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Marvelous: Another Treasure Island (a/k/a Marvelous: Mouhitotsu no Takarajima)
(c) 1996 Nintendo for the Super Famicom
Marvelous FAQ/Walkthrough v.1.7 (March 14, 2003)
This FAQ/Walkthrough is (c) 2001-2003 Matthew Danyeur (a/k/a KirbyManiac).
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0. T A B L E O F C O N T E N T S
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I. INTRODUCTION
II. VERSION HISTORY
III. READING JAPANESE
IV. CHARACTERS
V. CONTROLS
VI. ITEMS
VII. WALKTHROUGH
VIII. COPYRIGHT INFO
IX. THANKS AND FINAL WORDS
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I. I N T R O D U C T I O N
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Greetings! This is the one and only (at least as far as I know) walkthrough for
Marvelous: Another Treasure Island (or, in Japan, Mouhitotsu no Takarajima), now called
Marvelous from here on after. Anyway, Marvelous is a, well, marvelous action/adventure
game from the fine folks at Nintendo. For anyone who has played the Zelda series by the
same people (and who hasn't?), this game will be somewhat easier to relate to. However,
Marvelous has some innovative ideas that makes it unique from the Zelda games.
The unfortunate thing is that Marvelous is a Japan-only game, which means that to get
anywhere, you need to be either fluent in Japanese, have some translation tools and a LOT
of patience, or get a patch for the ROM (although I don't know of any patches that exist
currently. However, the folks at Warrior Translations (now STA! Translations, and their
URL is now http://stat.freehomepages.com. I won't tell you what STA! stands for, because
it's just a bit obscene) were supposedly in the middle of making one, but I don't know if
they still are). Because the game is in Japanese, my progress can be stop-and-go (although
after a HUGE roadblock in my progress I ended up practically blazing through the first
chapter of the game).
If you happen to possess a certain issue of Nintendo Power featuring Mario Kart 64 on
the cover (which a friend of mine does), you may find a four-page preview of Marvelous in
it. Most of the information I originally obtained on Marvelous came from there, so for you
readers out there who also have it, you'll recognize a lot of the info (names, etcetera).
As the title of the game may suggest, Marvelous is loosely based on Robert Louis
Stevenson's classic novel Treasure Island. The plot of the game centers around three boys,
a band of monkeys, pirates, and the treasure of Captain Marvelic. One of the innovations
of the game are the three boys' individual skills (a la The Lost Vikings), which are not
always used by themselves, but sometimes together. Each of the boys also gets a different
array of items to use. Finally, the game makes use of a "search mode" that is activated
with the A Button, and can help provide clues or enable certain actions to be made.
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II. V E R S I O N H I S T O R Y
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v.1.0 (August 9, 2001): First version of the FAQ, with a walkthrough for about one-third
of the first chapter or so.
v.1.1 (October 16, 2001): Good things come to those who wait. This FAQ has been heavily
updated and renovated, with a walkthrough for the entire first chapter!
v.1.2 (December 1, 2001): ATTENTION: Someone named Ritchie recently offered to send me
hints for the game. Hotmail says that your e-mail address is invalid, so if you're reading
this, please send the information. Arigatou!
v.1.3 (June 30, 2002): Although I haven't continued with the walkthrough just yet, I've
cleaned up what I do have, like CORRECTLY translating the kana for the boys' names. Yes,
I was once HORRIBLE at translating Japanese... but I've gotten better, I think.
v.1.4 (July 10, 2002): What? Another update already? Well, I've hit a snag in my progress
through the game, so I'm updating my guide with what I have now. You know that sooner or
later, I'll find the way to continue! After all, it's always happened before!
v.1.5 (July 22, 2002): Yep, just like I said, I'd find the way to continue! I guess I
shouldn't be so hasty in saying I'm stuck. It's not good to give up easily, you know.
v.1.6 (February 17, 2003): What?! An update?! Yup! ^_^ Just goes to show that with the
right motivation, anything is possible! Besides, the game isn't even close to over!
v.1.7 (March 14, 2003): Woo-hoo! Completed the game up to the third chapter! That raises
the completion of this FAQ/Walkthrough to about sixty percent! Excellent!
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III. R E A D I N G J A P A N E S E
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If you are completely clueless on how to read Japanese, you won't have a clue what to
do in Marvelous (without the aid of this walkthrough, anyway). If you'd like to try to
translate the game's dialogue for whatever reason, here are some handy resources:
http://www.csse.monash.edu.au/~jwb/wwwjdic.html
An excellent place for all your Japanese needs, although I mainly use it just for its
English <-> Japanese dictionary. Because it gives the Japanese in kana and not romaji, you
need to utilize either of the two sites below to find the romaji from the kana (unless
you've practiced enough that you know some of it off the top of your head).
http://www.trussel.com/f_nih.htm
A wonderful English <-> Japanese dictionary, this not only displays the kana and kanji for
the Japanese words, but it also shows the romaji as well. It's now the dictionary I use
the most (unless the server isn't working, in which case I turn to the site above).
http://www.geocities.com/Tokyo/Shrine/7047/index.htm
It's supposed to help you write in hiragana, katakana, and kanji, but it also doubles as
helping you write the romaji for them too.
http://www.nihongoweb.com/kana.html
Another decent source for hiragana and katakana.
http://www.kanjisite.com/
EXCELLENT for finding kanji! Just be ready to do some long, hard looking (it's worth it!)
http://www.geocities.co.jp/Playtown-Yoyo/4424/ma-top.htm
One hint site Ritchie used to get the tips he sent me. Use BabelFish to translate it.
Marvelous uses all three types of Japanese writing: hiragana, katakana, and kanji.
Hiragana: Used for Japanese words. Characters are usually pretty loopy and don't have too
many straight lines.
Katakana: Used for names and words from other languages. Characters usually consist of
straight lines and/or not-too-sharp curves.
Kanji: Pictograms taken from the Chinese language. Any characters that look highly
elaborate are most likely kanji.
There are SOME English letters in the game (you can name your save file with English
letters, and often you'll see the word OK in the text, usually as a command. There's also
another menu command that says "EXIT").
At http://home.netvigator.com/~tarot/Games/Marvel.html there's a review of Marvelous.
It "foreshadows" certain events in the game and supplies some more information (such as
Pillac the parrot's and Captain Marvelic's names, as well as the real name of the "Jewel"
item: Luck Rock).
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IV. C H A R A C T E R S
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Deion (a/k/a Dion): Dion's short in stature, but not in skill! Often times he's the leader
of the group, and since he does run slightly faster than the other two boys, that's a good
idea. He loves to run and play softball, and the Sneakers let him dash with super speed
like Link and the Pegasus Boots (hint hint)!
Makkusu (a/k/a Max): He's a stout figure with a heart to match. Max's hefty bulk is an
indication of his mighty strength, and he's also quite adept at swimming. Aside from
swimming, he also enjoys soccer, and with a pair of boxing gloves on hand (literally, I
might add), he can deliver a mighty knockout punch that can deal with any adversary.
Jyakku (a/k/a Jack): With his tall height and big glasses, Jack can be easily mistaken
for Jou Kido from Digimon. He's the brains of the group, and loves to tinker with things,
from simple to complex. He also has decent jumping skills, and a good pair of boots can
help him leap over obstacles and search ahead for ways to help his friends continue on.
Miss Gina: Is she the only adult in charge of the whole camp? She tries to teach you the
basic controls, but with people like me she's not terribly helpful. Oh, she also has the
stereotypical fear of mice and the role of
on a lock on his chains. Unfortunately, you don't have a key! Don't worry, it's close by.
Return to the fish pond and use Jack's Fishing Rod to catch fish until you land one holding
the Chain Key! Return to Jim and unlock his chains with it. He'll talk for a moment (he
mentions the L Button and a TV, but I don't understand the significance of that).
Switch to Jack and use the Boots to leap the small hole past the "do not" sign. When
you proceed north to the next screen, you should see another Luck Rock riding a leaf.
Ignore it for now. See those footprints? Walk to the spot where they stop. Jack should end
up falling through the floor back into the cave that led to the pirate ship. This time,
you'll land right on top of the Rope!
Go back to where the footprints are and jump across the river. Go down and right to a
round boulder. Now use the Transceiver and switch to...let's say Max. Have him go back to
the fish pond (grab the Luck Rock that was riding the leaf with the Goggles to raise your
total to 41). Now walk up the east shore of the river until you end up on the opposite
side of the boulder. Switch to Dion and have him join Max on the same side. Now use the
Teamwork command and repeatedly press A to lift and toss aside the boulder. Cancel out of
Search Mode and reform your team.
From the boulder's former resting spot, head north. See the two trees, one on each
side of the stairs? Use Dion to ram the left tree and get the 42nd Luck Rock. Now head
east. On this screen, you'll see moving sands to the right, and Winkey the monkey up
above. The sands fall into a pit, which you should fall down once to get the 43rd Luck
Rock (in the same cave that the Rope was in). Now make your way back to the moving sands
and use Jack to leap the gap. See the small rocks below? Push them into the sand stream so
they create a bridge for Dion and Max to cross. Repeat the jumping and bridging process
with the second sand stream to the right. Now you'll wind up in a dead end with some
wooden planks. Use the Item command and select the Rope. Wow, look at Jack work! When he's
done, you have a handy ladder to climb. Up here are three tomatoes and a note. If you get
hurt, you can restore your life by collecting a tomato (they can't be picked up like other
items, and can't be used at all if you're at full life). OK, look at the ground, which is
both grass and dirt. In the middle of the dirt area is a small grass patch that looks like
a triangle...or maybe an arrow? Notice how it points north? Follow it straight up through
the gap between the trees...(all you emulator users out there can see this exit by turning
off the correct background).
Immediately take notice of the red parrots flying through the trees. They can hit you
and cause damage, so always keep an eye out for them. There are also some chests that can
be reached by passing behind certain trees. To reach the blue-topped chest you should see
immediately on your right, take a step or two up and then move right. Use Jack's Blue Key
to get the 44th Luck Rock (sheesh, some treasure!) In the upper-right corner is a red-
topped treasure chest that is reached in a similar fashion. This has a better prize: the
Baseball Mitt! When Dion has it equipped, press B to serve up a boomeranging fastball! If
you have good aim and timing, it can dispatch the parrots and keep the team safe. From
here, continue left, and almost immediately you'll see a green-topped treasure chest.
However, like Jack, Max simply gets another Luck Rock, for a total of 45. Eliminate the
parrots if you want, then follow the path to find the exit in the lower-left corner.
When you exit, you'll spot Winkey, who you saw earlier. Talk to him(!), then walk
past...hey, he's blocking your way! Hopefully you're not against a little more animal
cruelty, because now you need to give him a good hard pitch from Dion's Mitt. Now that
Winkey's back is turned towards you, examine it again. Hey, there's a zipper! Use the ?!
command and grab the zipper and pull it down. Hey, that's not Winkey, it's one of those
midget pirates! He's apparently no bark and no bite, because he dashes off once he
realizes he's been discovered. Good riddance!
Head left now that the path is unblocked. At the top of a small flight of stairs is
another round boulder. Surround it on the left, right, and top so you can use the Teamwork
command and get rid of it. Reform your team and...don't head left just yet. Another of the
bite-sized buccaneers is manning a line of fans to blow you off the cliff. Getting by is
rather simple, though. Use Dion's Sneakers to dash straight to the left and you'll get
across faster than the pirate can switch fans to blow you away (assuming you don't hit
anything). You shouldn't need to press up or down to dodge objects if you started your run
from the right position.
Once you're past the fans, head up to the next screen, then left. One of the first
things you'll see is a dog running around a tree. There's something written in the dirt
directly below the tree. Upon examining it, you'll see that it says SOS, and there's also
some footprints heading up to the tree. Who wrote it? The dog can hurt you if it runs into
you, so zap it with Dion's Mitt. Hey, there's something moving under the tree! When Search
Mode zooms in on it, you'll see what looks like a Santa hat peeking above a root. Use the
?! command on it and it turns out to be...some tiny elf or something by the name of Polly.
Have Max talk to her and she will "join" you as an item!
Watch out! The dog has called reinforcements! You are surrounded from the top and
bottom by eight dogs (there's a pirate on the upper side riding a ninth one). Keep your
distance and dispatch of the mutts with Dion's Mitt. The first time I got this far, I
didn't get Polly until later and the pack of dogs didn't attack. I don't know if getting
her now triggers this or if hanging around this area too long triggers it (since the first
dog was chasing Polly I would think the former is true). At any rate, if you can pummel
any of the dogs three times in a row, it drops two tomatoes.
There are two Luck Rocks floating on leaves back and forth in the water out to the
left. Use Jack's Fishing Rod to snag them. Walk north and you'll see another note, which
is another map! Walk to the left and cast the Fishing Rod out again. Another Luck Rock
should float down from above. Snag it now because you only have this opportunity to get
it! If you snag all three, you should now have 48.
Continue up and right. You should see a waterfall, and down comes...you guessed it,
a Luck Rock on a leaf. Follow it to the fish pond and grab it with Max's Goggles. You now
have 49. Go back to the waterfall. Look for a gap in the fence (you can step on the leaf
at the edge) and have Jack jump over the river at that point. Here you'll see a fenced-in
area with another pirate robot. This one makes a complete turn in place, then shoots out
water and repeats. Notice the leaves that are nearby? If you can get the robot to water
them, you'll be rewarded for your efforts. Notice that two of the squares in the fenced-in
area are darker? Those are hint for two places to make the robot stop.
Use the Item command on the robot and select the Remote Control. Now you have to give
the robot an eight-step "program" for it to follow. Use left and right to choose the step
number (1-8), and up and down to choose the step direction (up, down, left, right). Here
are the programs I suggest (although you can try to make your own if you want):
First program: Down, down, down, left, left, left, up, up.
Waters the leaf at the top of this screen, turning it into a Rock.
Second program: Left, left, left, down, down, right, left, right.
Waters the leaf inside the fence, turning it into a Rock. Use the Fishing Rod to get it.
Third program: Right, right, right, down, left, left, left, left.
Waters the leaf across the river, turning it into a giant leaf bridge for Dion and Max.
Use the second program right after the first program, and the third program right
after the second program. After making (and getting) the two Luck Rocks (totalling 51) and
creating the leaf bridge, have Dion and Max join Jack and continue right. Go down, right,
and up and you'll spot a pirate, who escapes by going through a pipe. Dion is the only one
who is small enough to follow, so when he enters Max and Jack automatically separate from
him, and that's all right.
Through the pipe and up the stairs, you'll see some items floating on leaves. Until
Jack can get here, though, you can't reach them. Walk left and up to see a red-topped
treasure chest! But...oh no! The pirates have trapped Dion! Or have they? Talk to one of
the pirates and look at what he says. He mentions the number 1 thrice and the number 2
once. You need to talk to the pirates in the right order (using the ?! command) to trigger
your escape. The correct order seems to be bottom, right, left (although it might change,
but I've yet to see that happen). Talk to the bottom pirate and he mentions the number 1.
Now talk to the left pirate and he mentions the number 2. Now talk to the right pirate. If
you did it right, you'll hear a ring (if not, start over with a different order) and you
have to make a choice. Pick the top option (the bottom option repeats the text) and each
pirate is conked on the head with a rock. Winkey drops down and the pirates run away. Now
the other monkeys come, lift up the cage, and walk away with it. Winkey returns and says
something, then leaves again. Now you can open the chest and claim the Hammer! Remember
the Hammer from Zelda III? You use this one the same way (bash down any pesky stakes).
Return to where Max and Jack are. From here, go right, between the other two pipes.
You'll find four round boulders on this screen. Lift them all up, because two of them have
Luck Rocks underneath them. You should now have 53. Go back to the pipes, where you will
find another exit in the lower-right corner. It leads to another Rock. Go back, and below
the straight pipe is a stake for Dion to hammer down for YET ANOTHER Rock. To the left of
the straight pipe is another map and a cave. Enter and smash down the stake so you have a
quick shortcut back to camp (this is the cave Winkey took you through).
Go left from the pipes back towards the watering robot. There's a path heading north
before you get there that is blocked by another stake. Here is a secret cave containing
twelve tomatoes and the 56th Luck Rock. Now go back to the straight pipe. The stakes on
the left of it don't have the little "knobs" on the top and can't be hammered down, so you
can only smash the ones on the right. Hammer them down and position all three boys along
the left side. When you use the Teamwork command, you'll have to push right on the Control
Pad AND repeatedly press A. You'll figure out why when three pirates come by and try to
stop you. If you can outpush them, you'll clear a path north for all three boys. Watch out
because they get a second wind when you've almost won, so keep hammering the A Button to
beat them, then proceed north.
Now Jack can use his Fishing Rod to snag the Luck Rock on a leaf. There are three
tomatoes there as well, but unless you're injured, don't bother. Go left and hammer down
the two stakes so you can proceed up and enter more caves. The first thing you'll see is a
mining cart. Have Dion jump into it. In the upper right corner is a pesky pirate that is
trying to stop you by changing your cart's path, sending you along another path that leads
back towards the entrance. Get rid of him with a well-placed ball from the Mitt. When you
ride the other path you'll end up at another screen with cart tracks. First, walk along
the tracks (don't hop in the mine cart) back to where the pirate was. On this side of the
room are two Luck Rocks, for a total of 59. There's also a ladder in the upper-left corner
of the room. Have Max and Jack go down it. At the end of this room is a gate with three
switches on the floor. Max and Jack can each step on the one on this side, leaving Dion to
find a way to the other side so he can step on the last one and raise the gate.
Use the Transceiver to switch back to Dion and run back along the tracks to the upper
room. There are quite a few mine carts running along the tracks (with pirates or boulders
in them). You have to try to run (yes, on foot!) against the flow of traffic (there is a
jump you can't leap over if you try going with the traffic, so you can't go that way) by
using the "waiting spots" that appear periodically along the tracks. Among the mine carts
is one carrying several tomatoes. Right after it passes is the longest waiting time before
another cart comes, so the best time to make your moves after it comes by (although there
are other times where you can make shorter runs). Look closely to find the next "waiting
spot" while you wait so you know where to run to. Dashing with the Sneakers is likely to
screw you up, so don't bother unless you have excellent control with them. Save states are
a really big help here. The goal is the platform in the upper-right corner (where there is
an exit). Reach that spot and the pirates race ahead of you, clearing the tracks of carts.
(Heh heh, one of the pirates accidentally runs into the wall ^_^). At the very end of the
tracks (where the jump is) there is another Luck Rock, so snag it after you complete the
"puzzle" and the carts are gone. Let's see, that's 60 now? Enter the next room.
Don't stand still in this room, as rocks are raining down from above! See that door
at the top? Dash into it to make it fall off. Yep, it's a trick set by the pirates! Look
to the left. Erk, is that blood on the floor? I hope not. Dash into the wall right above
it. Hey, not only is that wall fake, but that puddle is red paint dripping down from a
paint bucket the pirates had up above! They enter the door concealed by the fake wall and
slam it shut. By the way, whenever you ram something here, it causes a short shower of
smaller rocks to rain down from the ceiling for a moment. Like the larger rocks that also
rain down, they can possibly hit you and hurt you (so if you don't want to be "ripped-off"
you can make a save state here and reload if you do get hit). There is a ladder in the
upper-right corner, so go down (er, fall down) it.
Go straight down and you can step on the third switch and raise the gate, letting Max
and Jack through. Ram the wall near the gate to make a Luck Rock fall from the ceiling. In
the upper-left area are two tomatoes and four chests. There is one chest of each color and
one chest with all three colors on it. Only the blue and green chests have items in them
(more Luck Rocks. 63 should now be your total). The red and multicolored chests are empty
(and if those pirates did it...) With the team reunited, head up the ladder back to the
avalanche room.
Below the ladder are some logs. Ram the pile that's not roped together to make one
fall off (make sure that rock shower doesn't hit anyone). Use the Teamwork command on it
to pick it up. You're supposed to use it as a battering ram to bash open the locked door.
Move around with the Control Pad and charge forward the same way you use the Sneakers.
When you hit the door, not only does it open, but three Luck Rocks (and a shower of plain,
life-damaging rocks) drop down. With a total of 66, enter the door.
Ack! Stupid pirates! With a monkey-like laugh they beat the boys silly. Don't worry,
now you've found Miss Gina...and the pirates' big, bad, buff boss. With his own theme
music, dance, and ego, the leader moseys on down and thieves the Crystal Orb from you
(notice how the boys aren't even tied up? Dion is actually standing up when the boss comes
down and takes the Orb). The boss gives the Orb to one of the pirates, who places it on
some sort of pedestal. Electric energy charges up the Orb, and the double doors beyond
open up. The boss gives the boys a good laugh, then the pirates take Miss Gina and enter.
The pirate boss approaches the door, laughs again, and...the door shuts in his face right
before he can enter. After a moment of confusion (and banging on the door) he turns and
grabs the Orb...and gets a good shock. He goes flying, and the Orb rolls out a cleft in
the rock wall to the right. Pillac flies in, lands on the leader's body, and says
something. No, the boss isn't dead (probably drained of energy, though). Reform the team
and go chase after the Orb. After a mysterious and mystical scene, the Crystal Orb becomes
the Red Crystal Orb! Just then, the passage starts to fill with water, and a huge tidal
wave tosses the boys out into the pond, then down a whirlpool, through the pipes, all the
way to the deck of the pirate ship!
Go down and you'll see Winkey in front of the door again. Follow him inside. He stops
in front of a door with a large keyhole. If you didn't get Polly yet, get her now, because
you need her. Use the Item command and select it so it can pick the lock and open the
door. Follow Winkey inside the control room. Talk to him and Pillac will come in and take
the Crystal Orb, placing it onto a "control panel." Now he tells you to put 10 Luck Rocks
into the furnace in the engine room. Looks like it's time to start this thing up for real.
Go to the engine room, step on the switch to open the furnace, use the Item command,
and select the Luck Rock to toss ten into the furnace and fire it up (pun fully intended).
Now return to the control room. I hope you've done everything on the island you wanted to
because after the next step, there's no turning back. To the left of the control panel in
the control room is a giant lever. Position the boys above it and use the Teamwork command
to push it downward. The engine starts up, the bridges retract, and you're on your way!
Now Pillac has flown off the steering wheel, so examine it with search mode. Use the
?! command on the wheel. When the needle on the Crystal Orb points straight up, two lights
on the control panel flash blue. Push A the moment it turns blue to steady the ship's
course. If you miss, try again. The needle moves erratically, so it can take a moment for
it to even get close to pointing forward.
Once the ship is heading straight, go outside onto the deck. Above you there is a
green parrot sitting on a "stump" (a former mast?) It says something, then flies off. Go
back into the control room and pull the lever back to its original position (arrange the
boys along the top of it and use the Teamwork command to pull it up). Now exit the ship
again to begin the next chapter!
- CHAPTER 2: PIRATE BENSON -
From the deck of the ship, go east to set foot in a new place. You can clearly see a
Rock sitting on top of a tree, so knock it down by dashing into it. Straight up from here
is a tombstone guarded by a pesky crow, so don't bother since it can hit you before you
can hit it with the Baseball Mitt. There is a small gap in between the trees to the right
of this grave, though. Squeeze in and get rewarded with TEN LUCK ROCKS! Emulator users can
see this hidden treasure by turning off the right background(s). East of here are a few
more graves. The one in the upper-right can be looked at, but there's apparently no reason
to do so right now. Walk straight down from the two graves next to each other to nab a
mostly-hidden Luck Rock. Your total should be now at 68 (you didn't already forget about
putting ten Rocks in the furnace on the ship, did you?)
Go southeast to enter an Old West town, which consists of three screens (which I'll
refer to as lower-left, upper-left, and upper-right). You can use the Item command with
most of the people you come across, but you don't have the item they're interested in yet.
From the way it looks I think there might be a drought going on. In the upper-left area of
the town, the upper-right house has another Rock behind it (partially hidden). In the
lower-left screen below the house with no door, there is yet another Rock in a farmer's
garden (use the Fishing Rod to grab it). Also, enter the sheriff's house on this screen
and talk to him to get a Bone. In the upper-right screen, in the upper-right corner, there
is one more Luck Rock behind a fence (use the Fishing Rod again). You should now have 71.
Also on the upper-right screen is a mean ol' bulldog, whose bark is apparently worse
than his bite (he doesn't seem to be able to hurt you). If you give him the Bone with the
Item command, he'll chomp it up and go to sleep. However, he blocks a path leading out of
town. If you already gave him the Bone, the sheriff will give you another one. You need to
use the Item command and place the Bone in the food dish near the dog instead. He happily
walks over (ON TWO LEGS!) and chomps it down, promptly falling asleep. Now you can pass by
to the next area.
This place is known as the 'pond of death', and it is nearly barren except for some
nasty flowers that have have made their home in the sand. To defeat one, follow its stem
from the flower to the end, where the "tail" pokes out. Hit it with Dion's Mitt or Max's
Cleats to open the flower, then quickly hit the flower with Dion's Mitt before it closes
to defeat it and get a Luck Rock for your effort.
Start by going down the stairs in the upper-left corner. Attack the tail directly to
your right, then hit the flower right below you when it opens. Get the Luck Rock (72) and
stand next to the end of the pier sticking out. Another tail is to your right. Follow the
stem south to find the flower it belongs two south of four rocks. Hit the tail and run to
the edge of the rocks so you can fire the Mitt over them and hit the flower. Get the 73rd
Luck Rock and switch to Jack.
There are three flowers left on this screen, each blocking its own exit to the east.
The southernmost one has the path to its tail blocked by rocks. There's a hole next to the
flower. A well-place jump by Jack can get him past it (jump earlier than you think to keep
from landing in another hole a few steps below that one). The eight rocks blocking the way
to the tail are arranged like this:
()() () Push the southermost stone left or right, then push the one that was right
()()()() above it up or down to clear a way for Max to come in and kick the tail with
<-()-> the Cleats so Dion can hit the flower with the Mitt (74 Luck Rocks).
Now you can go southeast and go to the other screen of this area. It looks like it's
a dead end, but the holes in the ground (if you don't already know) send your characters
to another spot on the screen. Switch to Max, since he's the only one you'll need. Drop
down the one hole you can reach to end up in the middle of four others. Drop down the one
on the right to be sent straight down. Enter the hole on the right again to land near two
Rocks (75 & 76). Enter the topmost hole and end up below a bridge. Enter the only hole
that can be reached from here. Avoid the other holes and flowers and go straight to the
left to return to the left screen from the central exit, where you're stopped by a tail.
Use the Transceiver and switch to Dion, then make him take the southern exit and stand
near the flower that owns the tail Max is next to. Switch to him and kick the tail with
the Cleats, then quickly switch to Dion and bean the flower with the Mitt (77 Rocks). Now
you can also reach the tail of the last flower on this screen. Kick it and peg the flower
for the 78th Luck Rock.
Now the upper-right path is clear. Have only Max follow it, because it leads to the
tail of the flower in front of a cave on the right screen. Put Dion in position and give
this pointy plant a good ol' "one-two" kick 'n' punch (79 Rocks). Have Max and Jack join
Dion and enter the cave (actually, you may want to have Dion go in single, but it won't
matter, and I'll explain why).
The reason is that the cave is infested with scorpions. Only the lead character can
be hit and take damage, which is why it doesn't matter if you bring all three inside. The
thing, though, is that sometimes their sprites may partially hide the scorpions', making
it hard to find them. Hit a scorpion once with the Mitt and it charges at you, which only
makes it an easy target to hit a second time, defeating it and getting a Luck Rock. There
are eight of the little buggers, so you should have 87 Rocks when you're done. Watch out,
because if you let an "injured" one stay alive it moves noticeably faster than before. It
is very possible to hit multiple scorpions at once, making it easier when they all charge
at you at once and get defeated at once when you hit them again. Don't worry too much if
you lose a lot of life, but still survive the encounter, since you'll have an opportunity
to restore your life quickly. Follow the caves to find another exit (if you sent Dion in
here solo, don't bother rejoining Max and Jack just yet).
When you exit the cave, go south and over the bridge. Here is the last flower in this
area, at the top of the stairs. Its tail is at the bottom of those stairs. Switch to Max
and use his Cleats to kick the tail and have Dion's Mitt dispatch the flower (88 Rocks).
With the entire area clear of these pesky weeds, reunite the team and go on over to the
house near the bridge (first, head down from the house to get the 89th Rock).
Inside the house is the Indian maiden, Cisco, who has a small man hiding behind her.
There are two tomatoes in the lower-right corner in case either the scorpions or the
flowers have hurt any of the boys. Talk to the woman and the man comes out of hiding. Talk
to him and he leaves (if you go back to town he's in the sheriff's office). Talk to Cisco
again (she pleads for something, or so it appears) to get the Flower Wreath.
Go back to the seaside graveyard west of town. Carefully aproach the upper-left
grave that the crow is guarding. Talk to him from afar with Search Mode and use the Item
command, selecting the Wreath. The crow takes it and puts it on the grave, then celebrates
a little before flying off (now you can find him back at Cisco's house). Examine the grave
and use the Teamwork command to push it up to reveal a secret alcove. Look at it to get
the Photograph! Now you get to look at what it is a picture of. Hmm, two pirates...and the
Crystal Orb! Who are these pirates, and why do they have the Orb?
The Old West townspeople, not to mention Cisco, all have something to say about the
Photo when you show them it with the Item command. Try entering the upper-left house on
the upper-right screen. Look at the pictures on the wall. The people in them sure look a
lot like the ones in the Photo! Now enter the upper-right house on the upper-left screen.
Showing the picture to the man pumping water causes him to show you a piece of paper with
three clock faces on it, each showing a different time. From left to right, they are:
10:00, 9:30, and 10:30. Where can we use these clues?
Run into the barrels outside the water-pumping man's house to get the 90th Luck Rock.
Now return to the house with the portraits of the people in the Photograph. You can now
enter the door the old woman formerly blocked. She is in this new room, so talk to her and
she'll produce another piece of paper. This has what appears to be three steps to doing a
certain task written on it.
See those windows on the wall? Well, they don't look much like windows since they're
so dirty. Remember how you reached the switches by standing on each other's shoulders? Do
the same thing here (Max goes on the bottom, don't forget!) to reach them. Using the ?!
command enable you to clean the panes by repeatedly pushing A after moving the cloth over
each pane with the Control Pad. There are two windows and three panes each, for a total of
six. Once you do that, the first task on the old woman's piece of paper is circled in red,
and the room is no longer dark!
The next task is to cover that hole in the floor. Walk over to the wooden plank with
three posts sticking out of it. Use the Teamwork command and repeatedly push A to pick it
up, then maneuver the boys so when you push A it drops on top of the hole. Use the Hammer
to smash the three posts down and complete the second step!
To complete the third step, align the boys along the left side of the table on the
right side of the room. Use the Teamwork command and pull it left to the middle of the
room. You're only half done, though. Move to the right side and use the Teamwork command
again. This time you're PUSHING the table so it can be moved all the way to the left wall.
Congratulations, you've completed all three steps!
The old woman is grateful for your help and points you back to the front room. You'll
get a wonderful(?) gift in the form of 10 Luck Rocks! All right, you have 100! Now take a
look at the model ship on the desk. Grab it with the ?! command and push it up. You'll
reveal the one and only Mansion Key! Pick it up with the ?! command. Have you already seen
a place where this might be used?
The mansion to the right of the old lady's house has a locked front door. Yep, the
Mansion Key you just got is used right here. Enter the house and immediately approach the
clock that is at the top of the stairs (the doors don't open). Use the ?! command and move
the hand over the minute hand on the clock to automatically grab it. Push left to move the
minute hand to the half-past position (straight down) to make the time read 9:30 and a
red light lights up on the clock face. Next, hold right until the clock reads 10:30 and a
blue light lights up. Now the clock shifts to the left, revealing a hidden passage (isn't
that a rather overused place for hiding secrets?)
Whoa! After some bright flashes and blue electricity, who should appear but a red-
clothed pirate! He sees the boys and is surprised, then exits the house. Where could he
be running off to? Well, you won't find out just yet...
If you enter the secret passage the clock hid, you'll find a room FILLED with more
clocks! Try examining several of the clock faces. Some of the clocks' minute hands fall
off when you move them, others' hands automatically go back to a 10:00 position, and even
others' hour hands spin wildly when you grab the minute hand.
The clock you want to examine is the purplish one with the rounded top, located near
the left side of the room. Repeat the minute-hand-moving procedure you used on the clock
blocking the passageway to set off all of the clocks. Whoa, you're warping back in time!
When it stops, exit south.
You should see an Indian and a glass ball on the lower floor. When you approach,
three people who look like they came from an African tribe come in, tie up the Indian,
and skedaddle with the orb. Now the sheriff comes in and drags off the Indian (still tied
up). Before leaving the house, you can play a sort of minigame in the upper-left room.
If you enter the room (only Dion can enter), you'll see a large machine on the floor
and a small oven-like container in the upper-left corner. Use the Item command to put two
Luck Rocks into the box and the machine comes to life, and two life meters appear (one for
Dion, and one for the clock machine). This thing moves left and right, occasionally trying
to jump on you. Using Dion's Mitt, you want to hit the doors on the front of the machine.
When you successfully do this, watch the clock hand on its face. When the hand hits 12:00,
the door opens, releasing one, three, or five birds as projectiles. However, this also
reveals a target inside, which is what you need to hit. The birds hurt Dion if they hit
him, as well as blocking the pitches from the Mitt, so you have to be ready to dodge and
shoot before the door closes (save states really help, as time-consuming as they are to
use). Trying to hit the doors can be difficult as the robot shuffles left and right, so
this whole thing can be frustrating to win.
Should you successfully hit the robot three times, the doors open, revealing a slot
machine-type wheel. Hit the wheel and whatever number it stops on (from 0 to 7) causes
you to win that many Luck Rocks. Once again, save states can help so you can win the
maximum number from the robot.
When you're done, leave the house and reenter the town. If you look around, you'll
notice quite a few things are different. But first things first: let's see what the
sheriff wants with our Native American friend. Go to the left of the mansion to the upper-
left screen of the town. Bash the tree to get the Luck Rock you see on it. Head down to
the next screen, and talk to the worker looking at blueprints in front of the house frame.
When he asks you to choose a design for the house, choose number two, which has the door.
If you remember, this house had no door in the present. After selecting the design, ram
into the lower-right corner of the house from the right to knock down the Luck Rock on
the roof.
The sheriff's office is to the left of the unbuilt house. According to the sign on
the door, though, it's closed, so you can't get in. What you CAN do is look through the
middle window to the right, which happens to be open. Inside, the sheriff is questioning
the Indian. Use the ?! command on both of them to hear what they have to say. Even if you
can't understand what they're saying, you can't proceed if you don't at least use the ?!
command on the Indian, and you'll see why very quickly. Head back towards the mansion and
continue right to where the 'pond of death' was in the present.
Looks like it wasn't such a pond of death in the past. Here, it's full of water, not
to mention quite a number of penguins. Wait, penguins? Ah, well, there are stranger things
that have happened. No wonder this game is called Marvelous. There is a man with a large
backpack standing in front of the only entrance into the pond. Isn't he the one who was
pumping water in the present time? Talk to him, and you should eventually be prompted to
select a choice. Pick the top one, and the man will leave, allowing you entrance into the
pond. If you can't get the prompt to show up, you didn't listen to the Indian back in the
sheriff's office.
Once the man has left, hop into the pond. Make sure Max is leading so you will have
better control over your swimming. Notice how there are several pairs of penguins in the
pond (one blue, one pink)? You may also notice the four pink penguins that do not have
partners. Swim right and you'll find a group of five blue penguins. Talk to any one of
them to begin a matching mini-game. What you have to do is talk to a blue penguin to make
him follow you, then lead him to the correct pink penguin and talk to her to get the two
to join up. To find the correct matches, note the actions the penguins are doing. The
layout of the two groups is as follows:
FEMALE (PINK) SIDE MALE (BLUE) SIDE
(A)
(B)
(C)
(D)
(A) (E)
(B)
(C)
(D)
(A) - This penguin is 'quacking' (beak moves up and down)
(B) - This penguin is moving its flippers up and down
(C) - This penguin is moving its flippers up and down as it blinks its eyes
(D) - This penguin is spinning around
(E) - This penguin does the same as the (C) penguin, but... (blue side only)
As you can see, the layout of the two penguin groups are similar, so all you have to
do is continually talk to the topmost penguin on the male side and bring him to the
topmost penguin on the female side, then repeat with the penguins second from the top, and
so on. Each time you try to create a pair, the male performs a small dance, which the
female then gives her opinion of. If a heart appears above her head, the two will become a
pair. If an X appears, the male penguin sadly returns to the group. If you bring the male
penguin on the bottom to any of the females, his dance will anger her so much, she will
swim over and beat him up (love hurts, doesn't it? -_-). Note that if you try to leave the
pond while a penguin is following you, he will stop following you and hurry back to the
group. Also note that once a penguin is following you, he will stop doing whatever action
he was doing, so remember it before you talk to him so you can find the correct mate.
Once you create the four correct pairs, talk to the last penguin that could not be
paired up. After a quick talk, he rushes away. Leave the pond and you'll see him standing
out of the water, above the stairs. Talk to him and he'll follow you. Go back into town.
When you first reenter the town, head left towards the cow. The penguin will stomp
the ground hard to create a pair of footprints, but the impact causes the cow to bounce on
top of them! To get the big bovine out of the way, examine it from the front to get a
close-up of its nose. Use the Item command and select Polly. She seems angry at first for
some reason, but then she puts on a pair of glasses and brandishes a feather. She climbs
up and tickles the heifer's nostril, causing it to sneeze itself backwards and off of the
footprints.
There are two more places where the penguin will make his mark, both located on the
upper-left screen of the town. Near the upper-right corner is one such location, and the
other is southwest, in the dirt indention in the grassy area. If you go down to the
sheriff's office, you'll see the man who was standing near the stairs to the penguin pond.
Have Jack talk to him, and you'll get the Blueprints! Note that you can get them before or
after the penguin has made the three sets of footprints, but you have to have the penguin
following you to get them. The man mentions the number three, which probably corresponds
to the number of secret areas the penguin will mark. Of course, we've already done that.
Well, now that you have the plans, you'll want to build what's in them. However, you
are going to need material with which to build. Since I can't think of a creative way to
point you in the right direction, I'll just go ahead and tell you. Head back into the
mansion and into the hidden clock room. Remember the method that brought you back in time?
Repeat it with the same clock and you'll warp again, this time back to the present. And
yes, the penguin is still with you even after you've warped.
Remember how I said the man who was standing by the penguin pond in the past is the
man pumping water in the present? Let's pay him a visit, shall we? Once inside, you may
notice the large pile of junk near the lower-left corner of the house. Perhaps this would
be suitable building material? Examine it and the water pumper will hop down to chat with
you. Talk to him and he will offer to sell you the junk...for all of your Luck Rocks
except five! Surely you don't want to give away all of your hard-earned money?
Instead of picking the top option and forking over a large number of your Luck Rocks,
decline by selecting the bottom option. The man will ask again, but his price will be
lowered by anywhere from two to eight Rocks. You can continually decline all the way down
to about ten, but if you keep declining, the man will fly into a rage and demand you pay
him his original offer! Note that when you pay him a large amount, he will then state the
absolute minimum amount he would have accepted, which is eight. However, because the price
decreases by random amounts, you may be able to cause the man to lose his patience after
declining a higher price (the highest I've seen so far is thirteen, but I figure it may be
possible at as high as fifteen Luck Rocks). Save states may be able to help you get the
price you want, though. The lowest price I've been able to reach is nine Luck Rocks, so I
don't know if it is possible to get down to eight.
In any case, once you've bargained for the junk, have Jack examine it and use the
Item command, selecting the Blueprints. Our technical genius will promptly turn the junk
into an item of value: the Drill! However, it's too heavy for Jack to hold. Only Max has
the strength to collect the item, so it becomes his. Now you'll be able to finish the task
you started in the past.
Head back to the mansion and activate the time warp to the past. When you leave, head
down to the penguin footprints in front of the cow and examine them. Use the Item command
and select the Drill. Max will dig deep into the ground... only to be shot back up by a
fountain of fresh water! Head left and drill down through the other two sets of prints to
create two more sources of the pure liquid. The excavation man will come and congratulate
you, and his penguin friend will join him. Our next goal is to rescue Indio, our captured
Indian friend.
Go to the penguin pond and find the set of lily pads that a frog is sitting on (you
may have seen him swimming in the water nearby previously). There is a Luck Rock sitting
on the pads that the Fishing Rod can snag. The frog will probably leap into the water and
hide under the lily pads when you cast out at the Rock. When he comes back, try casting at
him. When he dives under, keep the line out and very gradually reel it in. The frog should
come back up, mistake the hook for food, and jump at it. Once he has grabbed on, reel him
in. Now that Jack possesses our amphibious ally, we have what we need.
Hurry back to the sheriff's office and peek in the window. I guess the law still has
something against our Native American friend. Use the Item command and have Jack select
the Frog. Remember how Miss Gina was afraid of rats? For some reason, the sheriff dislikes
frogs. After the sounds of a scuffle inside the office, our peacekeeping pal scurries out
as fast as he can, knocking off the sign on the door and leaving it wide open.
Inside are the frog and the Indian. Talk to the latter, whose name is Indio. He says
quite a bit, including the mention of someone called the three Mammart brothers. Are they
the mask-faced goons who stole Indio's orb? The only way to know would be to find them.
Speaking of the orb, try using the Item command to show Indio the Photograph. He has
something to say about that as well.
Once you've talked with Indio, exit the sheriff's station, return to the mansion, and
warp back to the present. Try entering the house that had no door until we talked with its
architect in the past. Hmm, looks like there's nothing but a table inside? Well, they say
good things come to those who wait... ah! What's that shadow? Someone's walking on the
rafters above?
Use Dion to crash into any of the house's walls and shake up the shadow. It'll fall
down and... hey, it's that pirate from the secret clock room! Down with him fall three
Luck Rocks. Collect them, then talk to the pirate when he is no longer dizzy. This is not
Captain Marvelic, as I previously thought, but rather a pirate by the name of Benson. Try
showing him the Photograph. Hey, Benson's the one on the left side of the picture! In any
case, Benson seems to know your problem with the three Mammart brothers, and he'll gladly
help you retrieve Indio's orb. Note that apparently, Benson takes the Photograph when you
show it to him, because afterwards, it disappears from your inventory.
With Benson following you, return to the mansion once more and warp to the past once
more. Like the penguin, Benson will stay with you through the warp. Once you exit the
mansion, Benson remembers something, and heads to the immediate left. Follow him to a
grove of trees, and he'll demonstrate his tree-chopping skills to uncover a hidden cave.
Naturally, you'll want to follow him in.
Once inside, Benson will be surprised again. There used to be a bridge across a gap
in the cave, but it looks like someone pulled it back so no one could cross. Wanna bet it
was the three Mammart brothers? Talk to Benson, then leave the cave, with him following
once more.
Head to the penguin pond. When you approach the top of the screen, another memory
returns to Benson. Talk to him and he'll supply you with the Dynamite! Part of the rock
wall along the top of the screen is weak and can be blasted away with these explosives.
The explosion won't hurt you (it's kinda small as well), and you have an infinite supply
of it, so you can randomly bomb places to find the hidden passage if you wish. Of course,
if you'd rather know exactly where to bomb, just read on.
The Dynamite actually has more than one possible use. If you return to the town and
place a stick of Dynamite under each of the three pirates on the upper-left screen, they
will drop Luck Rocks. The pirate shining her shoes will fly up and drop one Rock, the
pirate with the eyepatch temporarily turns black from the explosion and drops two Rocks,
and the sneezing pirate is blown back one space and drops four Rocks.
Additionally, if you enter the house to the left of the cow (with the male and female
midget pirates and the three baby pirates (Betcha they're the three midget pirates from
the present, since the younger version of the pirate boss is in the house to the left of
the mansion with the woman whom you helped in the present)) and dash into the wall with
the Sneakers, another Luck Rock falls from the roof.
Finally, if you go to Cisco's house in the past (if you use the ?! command on the egg
she is watching, it will hatch into the crow) and run into the wall there, you'll get yet
another Luck Rock. You can also go to the lower-right corner of the fence around the
penguin pond and snag one more Rock with the Fishing Rod. If you've been following my tips
for saving and earning Rocks, you should easily have over one hundred.
OK, after that Rock-collecting spree, let's continue on our journey, shall we? In the
upper-right corner of the left screen of the penguin pond, there is a grassy area. If you
place a stick of Dynamite slightly to the right of the center (actually, you can place it
right in the center and it'll work; that's just a more accurate location of the passage),
the explosion clears away part of the wall. Place another stick of Dynamite in the same
spot and the way through will be clear.
Once you walk through, Benson will move ahead and stand in front of a set of stairs.
Talk to him and use the Item command to select the Dynamite and return it to him. He walks
up the stairs... and starts climbing the rock wall! Unfortunately, you can't do the same,
so you'll have to find another way up. There's a switch to the left at ground level, so
use Max's Cleats to kick it.
Watch out! As soon as you approach the switch, four masked bandits slide down the
slide to the left. Hey, aren't these guys the Mammart brothers? Well, no, especially since
there are four of them. Even so, they're going to try to stop you, so you'd better stop
them first. Dion's Mitt will be your weapon of choice, but be careful, because you're not
the only one with a projectile weapon! If you stand in a straight line with a bandit while
he's facing you, he'll chuck a skull in your direction. They seem to only toss one skull
at a time, though, so if you decide to fight them head-on, an effective strategy is to
wait until one throws a skull at you, dodge it, then pitch a baseball at them. A single
hit knocks their masks off, and a second knocks them clear off the screen. After you knock
their mask off, they will try to get it back, though. Although they can still throw skulls
with their masks off, they seem to be less concerned with fighting you than getting their
masks back, so they basically become sitting ducks if you manage to nail them from the
sides or the back, because their masks fly off forward, and the bandits won't turn to hit
you when they're trying to retrieve their masks.
Once you've dealt with those nuisances, kick the switch if you haven't already and
ascend the newly-created stairs to the next level. Kick the switch you see to raise the
stairs to the third level. However, the stairs won't 'unroll' into a climbable position,
so kick them to make them do so. Ascend to the third level and repeat the switch- and
stair-kicking process to reach the top. While you can slide down the slide, there's no
real purpose (unless you need to return to town to restore your health). Continue north
on your pursuit of the three Mammart brothers.
On the next screen, there are four more bandits patrolling a four-way intersection
with a platform in the middle. KO the enemies like before, then ascend the platform. Use
Jack to look through the telescope. While you are looking, you can switch your view left
or right by using the ?! command on the appropriate arrow. If you switch your view to the
right, you'll see a smoke sign, which was raised by Benson. When you cancel out of looking
through the telescope, note that it has changed its alignment to the right. Go down from
the platform and head right.
You'll end up on another screen that looks just like the one you just left (the masks
of the four bandits you just beat will even still be lying there)! However, if you notice,
the platform with the telescope has a white number 2 on it (the last platform had a number
1 on it). Yep, the goal here is to use Jack to look through each telescope and find which
direction the smoke can be seen in, then go in that direction, each correct choice taking
you to the next location. However, since the order never changes, I can just tell you the
correct directions without having you look through the telescope each time. From the first
telescope, the correct order is: right, left, up, right, up.
Upon correctly proceeding through this puzzle, you'll wind up at yet another one. It
has been a while since you've used the Teamwork command, hasn't it? Well, now you're most
likely going to be sick of it, because you'll need to continually use it to solve the next
puzzle, which involves constantly pushing and pulling large objects, namely, giant blocks
with mask designs like those the bandits wear, and that also seem to have spikes along the
bottom side, except they can't hurt your characters. While I cannot draw a decent map for
the entire area, I will outline the relative positions of the blocks you will be moving
(note that these are their ORIGINAL positions, and all of them will be moved at least once
during the puzzle:
[F]
[E] E is not completely below F on the horizontal plane
[D] [C]
[B] B is not completely below C and D on the horizontal plane
[A]
The first step is to pull the first block, marked [A], to the left. Next, go up as
far as you can and you should be able to pull block [E] to the right. Return to block [B]
and pull it to the right. Now you can reach block [D] and pull it to the left. Enter the
passage it blocked and pull block [F] to the left. You will uncover a hole with a ladder
when you do so. Now go back to block [C] and pull it to the left. Now you can reach both
the exit and the hole blocked by block [F].
First, drop into the hole to end up in an underground cavern. Heading down, you will
find a small pond with three otters, each clutching a Luck Rock. However, they will swim
away when you approach. To relieve them of their precious cargo, have Dion use the Hammer
on the light gray disk-shaped part of the ground on the right side of the pond. The impact
sends ripples across the water that startle the otters and cause them to drop the Rocks
when they leave. Switch to Max and use the Goggles to dive down and snatch the three Luck
Rocks (I've noticed that finding the exact location to successfully grab the Rocks can be
a bit tricky to find. Try covering the whole Rock with Max's body before you dive).
Head left from the pond and you'll see the bridge you couldn't reach from the secret
entrance Benson uncovered from cutting the trees! Use the Teamwork command to push it
across the gap. Now you have a convenient shortcut back to town! If you need to restore
your health for any reason, you can enter the woman's and kid pirate boss' house, as there
are two tomatoes in there. When you're ready, climb out of the cavern and continue north,
through the trees.
This next section has numerous cannons, most reduced to scrap. I wonder why? Continue
up and you'll come across the fortress of the three Mammart brothers! However, the guard
above the entrance will lower the gate if you try to enter, and then the other guards on
the roof will shower you with bombs! If you want to get in, you'll have to find a way to
knock them off. There's a usable cannon near the bottom-center area, and a supply of ten
Luck Rocks in the lower-right corner. I would suggest you save your game now, either using
the Select Button or a save state (if you're somehow playing the real game, I'd imagine
you'd have to use Select, but if you're using an emulator (which I'd think would be more
likely), save states are the way to go).
Examine the cannon and you'll switch to a first-person perspective looking at the
fortress roof. Use the Item command and select the Luck Rock to start the next part. The
goal is to use the Control Pad to maneuver left and right, and press A to fire a Luck Rock
at the guards. However, when a guard notices you aiming at him, he'll chuck a bomb at you.
If it hits the barrel of the cannon, it explodes and knocks away the character who was
manning the cannon, as well as damaging him. At first, I thought the only way to protect
yourself from the bombs was to shoot them before it hit you. However, that was before I
realized that the bomb has to hit the barrel of the cannon. Therefore, it appears that you
can also just dodge the bombs by moving left or right.
Just remember that you cannot fire another Luck Rock until the last one you shot has
disappeared, either from hitting a bomb or a guard, or after bouncing off of a wall. It
takes practice, speed, and timing to successfully nail all three of the guards, so keep at
it until you succeed. Keep the guard from entering the middle of your sight until he's out
in the open, then move to target him and shoot! The guards won't stop to toss bombs until
the cannon is aiming close to them, so by quickly moving and shooting, you can dispatch
them before they can throw their bombs. Note that even when you shoot a guard, the bomb he
was holding will fly high into the air, then comes back down at you, so be ready to either
shoot or dodge it. For the last guard, however, this isn't required, as you will cancel
out of your view of the fortress automatically once he is hit, before the bomb he was
holding has a chance to fall.
Once you manage to shoot all three of the guards (quite possibly firing only three
Luck Rocks total if you've practiced enough), the gate opens and you can enter! Inside,
you'll find Benson, who has been captured! Hmm, there are three switches on the floor.
Try putting one of the boys on each switch and... eep! It's the three Mammart brothers!
Not taking kindly to your intrusion, they'll be quick to slice and dice you. That is, if
you don't have a strategy...
As soon as the three Mammart brothers stop talking, have whoever you're controlling
move away. Now, use the R Button to switch control to another boy. When you do, the three
Mammart brothers stop moving and look around, confused. While they're looking for the
leader, switch to Dion and use the Baseball Mitt to hit one of them. When they get their
bearings, immediately switch to someone else to confuse them, then switch back to Dion and
zap them again. Like the bandits you've fought before, the three Mammart brothers take one
hit to remove their mask, and another to knock them out. However, the Mammart brothers
don't try to retrieve their lost masks. If you don't switch the leader to confuse them,
they start spinning around rapidly with their swords as they try to chase you down. The
only way to make them stop is to switch who you're controlling.
In any case, once Dion's Mitt has knocked the three Mammart brothers for a loop, have
the three boys stand on the three switches again. This time, the gate will open, freeing
Benson. He'll call the three boys together and produce... the Blue Crystal Orb! However,
he won't give it to you here. While I mean no offense to Benson, you'll have to get the
Orb 'over his dead body,' so to speak.
Leave the fortress and use the underground cavern to quickly travel back into town
(note that the otters now hold tomatoes, although you shouldn't need them now). Once you
have arrived, enter the mansion and say good-bye to the past, because you'll be warping
through time for the last time. As the time stream envelops you, numerous white flashes
fill the screen. When you arrive back in the present, the clock room is empty, save one
long cuckoo clock in the middle of the upper wall. Exit the mansion and you'll be greeted
with a revived town! The layout has been dramatically changed, although you'll see the
same citizens. The penguin pond is now right below the mansion, and there are two Luck
Rocks nearby. One you can snag by going around the perimeter of the pond, and the other
can be reached casting the Fishing Rod straight down from the leftmost corner. Another
Rock is on the upper-left screen, to the right of the path leading to the graveyard.
Finally, if you walk behind what was formerly the water-pumping man's house, you'll earn
another pile of ten Rocks!
Notice how I said it was formerly the water-pumping man's house? Inside, you'll find
a game of dokkan run by our old friend Jim from camp! What's dokkan? Well, that's what the
hint guides Ritchie has provided me with call it... anyway, it's like soccer (or football
for all you non-Americans). Pay the boy a Luck Rock with the Item command, then use the
Cleats to kick a ball between two targets. There's a tumbler in the upper-right corner
that I would assume starts spinning if you score a goal, and whatever it lands on, you win
that many Luck Rocks. However, it seems to be very difficult to successfully score. Since
you should have a large supply of Luck Rocks by now, though, I don't see why you need to
bother with this (although, I'm probably just saying that because I seem to be horrible at
this mini-game ^_^).
In the upper-left corner of the graveyard, Indio's grave is gone and is now replaced
by three children around a blackboard. However, there's not really much significance to
this (at least, not yet). In the upper-right corner of the graveyard, examine the upper-
right coffin, which belongs to none other than Benson! There's an inscription written on
it, and even though I can't read Japanese, I have a rough translation of it (again, thanks
to Ritchie). It says: "To the boys: step on the black stone in the order of south, north,
west, and east, and you see it. Hope it is buried there. Benson."
If you notice, there are four black stones in the immediate area, each placed in
correspondence with a cardinal direction. If you step on one, a ghost of Benson appears.
If you step on the stones in the wrong order, the apparitions disappear and you must start
over. However, step on them in the correct order (south, north, west, east), the four
images combine into a single image of Benson, complete with halo. He waves as he ascends
to the heavens, and a nearby grave shifts positions, revealing a crack in the ground. Use
the Drill to burrow into the earth and uncover the Blue Crystal Orb! As you approach it,
the same scene that occurred with the first Crystal Orb happens with this, and then you
will obtain it for keeps!
As soon as you try to move, who else should come by but Cisco! Those three kids in
the corner are her students, although as to what she is teaching them I don't know. You
can talk to Cisco and her pupils if you wish, but whether or not you do, once you're done,
head back to the pirate ship. Talk to Pillac in the control room and he'll speak briefly,
mentioning the fact that you now have two of the Crystal Orbs in your possession. To
prepare for your departure on your next adventure, head down to the engine room and toss
twenty Luck Rocks into the furnace to start it up again, then head back into the control
room and push the lever.
All aboard! Once the bridges detach, the ship sets sail once more! You're steady on
your course, so take a step outside onto the main deck. Whoa, look at all the green birds
flying overhead! Use search mode to talk to one of them (I just know there's a hint for
something in what they say...), then head back inside. Whoops! The ship starts rocking
about wildly once you step back in. Head to the control room and take the wheel! You'll
have to realign your course like before, but the needle spins much faster, so you need
much quicker reflexes. Once you succeed, though, the ship's back on course! Pull the lever
to stop the ship, then disembark to start the next chapter!
- CHAPTER 3: TREE OF BAOBAB -
As you step off of the ship, you're likely to notice that you've landed in a jungle
area this time. Step off of the starboard bridge (on the ship's right, which is on the
left side of the screen) and onto land. Head north to gather your first Luck Rock for the
chapter, then dash back down to enter the jungle itself.
Inside, you'll notice a maze-like area filled with stationary monkeys. These guys
just love to play games, and in fact, to pass them, you'll have to beat them in either a
game of jan-ken-pon (the Japanese equivalent of rock-paper-scissors), or "which hand is
hiding the Luck Rock." Talk to a monkey to switch to a screen for the appropriate game.
For rock-paper-scissors, you'll see a monkey's fist and a boy's fist, and you will
have three selections in the dialogue box to choose from. The top, "gu," corresponds to
rock, the middle, "choki," corresponds to scissors, and the bottom, "pa," corresponds to
paper. After your selection, both contestants will show what they picked. If you win, the
monkey will move out of your way and let you pass. If you lose, the boys will be knocked
backward, but suffer no damage, and can simply challenge the monkey again. In a tie, you
will just be prompted to pick again.
For the "find the Luck Rock game," you'll see two monkey hands clenched into fists.
Once again, you'll have to make one of three selections. The top selection is the Japanese
kanji for "left," which, of course, corresponds to the left hand. Likewise, the middle
selection is the kanji for "right." The third selection seems to mean neither hand, since
some devious monkeys may not even be hiding a Rock at all. After selecting, the monkey
will open his fists to show what he has hiding. In this game, you can only win or lose,
which will have the same consequences as in jan-ken-pon. However, in this game, a win will
also award you with a Luck Rock.
Although each monkey always plays the same game when challenged, the correct choice
that will beat them seems to be random (except for the very first monkey, who always seems
to pick scissors, perhaps as a warm-up. In fact, it seems that scissors is a very common
choice for them). Because of this, if you continually select rock during the jan-ken-pon
games, you should pass through without much problem. As for the hand-picking game, it is
rare for the "neither hand" option to be the correct one.
There is no linear path through the maze, and the monkeys may not always move in a
direction that would be beneficial to your progress (note that some won't challenge you
if you talk to them from the direction they would move), so you don't need to challenge
every one you see to pass through (unless you want a few extra Rocks). Speaking of Rocks,
there's ten of them in a pile in the upper-right corner of the maze.
The monkey in the very upper-left corner of the maze has to be beaten no less than
three times at jan-ken-pon before it will move all the way back for you to pass. However,
it has much more use than that. If you talk to it afterwards, you can pay a Luck Rock to
challenge it again. If you win, you'll get back five Rocks, for a profit of four. You can
also decline its first offer and agree to the second to play without paying, but a win
here will only reward you with two Rocks. If you need to build up your currency, this is a
decent place to do so, and so early in the chapter. When you're done, exit via the path to
the north.
You'll end up in someone's encampment. The top of another pile of Luck Rocks peeks
out from behind the rear of the tent, so snag them. The bushes that litter the area can be
destroyed with the Cleats (Zelda, anyone?), possibly revealing Rocks or tomatoes.
Inside of the tent, you'll find two botanists. The older one has a question mark bubble
above his head, a clue that we probably want to talk to him. He mentions the name Philip
Marlow, which I assume is his name. More specifically, he is Doctor Philip Marlow. There
is a certain item he seems to want, but we don't have it just yet. After a quick chat,
leave the tent and head left.
Before long you will encounter a woman botanist snapping pictures of a cactus. You
can't pass by, so talk to her. She is an assistant of Dr. Marlow, and she has something
for him. After a brief chat, she'll hand Dion the Mystery Photograph. You can't look at
it, so just head back to the tent. Talk to Dr. Marlow again and use the Item command to
give him the Photograph. Whatever it is, it completely takes him by surprise! After he
finishes talking, have Jack talk to him to receive the Magnet!
Leave the tent and go back to the cactus. The doctor's assistant is gone, so continue
through, kicking bushes for a few goodies. You'll eventually find several monkeys near a
long rope with a ribbon tied on it, and two chalk lines on the ground. Looks like it's
time for some simian tug-of-war. Talk to any of the three monkeys bouncing up and down,
then use the Teamwork command on the rope. Your goal is to push the A Button as fast as
possible while holding Down on the Control Pad to pull the ribbon past the chalk line on
your side. The problem is that the monkeys don't seem to like losing, and every once in a
while, several more of them pop out of the bushes to assist their simiam friends for four
strong pulls on the rope before disappearing again. Basically, you have to tap fast enough
that the reinforcements don't erase all of your button-mashing work. As long as you have a
slight lead when they leave, you're on your way to a win. It may take a while, but if your
fingers are swift enough, you'll persevere. After several attempts, I was able to score a
victory just before the assisting monkeys were about to pull on the rope the second time.
Once you win, the monkeys will leave, allowing the three boys to perform their usual
victory poses thanks to teamwork well done. As they finish, the camera-toting assistant of
Dr. Marlow will come by, snap a picture of them, then leave again. Reform the team if
needed, then continue up towards the next screen.
You will quickly find yourself in another difficult situation. To the left, you will
find a group of monkeys that will injure you if you attempt to wade through them. They're
too nimble for the Baseball Mitt to hit them, and Jack can't leap over them. However, the
other path isn't much better; a huge gorilla blocks the path and will hurt you as well if
you approach too closely. He too seems immune to the effects of Dion's Mitt.
Fortunately, the solution to both problems is in the vicinity as well. You may spot
another member of the Doctor's group with a tape recorder next to him. Use Jack to hop
across the gap separating you from him and talk to him. After a quick conversation, you'll
receive his Tape Recorder. For some unknown reason, the assistant then attempts to pass by
the gorilla before beating feet back towards the encampment.
Equip the Recorder and use search mode on the gorilla from a distance. Use the Item
command and select the Recorder. You'll have a choice of three options. The first one is a
"Play" function, which seemingly does nothing for the moment. The second command is the
"Record" function, which calls up two more options. The first will follow through with the
recording, while the second cancels out. Finally, the third option in the first menu is
another cancel function.
For this situation, choose to record. You'll end up with the gorilla's roar on the
tape. Now go back to the monkey troupe and use the Item command on them, this time using
the Recorder to play. The sound of the gorilla's roar will cause them to cower, letting
the whole team pass safely. If by some chance, the monkeys are in such a position that
you can't pass, stand back for a few moments and wait for them to recover from the shock
before trying once more. Once you're clear, move through to the next screen.
In this lovely flowered field, you'll find five more monkeys being seduced by what
seems to be an attractive-looking female gorilla. Well, as the saying goes, opposites
attract, and this is the solution to the belligerent beast back there. Use the Recorder
to record the female gorilla's crooning voice. Be careful not to run into the offensive-
minded chimps when you return to the previous screen, though. Play back the new sounds to
send them reeling head over heels with love. Continue past the smitten simians and repeat
the process with the gorilla. Utterly lovestruck, he hurries to meet the bearer of such a
beautiful voice, leaving behind a few tomatoes as well. The attack monkeys will disappear
as well, and in fact, if you return to the screen with the female gorilla, you'll see her
dancing away with her newfound partner. In any case, from his former location, head up AND
to the right to enter the next screen.
You'll wind up in a small town in the middle of the jungle. Like the town from the
last chapter, this one has three screens. You begin in the lower-right screen, so you can
find the rest of the town one screen up, and from there, one screen left. The small shack
in the lower-right corner of the lower-right screen contains a hayloft and a trio of
tomatoes, in case you're still injured. However, our goal here is the house in the upper-
right corner of the upper-left screen.
Inside of this house, you'll find... gasp! A strange plant-like object lies on the
floor of what appears to be some sort of laboratory. If you want to know what's with the
plant, position the three boys above and to the sides of it and use the Teamwork command.
Lift it up with the A Button, then drop it directly behind the X-ray machine in the middle
of the room (the screen of the machine flashes white when something is right behind it, so
if it's white when you drop the plant, you positioned it correctly. Now investigate the
machine from the front.
What the...?! There's someone inside of that thing! Whoever it is, s/he beckons you
to come over to talk. Once again, though, the language barrier prevents me from being able
to comprehend whatever is being said. Instead, investigate the pile of scattered papers on
the floor. The boys can't understand it, but someone scientific might. Backtrack all the
way to Dr. Marlow's tent.
By the way, if you happen to investigate the bottom floor of the laboratory, you'll
find another of the plant specimens in a glass container (the other container is broken,
suggesting the one upstairs broke out of it). If you step on the footprint icon in front
of the tank, the creature will transform into a green-colored version of the character
you're controlling! Pretty darn strange, even for this game!
When you enter, the doctor won't be standing in his usal position at the back of the
tent, suggesting you should talk to him. After he finishes speaking, he'll now follow you
wherever you go, so take him back to the laboratory (don't worry about leaving him behind;
he automatically appears with you whenever you switch screens). Upon entering, approach
the pile of papers. Dr. Marlow will collect them into a neat and tidy report. As he reads
it, he'll once again be taken by surprise. Whatever he has found out, he'll move to the
back table and begin mixing the chemicals and whatnot on it. What you should be concerned
about right now is the odd-looking stone where the papers were scattered. Use Max's Drill
to dig through it and collect a Piece of Board!
Let's leave the good doctor to his work and find a use for our new item. To the left
of the lab is, of all things, a rotary-dial telephone. But what do we call with it? The
answer is a little further to the left. Next to a locked gate is a signpost, but as you'll
discover, it has a piece missing. Whether or not you've played the Legend of Zelda: Link's
Awakening, I'm sure you'll know what to do. Use the Item command to place the Piece of
Board into the hole. Assuming the number doesn't change from game to game, the code you'll
reveal is 12-21. Also note the telephone icon to the left of the number, further proving
that this is the answer we seek.
Use the nearby telephone by using the ?! command to select a number, then pushing any
direction on the Control Pad to enter it into the panel at the top of the screen. Once
you've entered 1221, you'll ring up the Management Office. After you finish talking, head
to the office itself (it's the house on the lower-right screen with the book and quill
sign above the door. Talk to the man inside. Although I don't know what he's saying (as
usual), my guess based on the following events suggests that a trio of twins took the key
to the gate.
Exit the Management Office and head up to see a boy standing near one of the houses.
He'll walk next to the door and say something. Attempt to approach him again and he'll
punch open the door, go in, and slam it closed, which also jars loose a board over a hole
in the front wall. Use search mode to bring it to the boys' attention, then switch to Max
and use the Teamwork command to form the human totem pole.
Looking inside, you'll see the boy with a key in hand. Use the ?! command to point to
him and... hey, there are three of him! They'll perform a quick dance not unlike the setup
of the infamous shell game. You won't be able to keep track of who has the key, but don't
worry; once they finish, one of the boys will laugh. That's the one who has the key. Head
into the house and talk to him to receive the Gate Key from him.
Nothing to do now except go back to the gate and unlock it using the key. Delve into
the newly-opened area to wind up in a misty jungle (QUICK NOTE: I've received e-mails
saying that the music glitches here, and that the ROM totally freezes at one point. I
haven't experienced such errors, so I suppose this only occurs with certain ROMs and/or
emulators). You'll quickly find a Luck Rock in front of a stairway heading underground.
You can't snag the one on the ledge yet, though. If you go down the stairs and ram into
any wall, you'll shake loose another Rock.
Back above ground, you'll notice a grass-covered area. To get through here, you have
to use the Soccer Cleats to kick away a path in the grass while avoiding holes. Note that
the grass grows back after a short moment, causing you to have to hack it back away should
you find yourself in a dead end. Note that even though you can't walk onto grass, there's
no harm in it growing back up on the spot you're standing. If you happen to fall into a
hole, you'll wind up in the cavern below and have to climb the stairs to start over. There
are two Rocks to be collected in the field while you attempt to reach the stairway in the
upper-left corner. Also note that you can apparently talk to the flowered cacti on either
end of the maze, but there doesn't seem to be much point. Here's a map of the most direct
route through the maze (not showing the locations of Luck Rocks or any side paths that are
not along the main path):
[][]
()[]()()()()()()
()[]()()()()()()()()()()()()()()
()[][][]()()()()()()()()()()()()
()()()[]()()()()()()()()()()()()
()()()[]()()()()()()()()()()()()
()()()[][][][]()()()()()()()()()
()()()()()()[]()()()()()()()()()
()()()()()()[]()()()()()()()()()
()()()()()()[]()()()()()()()()()
()()()()()()[][]()()()()()()()()
()()()()()()()[][]()()()()[][][]
()()()()()[]()()()()[]()[]
()()[][][][][][]()
Once you reach the other end of the maze, the cactus there says something, and then
the grass covering the path through the maze will automatically disappear, leaving a clear
path from end to end. For now, though, just exit stage up. You can ram all three of the
bushes here to get a Rock from each. To the right you'll discover a row of cacti that look
similar to the one that was being photographed earlier, except for the roots growing out
from underneath that look like spider legs. Fortunately, they won't harm you or anything,
so your only concern is to find out how to get past them. To do so, serve up a
fastball with the Baseball Mitt. One hit breaks off part of it, and another demolishes it
entirely, sometimes leaving behind a Rock. Before you go, you may spot a gap between the
foliage along the bottom of the screen. Go through and you'll find a sneaky shortcut back
to the beginning of the maze, as well as the Luck Rock on the ledge you couldn't reach
before. In fact, you can hit each of the cacti once with the Mitt, then quickly leave
using this shortcut and return, and they'll be completely gone. Neat, eh?
Continue through and head up (the path to the right seems to be a dead end). Talk to
the man guarding the cave entrance. When you're prompted to make a choice, it doesn't
seem to matter which one you pick, since in both cases, he'll leave, granting you entry.
Brace yourself before going in...
Don't say I didn't warn you! Inside, you'll see a number of those weird cacti-like
plants you just saw attached to a large tree, feeding off of it (Metroid, anyone?) Talk to
the scientist there, and he'll leave, siccing his attack dog on you. This mini-boss of
sorts is actually pretty easy, as long as you stay in one group (so it can only hurt the
boy you're playing as) and keep moving (preferably as Dion, since he moves the quickest).
It does its best to chase you, but it seemingly has to move in one direction for a moment
before changing directions to chase you again. Basically, if you continually move around
the perimeter of the room, you should be able to keep ahead of it. Be careful, because
sometimes it can seem to feint which way it moves to throw you off track. Of course, what
goes around comes around, and you can just as easily try the same tactic.
To actually beat the dog, wait until it stops moving and has a question mark above
its head, then quickly hit it with the Baseball Mitt. If you try to hit it while it's
running, it'll simply dodge it (although this can also help get it out of your face for a
brief moment if needed). Hit it three times and it reveals its true nature as another of
those cacti things! Hit it twice more to defeat it for good!
Somehow, I have a suspicious feeling that this giant tree is the Tree of Baobab the
chapter title alludes to. Unfortunately, one of the feeding creatures blocks the stairs,
so you can't reach it for now. I wonder if Dr. Marlow has made any breakthroughs back at
the lab?
Once you leave the cave, you'll notice it's become quite dark and stormy. Oh, and
those formerly stationary cacti are now perfectly mobile, and able to lob spiked orbs at
you. If you get tagged, you'll be frozen in place until you can shake it off by mashing
the Control Pad. However, the plants have limited range, and they don't fire frequently,
so it's a simple matter of using the Baseball Mitt to dispatch them. Each cactus takes two
hits to defeat, but if you wait for too long after the first hit, it will regenerate the
destroyed half. Continue towards town, using the ledge shortcut to bypass the grass maze.
As you enter town, you'll discover that it's been overrun by the sinister shrubberies
as well! Hurry into the lab and have Jack talk to Dr. Marlow to get the Saltwater Spray!
Perhaps it was the freshwater rain that led the cacti to overrun the town, but this new
item of yours stops them in their tracks.
To demonstrate its use, spray it on the strange plant that the doctor has now hooked
up to a machine on the table. It will wilt, revealing... another scientist like the one in
the cave? Yet another shocking revelation to Dr. Marlow! Talk to the scientist, who seems
genuinely worried about the situation at hand. When he goes downstairs, follow him. Uh oh,
it looks like the other plant has broken out of its tank as well! The scientist asks you a
question with two answers. The second just repeats everything he said, leading to the
choices once more, so it seems to be one of those "Do you understand?" questions. Choose
the first option to accept whatever mission he may have assigned you, then leave the lab.
As mentioned above, spraying the Saltwater Spray on the cacti causes them to wither
and turn brown, making them harmless. Of course, when you can also just nail them with the
Baseball Mitt, why bother? On the upper-right screen is a large mansion with a doghouse on
the left side. Enter to find... another of those plants! I don't think it's the one that
escaped, however, since if you happen to enter here before both tanks are broken, it's
already here. In any case, spray it to uncover the unfortunate dog skeleton inside.
Enter the mansion to find the miner wandering inside. Talk to him to receive the
Cheese. Upstairs, in the bedroom, you'll find a journal/diary of unknown use. Instead,
investigate the mousehole between the two beds. Use the Cheese and you'll attract a mouse
out of it. While it's busy munching away, record its squeak on the Tape Recorder. Now
leave the mansion.
The lower-left house on the upper-left screen contains a disco-loving bishounen
(prettyboy for all of you not familiar with Japanese terminology) named Mike. He seems to
be a bit of a show-off (what do you think that mirror on the wall is for?), but as we all
know, people like that tend to have some kind of easily-exploitable weakness. Let him hear
the mouse's voice on the Tape Recorder and he'll cower in fear along the opposite corner,
letting you access the jukebox he was standing in front of.
By examining the jukebox, you'll have a choice of four songs you can play by using
the ?! command to select a button. The listing is shown on the first screen of dialogue
when you zoom in on it. For those of you who can read katakana, you'll be able to identify
which types of music each button corresponds to. For those who can't, the listing is as
follows: 1. Latin (or Latin-American), 2. jazz, 3. rock, 4. Japanese. Change the selection
to rock and use the Tape Recorder to make your own recording. Now have Max talk to Mike
(he'll get back on his feet to talk), and after a quick conversation brought to you by the
numbers 8 and 3, you'll get the Village Coin!
Leave Mike's pad and enter the house on the lower-right screen with a punching bag
hanging out in front (the door is directly to the right of the bag, although for me, I
couldn't tell at first). Inside, you'll find the boxing ring of the town's machoman. Talk
to the person in the blue cloak (does anyone out there remember the Happy Happy Cult from
Mother 2/Earthbound? :P) and use the Item command to give the Village Coin. Next, have Max
talk to the boxer to begin this fighting mini-game. Both Max and his opponent have life
meters with six hearts, and your goal is to move about the ring with the Control Pad and
use the B Button to deliver enough punches to deplete the boxer's energy before he can KO
you. Each time anyone loses two hearts, that person will be momentarily stunned, but they
won't be vulnerable to additional attacks. However, when you knock down your opponent, try
to time a punch just as he gets up to score an easy hit. Try not to engage him vertically,
as it makes it just as easy for him to punch you as it is for you to hit him. Instead, I
would suggest facing him horizontally, positioning Max so that his gloves are just under
his opponents', and you'll be in an easy position to jab at him before he can attempt to
attack you. Don't swing repeatedly at him as he approaches, or he'll block your punches,
and neither of you will get anywhere.
Once you successfully knock your opponent down for the full count, you'll win, and
the referee will take off the hood to reveal that he is really a she! As the prize for
winning, Max will receive the Punch Gloves! By pushing the B Button with them equipped, he
can deliver a strong jab just like he just demonstrated. It's even more powerful than the
Baseball Mitt, able to destroy the evil cacti with a single blow! After receiving your new
gift, both the boxer and the referee will give another clue of sorts. My guess is that the
intention is to point you in the right direction of what to do next, but of course, it's
all Greek (er, Japanese) to me! Outside of the boxing ring, you can literally punch the
stuffing out of the punching bag until you get a Luck Rock for your efforts.
Now return to the clubhouse of the three boys whom you got the key to the gate from.
Talk to one of them and use the Item command to play them a song on the Tape Recorder. As
you'll soon discover, however, not all of them can get into the rhythm of the music. After
their dance session, talk to the boy with the proverbial two left feet and he'll reveal
himself as a fake. I'm not sure what he was trying to do by impersonating a kid, but he
leaves, as well as leaving behind a Doll for any of the boys to collect.
Next door to Mike's pad is a the spouse of the child impersonator; a poor housewife
whose child is in some serious need of cheering up. Give her the Doll and she'll repay
your kindness with a pair of Red Pepper Lunches. They may not be something that you would
find appetizing, but then again, some people's tastes are different than others.
Head back to the mansion and talk to the miner, offering him one of the Lunches. It's
apparently a favorite meal of his, as he gulps it down without hesitation. After he gives
you some sort of hint, you'll receive the Canteen in return.
Remember the underground cavern beneath the grassy maze? Enter it and examine the
small waterfall flowing down the northern wall and use the Canteen to fill it up. Now
return to town and enter the Management Office. Give the other Red Pepper Lunch to the man
and he'll gulp it down just like the miner. Unfortunately, it seems that he can't take the
heat as easily, and needs something to cool him down. Why don't you give him the Canteen?
It will cool him down, but things are just starting to heat up! As it turns out, he's
really a larger version of those vicious killer cacti! I guess the Canteen was filled with
salt water, causing it to revert back to normal. Never fear, for if you're quick, this
mini-boss is nothing more than a fifteen-second nuisance. Normally, its pattern is for it
to charge in near-horizontal or vertical lines in an attempt to ram you. However, since it
can't move diagonally, it's much easier to avoid than the pesky dog was. After several
moments of this, the top of it will turn into the head of the person it was emulating,
which will then spit a barrage of gelatinous spiked orbs in an attempt to get you stuck,
making you an easy target for it.
However, if you follow this simple strategy, it won't have a chance to even begin
attacking. As soon as you're in control, switch to Jack and use the Saltwater Spray to
make it turn brown and keep it from moving. Now switch to Max and nail it with the Punch
Gloves. The impact causes it to ricochet around the room, but this won't hurt anyone if it
happens to touch them. Before it can recover, switch back to Jack and spray it again, then
deliver another jab. Repeat this once more, and it will be destroyed! Easy, huh?
As the boys celebrate, Max attempts to catch a key that was knocked skyward when the
plant was eliminated. Unfortunately, being such a small item, he fails to catch it in his
hands, and instead catches it in his stomach! Oops. There's no doctor in the house, but
there is a Doctor Marlow in the laboratory. He won't really be of much help here, though.
Return to the lab and have Max walk behind the X-ray machine while Jack examines him
from the front. You'll see the key sitting at the bottom of his stomach. To get it, use
the Item command and select the Magnet. To remove the key, you must move the Magnet over
it and hold the A Button to draw it out of Max's stomach and up through his throat. If you
hit the sides of his stomach, though, the key will be shaken loose and you'll have to try
again. Once you understand this, though, it's not difficult at all. Just pull it straight
up until it's hanging vertically (signifying it's no longer touching the floor of the
stomach), then carefully draw it to the right, underneath the esophagus, and then drag it
straight up and out. Jack will lose the Magnet, but Max will earn the Cave Key!
By the way, there's a little secret I serendiptously discovered: if you record the
Japanese music from the jukebox on the Tape Recorder and play it for Dr. Marlow, it will
inspire him into concocting a secret Medicine that will instantly cure all three of you of
any and all damage. It's used on the spot, though, so you can't save it for later.
On the ground floor of the mansion is a stairwell leading down. Step underground and
you'll see none other than the escaped plant specimen! However, it's behind a locked gate.
Use the Cave Key to open it, and use the Saltwater Spray to wilt the plant. Aha, it's the
true head of the Management Office! After a few words (which I would hope include a phrase
of gratitude), he leaves, allowing you to enter the caverns that were behind him.
Inside, you'll find a long, wide corridor containing a treadmill machine. Through the
opening beyond is a dark maze-like cavern, but if you try to traverse it in the dark, a
trio of bats will lift you right back out before you can take more than a few steps. To
brighten up the path, have Dion use the Sneakers to dash along the treadmill, generating
electrical power to energize the lights. The limit is 60 seconds, so don't bother trying
to crank up a higher amount.
After you charge up the generator, switch to Max and have him enter the caverns. Call
Jack with the Transceiver and have him join our rotund partner. Max should lead the way,
using the Punch Gloves to take out the infesting cacti, and having either him or Jack call
Dion in case you need him to crank out more electrical energy. Occasionally, the bats will
try to get in your face, holding you in place and possibly giving the cacti a moment of
opportunity to attack, so all you can do is rotate the Control Pad to shake them off if
they grab hold of you. Note that whenever you make a call to Dion with the Transceiver,
the cacti will have regenerated when he calls back (common sense, but just so you know).
At first, the path is rather linear. A ways after the second cactus, you'll find
three vertical passages with a cactus in the far right one. Take the middle passage and go
left. Ignore the first two passageways that have the electrical wires crossing overhead
and continue until you reach the path where the lines cross the third time. Continue along
the rather linear path, and when you reach the pair of vertical passages, pick the left
one. You'll then reach a fenced-in area containing three bottles of Medicine and a ring-
shaped switch on the wall. Before dealing with this, continue to the left and you'll see a
door covered by a metal shutter and a panel that the electric wires connect to. Examine
the panel and pull down the gold-colored switch between the red and blue wires. The light
on the panel will activate, the shutter will open, and the cave will permanently light up!
Now that the darkness is no longer a problem, let's go back to the ring behind the
fence. Use the Fishing Rod to pull at it, and you'll be showered with Luck Rocks! Well,
only three, actually, but it's better than nothing. If you leave the screen and come back
to reset the switch, pulling it again will give you three Tomatoes instead. You can also
use the Rod to tug the Medicines over the fence in case you need additional healing. In
any case, use the Transciever to call Dion and have him join Max and Jack, using the Mitt
to pulverize the cacti in his path. With the lights turned on, the bats won't appear, so
he'll have an easier time of things. Once the team has reunited, continue through the
newly-opened exit.
Here, you'll find a ruined bridge over a dark ravine. However, across the pit is a
gathering of rats. First of all, grab the Luck Rock along the narrow passage along the
left side of the room. After that, use the Fishing Rod and cast over where the bridge used
to be. One of the rats should quickly become attracted to the hook, hopefully the largest
one. If not, retract the line and keep casting until you do get it. Once you succeed, reel
it in a little bit at a time. Eventually, the smaller rats should start attempting to pull
the larger one back. Your goal is to pull the large rat near its edge of the precipice,
but don't try to reel it over to your side until all of the rats are engaged in this game
of tug-of-war. If you try to yank it in prematurely (or if the large rat is pulled too far
back by the rest of the rodents), the entire line disconnects itself from the hook, and
you'll have to try again. Once you succeed, though, they form a bridge for the boys to
traverse to the opposite side. Once more, take a deep breath before journeying onward.
The entirety of the next room is pitch-black, save the disembodied head of the first
scientist we saw, in the caverns. His face turns green before uttering his final speech to
the boys. After that, the room lights up, and we'll see that he is now part of a gigantic
parasitic plant creature! Could this be responsible for everything else? It's time to
teach this botanic behemoth a lesson!
It is imperative that regardless of which boy you need for each stage of this boss,
be sure to have the other two teamed up with him to ensure that they are invulnerable to
its attacks. For the first part of this battle, make sure you have Dion in the lead, and
equip him with the Baseball Mitt. After the scientist's head retreats into the spherical
body of the parasite, it will began pulsing, causing three holes on the bottom, left, and
right sides of it to appear and disappear. On the third pulsation, the scientist's head
will pop out of one of them, while two tubes appear out of the others. Quickly hit the
head with the Mitt before all three openings spit a trio of red energy balls at you. The
energy balls will deflect your pitch, so speed is important to a successful hit. After you
hit the head three times, it will explode, and the second stage will begin.
For this part, switch to Max and equip the Punch Gloves. A trio of long-stemmed,
toothy-mawed plants will emerge from in front of the main parasite for a moment. You
should note that the ones on the left and right chomp madly, while the middle one does
not. When the plants burrow under the ground, keep an eye on that middle plant's movement
and stay near it. Just be careful not to let any of them run into you, as it will cause
damage. After several moments, two of the stalks will rise, and although that plant is
usually one of them, it's possible for it not to be. If you in a certain range or radius
of the chomping plants when they rise, they will spit an energy ball at you, so watch out
for that. If the non-chomping stalk does appear, take the opportunity to punch it: it's
the weak spot for this part of the fight. Be quick about it, though, as you only have
about a second or two before the plants burrow back underground. After two hits in this
stage, all of the stalks explode.
Here you'll have a bit of an intermission as the ceiling of the cavern shakes, and
a suppply of Tomatoes rains down to the ground along with a barrage of stalactites. If any
of the boys are in need of healing, don't hesitate to scoop them up; the items don't last
long otherwise. Just be sure to avoid the falling rocks. Once you're ready, switch Max to
the Cleats, then make Jack the leader with the Saltwater Spray equipped.
The parasitic plant itself will briefly open to reveal its interior (note the cannon-
shaped tube inside), close, and then open up again, this time attempting to draw you into
it with a strong suction from the flower on top of it. It's easy to counter simply by
walking in the opposite direction, though. After quite a few moments of this, the plant
will close once more before fully opening to launch another attack. If you are standing
directly below the cannon (and even sometimes if you're not), it will most likely attempt
to shoot a gigantic spiked spore at you that explodes when it hits the opposite wall,
creating a shrapnel-like spread of smaller spiked spores that has very limited range. The
other attack it uses is to emit a spread of cactus-like orbs that will settle along the
floor. If you approach one, it will explode like a mine. Instead, notice how one of the
mines is lying directly below the cannon. Use the Saltwater Spray to disarm it, then
approach it with Max and use the Cleats to kick it into the plant. If the parasite closes
before you manage this, or it uses its other attack instead, you'll have to endure another
round of its suction before you have another possible chance. In any case, after dealing
one final hit, the boss is finally defeated!
The parasitic plant will shrivel up and turn into a tiny red flower, but not before
spitting out another of the Orbs we seek! Walk up to it and add the Yellow Crystal Orb to
your growing collection! Walk up the stairway under the roots of the Tree of Baobab (now
free of cactus parasites), exit the cave, and return to town. You can talk to the good-
natured scientist, who apparently asks your name. Judging from the katakana, I think I've
solved the mystery of the filename you pick: it's what the boys call their team!
Hurry back to the botanists' tent (you'll notice that the cactus the woman had been
photographing is gone now) and talk to the one whom you received the Tape Recorder from.
Use the Item command and select it to return it to him. Now head back to the ship. Doctor
Marlow will be waiting near the gangplank with some final words of wisdom to offer.
Once you're finished here, enter the ship, talk to Pillac and/or Winkey if you want,
then enter the boiler room and toss forty Luck Rocks into the furnace. Head back to the
control room and push the lever to start up the engine and depart on your next journey!
As usual, once the ship is in motion, step outside to check out the scenery. This
time, you'll be treated to a bevy of ice floes floating by. Keep looking on all sides of
the ship until you spot one with a penguin atop it. Use search mode to talk to it, then
head back inside. Suddenly, with a loud rumble, the ship stops dead in its tracks! Return
outside and investigate the bow (or the front for you non-seafaring types) to see that
you've run straight into a couple of icebergs! Use the Sneakers to crash into each berg
until it breaks (about five hits should do it. You'll know if you're hitting it right if
you hear an odd sound and small pieces of ice are shaved off). Once the danger is cleared,
the ship will continue on its way. Reenter the control room and pull the level to the stop
position to dock at your next destination. Exit the ship to start the next chapter!
- CHAPTER 4: LILLIPUT KINGDOM -
If you're familiar with the tale of Gulliver's Travels, this name should ring a bell.
Could it be that this next island is home to a society of tiny people? The only way to
find out is to explore this new world. For now, the documentation of the boys' travels
comes to a close once more, but as always, the story itself is far from over!
DOES THIS SMALL WORLD HOST YET ANOTHER BIG ADVENTURE?
IS THERE POSSIBLY YET ANOTHER CRYSTAL ORB TO BE UNCOVERED HERE?
HOW MANY MORE QUESTIONS ARE YET TO BE ANSWERED IN THE BOYS' TRAVELS? FIND OUT ON THE NEXT EPISODE OF... MARVELOUS: ANOTHER TREASURE ISLAND!!! ====*====*====*====*====*====*====*====*====*====*====*====*====*====*====*====*====*====* VIII. C O P Y R I G H T I N F O , E T C . ====*====*====*====*====*====*====*====*====*====*====*====*====*====*====*====*====*====* Marvelous and all related characters, etc. are (c) and TM Nintendo. This FAQ/Walkthrough is (c) 2001-2003 Matthew Danyeur (a/k/a KirbyManiac). GameFAQs is currently the only website that has permission to host this FAQ. Would you like to have this FAQ on your site? In that case, you will need to e-mail me (address is at the end of the FAQ) with the URL (web address) of the site you'd like to post it on (and make sure the e-mail is nice and polite, please) so I know where to find it. I will update the FAQ with your site so people will know it's allowed to be there, and I will send you e-mails telling you if I create more updated versions of the FAQ, because some people dislike it when they get questions from readers who weren't reading the latest version of the FAQ that answered the question (this is why some people don't allow their FAQs to be posted on other people's sites). ====*====*====*====*====*====*====*====*====*====*====*====*====*====*====*====*====*====* IX. T H A N K S A N D F I N A L W O R D S ====*====*====*====*====*====*====*====*====*====*====*====*====*====*====*====*====*====* Thanks to me for writing this FAQ/walkthrough. Thanks to Nintendo for creating such a "Marvelous" game. Thanks to GameFAQs for hosting this FAQ/walkthrough. Thanks to Nate Bodine for giving me the code to raise the gate in the pirate ship. Thanks to Ritchie for his translated hint guide. CONTACT INFORMATION E-MAIL: nintendo_matt@hotmail.com AIM: Mathias Meioh GAMEFAQS MESSAGE BOARDS: KirbyManiac Like Nate Bodine and Ritchie, you can get your name on this FAQ too! If I'm stuck in the game, you can get thanks if you can find the solution to my problem. Any secrets you find that I haven't can also earn you credit. There's probably dozens of Luck Rocks hidden on cavern ceilings and inside trees. Sure, you probably don't need all of them, but covering every nook and cranny is a sign of dedicated work (in my opinion, anyway). IF YOU SEE THIS FAQ/WALKTHROUGH ON ANY SITE THAT DOESN'T HAVE PERMISSION TO USE IT, PLEASE E-MAIL ME AND I WILL DEAL WITH IT. YOU MUST ALSO E-MAIL ME IF YOU WISH TO GET PERMISSION TO HAVE THIS FAQ/WALKTHROUGH ON YOUR SITE. THANK YOU FOR YOUR COOPERATION. SHAMELESS SELF-PROMOTION!!! (FAQs by me, KirbyManiac) Paper Mario Badge Combination FAQ Marvelous: Another Treasure Island FAQ/Walkthrough KirbyManiac: The Name Says It All! This FAQ/Walkthrough is (c) 2001-2003 Matthew Danyeur (a/k/a KirbyManiac). ====*====*====*====*====*====*====*====*====*====*====*====*====*====*====*====*====*====*