Go right. 11.Kill Flying Robots. Destroy the weak upper wall. Go up. 12.Get the Super Ray Gun and go back down. 13.Kill Flying Robots or just run right. 14.Kill Spacemen, avoid the Red Stars, and grab the Pill and Ray Gun. Go right. 15.Kill Flying Robots. Watch out for that nasty beam. Don't try and jump over it; you can't. Wait on the far left until it shuts off and then run for it. Go right. 16.Kill the Spacemen while staying on this narrow strip of land you're on. Run past another beam and go right. 17.Kill Flying Robots. Get the Quadruple Hearts and Super Ray Gun. Go up. 18.BOSS: JET-PACK JUMPER - Shoot at him from the center with either the Supernova or Ray Gun (the regular one). When he charges at you, jump to the sides and over his bullets. Return to the center when he flies back up. When he's dead, go right. There isn't anything in the secret room. 19.Kill the Spaceman. If you want that Ray Gun, be careful when you go after it. Destroy the weak upper wall and go up. 20.Get the Super Ray Gun and go back down. 21.Kill the Spaceman or just run right. 22.Kill Flying Robots. Jump across the Opening Tiles, which are sort of like Up/Down tiles. If you jump on them when they're open, you'll fall through the trapdoor and die. Get the Double Hearts and go right. 23.This part is tricky. Jump back and forth across the strips of land avoiding the Heat Panels. Try to alternate which side you jump to, that seems to work better. The Heat Panels cause 7 1/2 hearts of damage so be extremely careful. Gradually work your way to the right until you can go that way. 24.BOSS: OSTROID - You can't kill him with conventional weapons. You'll have to kill him another way. Shoot him with your Supernova or Ray Gun. They won't hurt him, but they will drive him back to the right side. Jump over the projectiles he shoots at you while laying down constant fire. When you can reach the tile, jump on it. Now go back to the left and hit the switch, which drops the right side of this platform you're on. During the time you went back to hit the switch, he may have recovered and managed to get onto the part that didn't fall. If this happens, shoot him rapidly, driving him back to try to make him fall over the edge. He'll be very reluctant to go, but it's not an impossible task. Just fire away. When he dies, go up. Follow this maze around and you'll eventually stumble upon the second Magic Cube. This one will give you as many hearts as possible (22). The spaceship will now take off and begin orbiting the planet. Uh-oh! *END OF CHAPTER 7* *CHAPTER 8: FINAL BATTLE* Walk up and you'll talk to this strange being named Zoda. (I think he's trying to use the telekinesis strategy that Andross used in Star Fox.) He tells you how pitiful you are, etc. Jamming bananas in your ears, you enter the tunnel. Tunnel 1. Go up from the entrance. (for the last time) 2. BOSS: ZODA - The boss already? Yes! He's really dangerous so don't mess around. Quickly grab that Ray Gun and prepare to use it. Do not touch this boss's hand or head because you will die instantly. Also, you may take, at most, one hit from the eyes he shoots at you. So here's your strategy: Stand in the center. If his hand appears, run to the screen opposite where it came from. It'll just miss you if you're fast. If his head appears, shoot it. Don't get too close because it moves randomly and can catch you by surprise. Jump over the eyes he shoots at you like every other projectile. Go back to the center after each of his attacks. With patience and a clear head, you'll win this battle. After Zoda retreats (and changes forms) go left. 3. Yes, you have to fight through one last cave/tunnel. Grab the Pill for a welcome life boost. Kill those Spacemen. Go all the way left and down. 4. Kill Spacemen and the new Window Spacemen. Go left. 5. See the trapdoor? JUMP INTO IT when it opens. You won't die. Trust me. 6. You'll fall into this crowded room with a bunch of Spacemen already in it. Kill them all. You'll probably take some punishment but don't worry about it. Try and save the Pill until this battle is over. Get the Ray Gun also. Go up. 7. Get 3 Potions (you'll need them) and the Super Ray Gun (you'll need that too). Go back down, right, and into the Warp. 8. You'll end up back in the first area again so head back to the room with the trapdoor. This time don't fall in but go left instead. 9. BOSS: MAIN ENGINE - Here's a toughie. Don't go all the way to the bottom because Red Stars will constantly hit you. When the trapdoors open, quickly shoot the Spaceman who jumps out. Then, stand on the center trapdoor and fire at the core with the Supernova or Super Ray Gun. It changes appearance as it's taking damage. The main problem is, it heals itself a certain amount each time it closes up. You have to "stay ahead" of its healing enough. Just shoot as fast as possible when it's open. But, when the bottom trapdoors open, quickly jump off the center one and kill the Spaceman. You don't want to fall into the trapdoors because you'll land back in that room with all the Spacemen and have to warp all the way back to the start again, which is very frustrating at this point. When you finally best the Main Engine, go left. 10.You can shoot this constant stream of red creatures to recharge yourself since they often leave Hearts and Stars. You'll need all your health for the next battle. 11.Go up as far as possible into the next room. 12.BOSS: ZODA II - Oh boy. The last boss. Ya psyched? Here goes. Stay as far away from him as possible, but keeping him on the screen. Fire at him with the Supernova. You'll want to make every effort to keep your life level above 11 hearts because you need the Supernova's range against him. Jump around to avoid his bullets. Be very careful when jumping, it's very easy in this room to make a mistake and jump into a pit. You would then need to start all over again, which is a giant pain, so stay focused. Zoda can jump long distances too so be prepared. Just play keep away with him and don't ever let him get close to you. You can use the regular Ray Gun if you can't use the Supernova. Don't use the Super Ray Gun because its range is too short. After enormous punishment, Zoda will finally die. Go up to the exit. 13.Get the last Magic Cube and then, well, see what happens! *END OF WALKTHROUGH* This walkthrough was written by me, Joshua Harring (harring@student.umass.edu). Feel free to email me if you spotted something missing or incorrect. You may distribute this guide to whomever and also post it on any webpage as long as credit is given. Thanks to Jeff Veasey at www.gamefaqs.com for posting this, DrewJB@aol.com for the enemy names and other stuff, and Sankser316@aol.com for the Chapter 6 trick.