Marvelous FAQ/walkthrough by Arcadia Questions? Comments? Corrections? Flames? Email them to me at arcadia@despammed.com Looking for mor Super Famicom game FAQs? See my other FAQs at: http://www.geocities.com/arcadia_shulato/sfc/index.html Table of Contents: 0. General comments I. Game overview 1. Story 2. Main Characters A. Dion B. Max C. Jack 3. General game hints II. Item list III. Mini-games explanations IV. Where to find Luckrocks V. Frequently Asked Questions VI. Walkthrough 1. Chapter 1 2. Chapter 2 3. Chapter 3 4. Chapter 4 5. Chapter 5 ----0. General Comments This file is best viewed using a fixed-width font. If you're looking for the answer to a specific question, but don't want to risk spoiling the rest of the game, check the "Frequently Asked Questions" section first to see if it's there. Optional parts of the game are marked with asterisks. You don't have to do these parts of you don't want to, but some of them will add to your score if you do. ----I. Game Overview --1. Story Long ago, the seas were ruled by treasure-seeking pirates. The most famous of these was the legendary Captain Maverick. He supposedly left a great treasure known as "Marvelous", guarded by unsolveable puzzles and bizarre creatures. Countless adventurers have gone looking for the "Marvelous", but none have seen it and returned alive... Many years later, a group of children on a field trip land on the island rumored to house the "Marvelous". Unfortunately, so do a group of pirates who will do anything to find the treasure... --2. Main Characters A. Dion Dion (in red) is short but spirited. He's a fast runner and a good pitcher. His small size allows him to get into places where the other two boys won't fit. B. Max Max (in green) is the largest and strongest of the three. He likes to eat, but also likes to play soccer and swim. He is also a good boxer. If you need someone who can handle heavy equipment, Max is your man. C. Jack Jack (in blue) is the smartest of the three. He's good with his hands. He likes to build things and work with machines. He's a good jumper. He's taller than the others, which comes in handy if you need to get to something high. --3. General game hints Putting Dion at the head of the team will make the team walk faster. You can restore health by eating tomatoes. You can't carry them, but you can find them in many different places. Some items are used by pressing the B button, others can only be used in the search screen. Try both. Take advantage of the fact that there are three characters. Some jobs require the three of them to work together, others require them to split up and work separately. Most enemies will follow the leader of the team and ignore the other two. In these cases, you can usually confuse or avoid them by switching leaders. Luckrocks can be used for many different purposes. When all else fails, try using them. Once you finish a chapter, you can't go back. Make sure you really have finished everything before setting off. If you're REALLY stuck, you can get a hint from Pilac. Blow the whistle and talk to him. He'll give you hints in exchange for Luckrocks. ----II. Item list Authentic Doghouse (Matomo na Inukoya) When found: Chapter 4 Where found: Antique shop User: Jack Purpose: Might make a good house for snails, too Benson's Dynamite (Benson no Uun Dainamaito) When found: Chapter 2 Where found: Get from Captain Benson User: Any Purpose: Opens the way to the Mammoth Brothers' hideout Big Hammer (Ooki na Hanmaa) When found: Chapter 1 Where found: Red box north of the pipes User: Dion Purpose: Knocks down posts Blue Key (Aoi Kagi) When found: Chapter 1 Where found: Get from Winky after freeing the monkeys User: Jack Purpose: Opens blue treasure boxes Blue Key 1 (Aoi Kagi 1) When found: Chapter 5 Where found: Maverick's lair, floor 3 User: Jack Purpose: Opens a blue treasure box in Maverick's lair Blue Key 2 (Aoi Kagi 2) When found: Chapter 5 Where found: Maverick's lair, floor 5 User: Jack Purpose: Opens a blue treasure box in Maverick's lair Blue Key 3 (Aoi Kagi 3) When found: Chapter 5 Where found: Maverick's lair, floor 4 User: Jack Purpose: Opens a blue treasure box in Maverick's lair Blue Key 4 (Aoi Kagi 4) When found: Chapter 5 Where found: Maverick's lair, Gina's room User: Jack Purpose: Opens a blue door in Maverick's lair Blue Paint (Aoi Enogu Haketsuki) When found: Chapter 4 Where found: Win in the Spider Brother's jump game User: Jack Purpose: Use to paint pictures Bone "Dog Food" (Hone 'Inu no Esa') When found: Chapter 2 Where found: Get from the village sheriff User: Any Purpose: Use to get into the Dead Sea Borrowed Tape Recorder (Karippanashi no Teepurekoodaa) When found: Chapter 3 Where found: From a researcher near the big gorilla User: Jack Purpose: Records and plays back sound Broken Plank (Kowasaretera Itakire) When found: Chapter 3 Where found: Mr. Smith's lab User: Max Purpose: Part of a wooden sign Buster Cannon (Muriyari Moratta Basutaa Hou) When found: Chapter 4 Where found: Ants' cave User: Any Purpose: Use to beat the queen ant Captain's Pass (Baretara Kowai Taisa no Tsuukousho) When found: Chapter 5 Where found: Get it from Arnold User: Any Purpose: Lets you into the cave Cowardly Bees' Golden Drop (Okubyou Bachi no Kin no Shizuku) When found: Chapter 4 Where found: The honey collector in the forest User: Dion Purpose: Ingredient for "Antbuster" poison Dash Shoes (Dasshu Shuuzu) When found: Chapter 1 Where found: Red box in the ship User: Dion Purpose: Allows Dion to dash Digging Machine Plans (Anahori mashin no yakukeizu) When found: Chapter 2 Where found: Get from the digger User: Jack Purpose: Shows how to build the digging machine Empty Water Bottle (Buki ni naranai Kara no Suitou) When found: Chapter 3 Where found: Get from the miner in the village User: Any Purpose: Fill it with water! Fake-looking Shogun's Pot (Nisemonoppoi Shougun no Tsubo) When found: Chapter 4 Where found: Antique shop User: Jack Purpose: Might make a good snail house... or not Familiar Swiss Cheese (Natsukashii Anaaki Chiizu) When found: Chapter 3 Where found: A miner in the town User: Any Purpose: Good for catching mice Fashionable Silkworm's Forest Coat (Oshare Misomushi no Mori no Kooto) When found: Chapter 4 Where found: From a silkworm in the forest User: Any Purpoe Ingredient for "Antbuster" poison Fishhook (Kaeshite Moratta Tsuribari) When found: Chapter 1 Where found: Get from Jim after winning the soccer match User: Jack Purpose: Trade for the Fishing Rod Fishing Rod (Tsurizao) When found: Chapter 1 Where found: Trade the Returned Fishhook for it User: Jack Purpose: Use to fish, or to snag far-away items or switches Forest Shell (Chuukou no Mori no Kaigara) When found: Chapter 4 Where found: Get from a snail in the lake User: Jack Purpose: Ingredient for "Antbuster" poison Frog's Tail (Denki Biribiri Kaeru no Shippo) When found: Chapter 4 Where found: A frog in the forest User: Any Purpose: Ingredient for Antbuster poison Gate Key (Jan kara Moratta Kakoi no Kagi) When found: Chapter 3 Where found: Get from Jan User: Any Purpose: Opens the gate at the back of the village Green Key (Midori no Kagi) When found: Chapter 1 Where found: Get from Winky after freeing the monkeys User: Max Purpose: Opens green treasure boxes Green Key 1 (Midori no Kagi 1) When found: Chapter 5 Where found: Maverick's lair, floor 3 User: Max Purpose: Opens a chest in Maverick's lair Green Key 2 (Midori no Kagi 2) When found: Chapter 5 Where found: Maverick's lair, floor 5 User: Max Purpose: Opens a chest in Maverick's lair Green Key 3 (Midori no Kagi 3) When found: Chapter 5 Where found: Maverick's lair, floor 2 User: Max Purpose: Opens a chest in Maverick's lair Green Key 4 (Midori no Kagi 4) When found: Chapter 5 Where found: Maverick's lair, floor 4 User: Max Purpose: Opens a green door in Maverick's lair Green Paint (Midori no Enogu Haketsuki) When found: Chapter 4 Where found: Win from the Spider Brother's kick game User: Max Purpose: Use to paint pictures Hard-to-catch Frog (Kurou shite Tsutta Kaeru) When found: Chapter 2: Where found: Penguin Lake User: Jack Purpose: Scares away the Sheriff Jump Boots (Janpu Buutsu) When found: Chapter 1 Where found: Blue box in the ship User: Jack Purpose: Allows Jack to jump Lost Doll (Oitekebori no Ningyou) When found: Chapter 3 Where found: Jan's house User: Any Purpose: Use to get information about the village Mansion Key (Yashiki no Kagi) When found: Chapter 2 Where found: Old woman's house User: Any Purpose: Lets you into the mansion Mister Mole the Digging Machine (Anahori Mashiin Mogura-kun) When found: Chapter 2 Where found: Jack builds it out of junk in the water shop User: Max Purpose: Use to dig holes Mom's Box Lunch (Kaachan no Tougarashi Bentou) When found: Chapter 3 Where found: Get from a woman in the village User: Any Purpose: Use to find the fake villager Mysterious Photograph (Nazo no Shashin) When found: Chapter 2 Where found: Indio's grave User: Any Purpose: Gives information about Benson and Indio Mysterious Photograph (Nazo no Shashin) (another one) When found: Chapter 3 Where found: A photographer near Marlow's camp User: Any Purpose: Give it to Professor Marlow Napoleon's Smelly Pot (Usokusai Naporeon no Nabe) When found: Chapter 4 Where found: Antique shop User: Jack Purpose: Might make a good snail house... or not Polly, the Selfish Midget (Wagamama no Kobito Porii) When found: Chapter 1 Where found: Save her from the dogs User: Max Purpose: Can get into small spaces where the boys won't fit Professor Marlow's Magnet (Maaroo-hakase no Jishaku) When found: Chapter 3 Where found: Get it from Professor Marlow User: Jack Purpose: Good for moving metal objects Real Eagle's Egg (Honmono no Washi no Tamago) When found: Chapter 4 Where found: Outside Lilliput castle User: Any Purpose: Trade for the crystal Red Key (Akai Kagi) When found: Chapter 1 Where found: Get from Winky after freeing the monkeys User: Dion Purpose: Opens red treasure boxes Red Key 1 (Akai Kagi 1) When found: Chapter 5 Where found: Maverick's lair, floor 6 User: Dion Purpose: Opens a chest in Maverick's lair Red Key 2 (Akai Kagi 2) When found: Chapter 5 Where found: Maverick's lair, floor 3 User: Dion Purpose: Opens a chest in Maverick's lair Red Key 3 (Akai Kagi 3) When found: Chapter 5 Where found: Maverick's lair, floor 5 User: Dion Purpose: Opens a chest in Maverick's lair Red Key 4 (Akai Kagi 4) When found: Chapter 5 Where found: Maverick's lair, floor 2 User: Dion Purpose: Opens a red door in Maverick's lair Red Paint (Akai Enogu Haketsuki) When found: Chapter 4 Where found: Win from Spider Brother #2 User: Dion Purpose: Use to paint pictures Red Scarf (Naisho no Sensei no Akai Sukaafu) When found: Chapter 1 Where found: Get from Miss Gina after chasing away the mouse User: N/A Purpose: ?? Remote Control (Tsukainikusou no Kontorooraa) When found: Chapter 1 Where found: Cave by the wheel User: Jack Purpose: Controls robots Roly-poly Shell (Unchiku Marumushi no Nukegara) When found: Chapter 4 Where found: The roly-polies in the forest User: Jack Purpose: Trade for the snail's house Rope (Roopu) When found: Chapter 1 Where found: Monkey's cave (drop down from above to get it) User: Jack Purpose: Use to build some stairs Saltwater Spray (Shiomizu no Supurei) When found: Chapter 3 Where found: Get from Professor Marlow User: Jack Purpose: Kills plants Secret Village Coin (Naisho no Mura no Koin) When found: Chapter 3 Where found: Get from Mike User: Max Purpoe: Use to get the Punch Glove Sisco's Flowers (Tanomareta Shisuko no Hana) When found: Chapter 2 Where found: Sisco's house User: Any Purpose: Use to get to Indio's grave Small Key (Chiisa na Kagi) When found: Chapter 1 Where found: Ship engine room User: Max Purpose: Unlocks a small lock Smelly Chain Key (Namakusai Kusari no Kagi) When found: Chapter 1 Where found: By catching fish in the lake User: Jack Purpose: Frees Jim from the pirates' chains Soccer Shoes (Sakkaa Shuuzu) When found: Chapter 1 Where found: Underwater in the lake east of camp User: Max Purpose: Allows Max to kick things Soldier Blue Herbs (Heishi no Kusuri Sorujaa Buruu) When found: Chapter 4 Where found: Ants' cave User: Any Purpose: Heals the castle guards (but nothing else, alas) Sour Key (Suppai Kagi) When found: Chapter 3 Where found: Max's stomach User: Max Purpose: Opens the passage to the Baobab Tree Suspicious Head Chef's Hat When found: Chapter 4 Where found: Antique shop User: Jack Purpose: Might make a good snail house... or not Transceiver (Toranshiibaa) When found: Chapter 1 Where found: Get from a boy in camp User: All Purpose: Switch characters when out of range of whistle Underwater Goggles (Suichuu Megane) When found: Chapter 1 Where found: Beach south of camp User: Max Purpose: Allows Max to dive underwater ----III. Mini-games Chapter 1: -Jim's "Nothing if you're unlucky" game: Location: Jim's tent after winning the soccer match For 1 Luckrock, you can pick one of the three boxes on the counter. If you pick the right one, you'll find more Luckrocks (anywhere from 1 to 6). The number on the blackboard represents how many Luckrocks Jim has. If you win all his Luckrocks, he'll close up the game. Chapter 2: -The Monster Location: Indio's mansion (in the past only) The cost is 2 Luckrocks per play. The target is in the robot's chest. If you can hit it 3 times, you get anywhere from 0 to 7 Luckrocks. If it hits you 4 times, you lose. The best way to win is to wait by the side until it opens the door, then rush in and hit it after the birds have flown by. It always makes a cuckoo sound just before the door opens. -Jam's "Kick it and BOOM" game Location: A house at the north end of the village (End only) The cost is 1 Luckrock per play. Use Max's Soccer Shoes to kick the ball past the moving panels into the hand. You can win anywhere from 0 to 6 Luckrocks. Chapter 3: -The Monkey Location: Just west of the ship This last monkey will offer the play Rock-Paper-Scissors for Luckrocks. If you play against him, watch out- he cheats! If you pick Rock and he picks Scissors, he'll pretend he really meant Paper. If you win, he'll give you 5 Luckrocks. ----IV. Luckrocks Note: There's no limit to the number of Luckrocks you can get. You can get as many Luckrocks as you want by winning them in games, or by defeating certain monsters. The number of Luckrocks you finish the game with affects your final "score", so get as many as possible! In Chapter 1: -1 near the stairs to the beach by the camp. -1 at the SW corner of the lake near the camp. -Put a Luckrock in the box on the table in tent #4, and get 5 back -1 near a cave NE of the lake -1 near Jim's tent -Several found floating down the river (need to be able to dive) -1 behind a fence NE of the lake (use the Fishing Rod to get it) -1 by dashing into the wall where the log was in the cave with puddles -1 at the south end of the ship -2 on the bank east of the ship -1 on a crate in the ship (dash into the crate to get it) -4 in the cave by the wheel west of the ship -1 found by dashing into trees -1 in the monkeys' cave (drop down from above to get it) -2 from chests in the area with the birds -2 in the sea on the west end of the island -2 by spraying water on dry leaves (use Jack's Remote Control) -2 by the pipes in the north end on the island (need the hammer to get one) -2 under rocks east of the pipes -1 in a cave west of the pipes -1 floating in the lake north of the pipes (use Jack's Fishing Rod) -2 near the tracks in the first room on Maverick's cave -1 on the tracks in the second room -2 in treasure boxes just past the gate in Maverick's cave -3 fall after bashing the door near the pool of blood open -10 in Miss Gina's tent after getting through Maverick's cave -Win up to 20 in Jim's mini-game In Chapter 2: -1 by dashing into a tree -1 behind the trees in the graveyard -1 behind the water store -1 in the SE corner of village (use the Fishing Rod) -1 near the entrance to the Dead Sea (use the Fishing Rod) -7 under orange flowers in the Dead Sea -2 in the SE corner of the Dead Sea -Find them after killing scorpions in the Dead Sea -1 south of Sisco's house -1 (or more?) dug up by gardner in SW corner of village -10 in the old woman's house after you help her clean the room -1 at the entrance to the lake (Past) -1 from a tree in the village (Past) -1 on the house under construction (Use Dash) (Past) -1 in penguin lake (Use Fishing Rod) (Past) -1 near SE corner of lake (Use Fishing Rod) (Past) -3 in the "doorless" house when you find Captain Benson -3 in the underground cave leading to the Mammoth Brothers' fort -10 behind the trees east of the cannons -1 south of the town pond (End) -1 SW of the town pond (End) -1 in the west part of town (End) -10 behind the game house (End) -Win them in the Monster game -Win them in Jam's game In Chapter 3: -1 just west of the ship -Win 3 from the monkeys -10 in the NE corner of the monkeys' forest -10 behind Marlow's tent -1 by entrance to saltwater cave -2 in the overgrown bridge -1 on ledge north of saltwater cave -3 found by dashing into bushes -4 found by dashing into the big bush left of the Baobab Tree cave -3 by pulling the switch at the end of the bats' cave -1 in the room with the broken bridge -Find them after defeating cactus monsters -Win them from the monkey In Chapter 4: -1 just east of the ship -1 by the lake near the frog -1 near the roly-poly colony -1 south of the bee hive -1 west of the ladder in the forest -Win 20 in the spider's jumping game -1 in the 3rd Spider Brother's lair -1 in the 1st Spider Brother's lair -1 in the king's room -1 in the first room of the ants' cave -50 from the king after saving Polly In Chapter 5: -3 next to the green tower (Use the Dash shoes for 1) -1 north of the buried ship (Use the Dash Shoes) -2 outside floor 3 -1 on platform in floor 4 (drop down from floor 3) -4 from picture puzzle on floor 4 -1 behind locked door on floor 4 -1 on right side of lift on floor 4 -1 on platform in floor 5 (drop down from floor 4) -4 from checkerboard floor on floor 5 -1 behind locked door on floor 5 -2 outside floor 5 -2 on ledges outside floor 5 (use Dash Shoes) -20 in Miss Gina's room -40 in green tower ----V. Frequently Asked Questions --Chapter 1: Q: How do I kick the soccer ball past Jim? He's too fast! A: Jim follows the leader of the team. Use this to your advantage. Leave Max by the soccer ball. Switch to one of the other members and have them wait by the side of the field. When Jim follows him to the side of the field, switch back to Max and kick the ball. If you're fast enough, you'll make it. Q: How do I get the mouse out of Miss Gina's tent? A: When the mouse is inside the tent, leave one of the members outside where the mouse was standing. Have the other two go inside the tent and catch the mouse. It will try to run outside, but won't be able to with someone already there. When the search screen opens, used the "!?" cursor to pull on the mouse's nose until it turns red. After that, it will agree to leave. Q. How do I open the door to the lower level of the ship? A. Enter "1286" on the keypad next to it. Q. What do I do with the wheel west of the ship? A. Use "teamwork" and turn it 2 times to the right, 5 times to the left and 4 times to the right. Q. How do I move the rock blocking the path north of the lake? A. Jack will need the Jump Boots. Put Dion and Max by the south side of the rock. Have Jack jump over the river and go around to the north side. Once you have people on both sides of the rock, you can move it. If the path to the north side is still blocked, it's too early in the game for you to move the rock. Q. The Patches trapped Dion in a cage! How do I get him out? A. They want you to solve their riddle and tell them which is the oldest, middle and youngest brother. Talk to them in order. The oldest is in the middle. The middle brother is on your left. The youngest is on your right. Q. How do I keep the Patches brother from switching the tracks in the first room of Maverick's cave? A. Have Dion ride the car and throw a baseball at him just as the car lands after the first jump. Q. How do I open the door near the pool of blood in Maverick's Cave? A. One of the piles of logs to the east isn't tied down. Have Dion dash into the pile to knock one of the logs over. Use "teamwork" to pick up the log. Move in front of the door and dash into it. Q. Where is the key to the ships's bridge? A. There isn't one. Have Polly open it instead. --Chapter 2: Q. How do I operate the Time Room? A. Look at the memo in the water shop. Move the clock's hands to 9:30, then to 10:30. Q. How do I catch the frog? A. Use Jack's Fishing Rod. When you first cast, the frog will jump into the water. Pull the hook onto the leaves where the frog was sitting. When the frog surfaces, pull it back SLOWLY until the frog jumps at the hook. Q. How do I get into the house with no door? A. Once you get access to the Time Room, go the past. There is a man building a house there. He'll ask you which plan he should use. Tell him to use #2, the only one with a door. When you go back to the present, the house will have a door. Q. How do I get through the maze with the telescopes? A. To fight the right path, look through the telescope (use Jack for this- he's the only one tall enough) and find Benson's smoke signal. Then go in the direction the telescope is pointing. Q. How do I defeat the Mammoth Brothers (mountain bandit leaders)? A. Use Dion's Mitt to defeat the Mammoth Brothers, just like the other bandits you saw on the mountain. They're invincible while they're spinning. Their weakness is that they always follow the team leader. Switching leaders will confuse them, and they'll stop spinning until they can get their bearings. Have Dion lead, and switch to Max or Jack. While they're confused, quickly switch back to Dion again and fire away. Q. How do I get the Blue Crystal from Benson? A. Go back to the present and look at Benson's grave. There's a message there. Step in the black stones in the order of south, north, west, east. Then Benson will appear and move one of the graves. Have Max dig there to find the crystal. --Chapter 3: Q. How do I get past the gorilla? A. Use the tape recorder to record the voice of the female gorilla in the area to the west. Play the recording for the boss gorilla and he'll get out of your way. Q. How do I get Mike (guy with the jukebox) to talk to me? A. Go to Smith's house. Talk to the miner and he'll give you a piece of cheese. Go upstairs to where you found Smith's diary. There's a mousehole there. Use the cheese there and a mouse will come to eat it. Use Jack's Tape Recorder to record the mouse's voice. Go back to Mike's house and play the recording. It'll scare Mike away from his jukebox. Q. How do I beat the cactus plants? A. If neither Dion's Mitt nor Max's Punch Glove seem to be working, have Jack spray the plant with his Saltwater Spray first. Q. Max swallowed a key! How do I get it back? A. Go to Smith's lab and take a look at Max with the x-ray machine. You can see the key sitting there in his stomach. To get it out, use Jack's magnet. Use the A button and directional pad to guide the key back up to Max's mouth. Q. How do I get past the cave with the bats? A. Leave Dion to run the treadmill, while Jack and Max make their way through the cave. Use Max's Punch Glove to kill the cactus plants. If a bat grabs you, try to move in different directions until it lets go. When the electricity starts to run low, use the transceiver to switch back to Dion and generate some more. At the end of the cave, flip the switch to turn on the lights and open the door. Q. How do I defeat the plant at the Baobab Tree? A. There are three stages to this battle. To beat the first stage, have Dion throw baseballs at the plant when it sticks its tentacles out. If the balls hit the tentacle with Smith's face, they'll do damage. Three hits should do it. To beat the second stage, use Max's Punch Glove to hit the sprouts. Aim for the one that doesn't shoot fireballs. It should only take two hits. In the third stage, the plant will spit out small spiked pods. Have Jack spray one with saltwater, then have Max kick it at the plant. One kick should destroy the plant. -Chapter 4: Q. I've turned the electricity off, but the frog won't give me his tail. How do I get it? A. Teach him a lesson! Go turn the juice back on. He'll repent and give you the tail. Q. What kind of house is the snail looking for? I've tried everything in the shop, but he doesn't like any of them. A. There's one more item in the shop- the little house by the back wall. Trade the Roly-poly shell for it. Q. How do I get the ball of thread from the spider? A. Bring Dion and Jack. Have Dion throw a baseball at the spider. While the spider is spinning, have Jack catch the ball with his fishing rod. Q. What's the right order for painting the king's gown. A. First Jack, then Dion, then Max. Q. How do I beat the robot in the ants' cave? A. Put either Max or Jack on one side of the robot and Dion on the other. Switch to Max/Jack and wait for the robot to throw one of its iron ball at you. When it does, it will get stuck. Switch to Dion and throw baseballs at the key until it breaks. Q. How do I beat the Queen Ant? A. Open the search screen on the Queen Ant while she's hoving around Polly, and shoot at her with the Buster Cannon. Fire while the crosshairs are flashing. 4 shots will kill her. Q. How do I get the crystal out of the garden? A. Use the paints to paint it like the eagle's eggs. The order is Dion, Max, Jack. -Chapter 5: Q. Why won't my keys open the treasure boxes? A. They use different keys. Look for new keys somewhere in Maverick's lair. Q. How do I get to the red chest on floor 6? A. Have Max wait on the platform. Have Dion run on the treadmill to move the platform. Destroy the stack of crates by kicking them, them kick the lever to open the gate. Now send Jack over on the platform. Have Jack jump over the gap and step on the button marked with an S. The bridge will move into place and the last gate will open. Now Dion can get to the red chest. --1. Chapter 1: Summer Camp on the Island When you start the game, you'll be able to enter the name of your team (not the individual characters). The story starts in a cave filled with monkeys. A young monkey names Winky goes to see the Elder. It's Winky's 16th birthday, and it's time for him to start fulfilling his destiny. The monkeys on this island have the job of protecting the secret of the island, until the day when it is to be used again. That day has come. The Elder gives Winky 3 keys. Not only are the 3 keys the key to finding the islands secret, they also change the person who owns them. It is up to Winky to find 3 humans capable of using the keys. The Elder calls a bird named Pilac to help Winky. With the two of them together, they should have no trouble. Suddenly, a distraught monkey rushes in. Some humans have come to the island, and are hunting the monkeys. They must be looking for the keys. The Elder and his four helpers run to safety, leaving Winky and Pilac to fend for themselves. Elsewhere on the island, a group of children and their teacher, Miss Gina, are enjoying a summer camping trip. Miss Gina is assigning chores to the various teams of kids. She sends one group off the fish in the nearby lake. Next she comes to your team. She gives you a "Leader Hat", which marks the current "leader" of your team. (You can change leaders by pressing the R button). The search screen opens on Miss Gina. She gives you your assignment. In order to cook dinner, Dorothy's team needs 6 logs for the fire. You must collect them and bring them to Dorothy's tent (#3). She also tells you that there are pretty stones called Luckrocks in various places on the island, and she likes them very much. Now use the "!?" cursor to examine various things on the screen. -Click on the paper hanging on the wall, and Miss Gina explains that those are the camp rules, and you should read them thoroughly before setting out. -Click on Miss Gina's nose to tickle her nose. -Click on Miss Gina's headband, and she'll tell you that she likes the color green, but she also likes the yellow of Luckrocks :). -Click on Miss Gina's scarf, and she'll tell you that the red scarf is her trademark. Be sure to remember it. -Click on either of her... um... pockets, and she'll blush and tell you her pockets are empty Exit the search screen and have a look around the tent. Take a look at the "camp rules" for a lesson of controller buttons. Also take a look at the logs near the east wall. There seems to be a hole in the tent wall behind them. To collect the logs: #1: Easy! It's right in front of you when you exit Miss Gina's tent. #2: Go south to the beach, then east to find another log. #3: The third log is just north of the camp, near Jim's tent. #4: Go north from camp, then west to the lake. Go around the west end of the lake and follow the river north. There's a log where the river flows into a cave. There's also a path that's been blocked off. More on that later. #5: NE of lake, you'll find a cave. Inside the cave is another team from the camp. They were sent to get water to cook dinner in. However, they've filled their pot so full they can't lift it. Talk to one of the members and agree to help them lift the pot. Position your characters around the pot and select "teamwork" (second from the top) from the search screen. Press the A button repeatedly to lift the pot. Now that the pot's out of the way, you can get to the log. #6: At the NE corner of the lake, you'll find another team. They were supposed to be fishing, but Jim has taken their fishhook. He challenged them to a soccer match to win them back, but they lost, and now they can't try again because Jim has thrown their soccer shoes in the lake. First, you need to get the soccer shoes back out of the lake. To do that, you'll need to be able to dive underwater. Go to the beach south of camp and talk to the three boys there. First talk to the boy wearing the swimming goggles. He loves diving and secretly brought a pair of underwater goggles so he could go diving off the shore. He'll go under again, but when he comes up, he's missing his goggles! Without his goggles, he can't dive, so he decides to watch the other boy fish instead. Talk to the boy with the fishing rod. He's caught something! It's heavy, though, and he needs someone strong to help pull it up. Have Max talk to him. On the count of three, push the A button to pull the catch to the surface. It's the other boy's goggles (Are they that heavy?)! The owner of the goggles decides to lend them to Max because he's so "big-hearted". Go back to the lake and have Max dive for the Soccer Shoes. Now that you have the shoes, go see Jim. Two of his underlings has kicking a soccer ball around outside his tent. Talk to the underling on the right to begin the game. If you can kick the soccer ball past Jim and into the tent, he'll give back the fishhook. Jim follows the leader of the team. Use this to your advantage. Leave Max by the soccer ball. Switch to one of the other members and have them wait by the side of the field. When Jim follows him to the side of the field, switch back to Max and kick the ball. If you're fast enough, you'll make it. After winning the match, have Jack talk to Jim and he'll give him the Returned Fishhook. Go back to the lake and give the fishhook to the leader of the team. He'll put it back on the rod, and give it to Jack. But you can't get the log just yet. The other team doesn't even know how to fish! The only way you'll get any dinner (and avoid getting both Dorothy and Miss Gina mad) is if you catch the fish for them. To fish, stand by the side of the lake. Press and HOLD the B button to cast the rod. When a fish takes the bait, use the directional key to pull the fish in. You'll need to catch three fish. The other team thanks you for the fish and runs back to camp. Now you need to get that rock out of the way. Position the boys around it and use "teamwork", just like with the pot. Once the rock is gone, Dorothy comes to collect the logs. She takes them back to the camp, promising to make her "special lunch". It'll be a while before it's ready, so you might as well explore the island some more. After Dorothy leaves, the wooden platform where the rock had been starts shaking. It suddenly moves to reveal a door. A monkey comes out. ***OPTIONAL*** Go back to the camp and check on dinner. The rest of the kids are gathered around the pot. Talk to the leader of the team to the north and he'll decide to pass the time by singing a song. All together now: "I'm hungry/I wanna eat/Sing it again!". If you check of Dorothy in tent #3, you'll see she's cooking tomatoes (where'd she get them all?). You'll also see a mouse standing outside Miss Gina's tent. If you try to catch it, it will run inside. If you try to catch it inside, it will run back outside. Miss Gina doesn't like mice, so you'd better get rid of it! When the mouse is inside the tent, leave one of the members outside where the mouse was standing. Have the other two go inside the tent and catch the mouse. It will try to run outside, but won't be able to with someone already there. When the search screen opens, use the "!?" cursor to pull on the mouse's nose until it turns red. After that, it will agree to leave. After the mouse leaves, talk to Miss Gina and she'll give you a red scarf like hers, and tell you that it's important to always help people in need. ***** Go talk to the monkey. He tells you to hide. He's being chased, and his pursuers will soon be here. Hide behind the cluster of palm trees just south of the hole. The monkey makes some footprints lead his pursuers away from them and joins you. Three very short pirates run out of the hole and follow the footprints. Follow the monkey. You'll eventually come to a large, old ship. The monkey leads you into the ship's cargo hold, where there are several other monkeys being held in a makeshift cage made of crates and nets. One crate has three handles on it. Position all three characters by the north side of the crate, and use "teamwork" to pull it out of the way. The monkeys escape, and Winky decides to give the boys the 3 keys. Pilac has doubts, but Winky is convinced. The 3 keys can open treasure boxes of the same color. Look inside the cage and you'll find a blue treasure box. Use Jack's Blue Key to open it. You'll get the Jump Boots. These allow Jack to jump. On the first floor of the ship is a red treasure box. Use Dion's Red Key to open it. This contains the Dash Shoes, which allow Dion to dash. If there's something you want that's out of reach, you can usually get it by either jumping to it, or knocking it down by dashing into it. Now explore the rest of the boat. You'll see several small signs on the wall. Most are numbers (one is upside-down). One says "Noses on a face, Legs on a bird, Legs on a spider, Legs on an ant". Remember that one. In the NW corner of the room with thecage is a closed door with a control panel next to it. Open the search screen on the control panel. Use the "?!" cursor to press the number keys. Try entering the numbers you saw on the signs. Most don't do much. The clue here was the "Noses on a face..." sign. If you want the exact answer, check the "Freqeuently Asked Questions" section. There's also a sign that says "1 2 3 nothing". I've only found one use for this number, but it's later in the game. The door leads to the ship's engine room. You'll find a large gear blocking your way. Use "teamwork" to move it back into place. On the other side is large machine a green chest containing the "Small Key". The large machine is the ship's engine. It runs on Luckrocks. If you step on the large button with the footprints on it, the door to the furnace will open. As you can see from the dial, it needs 10 Luckrocks now. You can put them in now if you want, but you don't need to just yet. Go west of the ship and you'll find a strange wheel in the ground, with a sign on the wall north of it. Examine the sign. There's nothing written on it, but it has a keyhole. Use Max's Small Key on the keyhole and numbers will appear: a black 2, a white 3 and a black 1. Now try turning the wheel. You can turn it by positioning the characters around it and choosing "teamwork". If you turn it left, black numbers appear. If you turn it right, white numbers appear. You need to turn the wheel so that the numbers match the ones on the sign. If you want the exact answer, check the "Frequently Asked Questions" section. If you turn the wheel right, a door will appear in the northern wall. Inside, you'll see footprints apparently leading across a hole into a door in the eastern wall. Have Jack jump across and go through the door. The other two won't be able to follow, so just have them wait. In the next room, you'll see a large hole with several platforms and a switch shaped like a fish (hint hint!). Have Jack stand on the small square by the large platform and use the Fishing Rod to pull the switch. Once Jack is on the platform, have him jump across to the other platforms. One platform has a Luckrock, and on has a blue chest containing the Remote Control. After getting past the platforms, you'll end up in a room with another fish switch. Use the Fishing Rod to pull it. It opens the doors. Now you can go back for the other characters. The next room has a pit filled with crates, with a robot standing at the north end. Use Jack's Remote Control to move the robot. Use it to break the crates and make a path to the door. The robots can only move a certain number of spaces before running out of energy (unless it finds a battery, one of those boxes with a E on the side), and hitting a rock will make them switch direction unless you tell them otherwise. Don't worry about the losing the robot, though. Captain Maverick apparently had a never-ending supply. In the next room, you'll find a strange statue, showing three people standing on top of each other- a large man holding a tall skeleton holding a small man. There are four switches up on the wall. That statue is the clue. Put all three characters under a switch and choose "teamwork". If they're in the right order, Dion will be able to hit the switch. If you hit the right switch, the statue will move, revealing a treasure box. Any of the boys' keys can open it. It contains a strange crystal ball. Maybe you'd better go back to camp and show it to Miss Gina. When you exit the cave, Miss Gina comes looking for you. Lunch is ready, and she was worried when you didn't come. The door to the south is now open, so you don't have to go back through the monkeys' cave. When you get back to camp, Miss Gina isn't there yet, but some of the kids are waiting in her tent. Talk to the one with the glasses. While he's speaking, an arrow flies into the tent. It's a letter from someone calling himself "King Bull". He wants the crystal ball the boys found and is holding Miss Gina for ransom. There's also a (very) crudely drawn map showing where he's holding her. The boy gives each of you a Transceiver. Now you can switch leaders even when one or more of the boys is out of sight. Go to the NW corner of the lake, where you saw the path blocked off. The path is now open, and you'll find Jim tied up there. According to Jim, the pirates threw the key to his chains in the lake, and it's probably been swallowed by a fish by now. Use Jack's Fishing Rod to catch fish. If you get the right one, the Fishing Rod will pull the key from its mouth. Free Jim and he'll run back to camp. Beyond the gate is a hole. Jack can jump over, but the others can't. Have Dion and Max go around the lake to the NE. There'll be a rock blocking the path, so Jack will have to go alone for now. Have Jack jump over the hole. On the other side, you'll see a bird flying between two trees. Talk to the bird and he'll give you a clue to the location of some Luckrocks. You'll also see some footprints that stop suddenly. Go where the footprints stop and you fall through the ground into the monkeys' cave. You'll find the Rope there. Have Jack jump over the river, and he'll come to the path blocked by the rock. Now that you have characters on both sides of the rock, you can move it. Make sure Dion and Jack are both standing by the south side of the rock, and choose "teamwork" from the search screen to move it. Go east. You'll find quicksand and holes. To get past the quicksand, have Jack jump over the holes, then push the loose rocks into them. With the rocks covering the holes, Max and Dion will be able to walk over them. If you fall down the eastern hole, you'll find a Luckrock. At the end of the path, you'll find some loose boards. Use Jack's Rope to make a set of stairs out of them. Go north through the trees to get to the next area. The next area of the forest has birds flying between the trees. Watch out for them. If they hit you, they'll do damage. There's a red box containing Dion's Mitt and Ball, as well as a few others containing Luckrocks. Dion's Mitt is one of the few weapons in the game. You can kill the birds by chucking baseballs at them. The exit is in the middle of the trees in the SW corner. Next you'll find a monkey blocking the path. It tells you it won't let you through because of danger ahead. But is it really a monkey? Open the search screen and use the "?!" cursor to tickle its ears, wiggle its nose, pull on its cheeks and generally harrass the poor monkey until it gets mad and pushes you away. Have Dion throw a baseball at it, then go take another look. There's a zipper! It's not a monkey at alL! Undo the zipper to reveal its true identity- one of the little pirates. In the next screen, use "teamwork" to move the rock out of the rock and open the way back to camp. To get past the fans, put Dion in front of the team and run straight through. Next, you'll come to the sea. There are two Luckrocks floating there. You can get them with Jack's Fishing Rod, but you have to be quick or they'll float away. There is a dog running around the tree looking for something. On the ground, you'll see someone has written "SOS". There are little footprints leading from the message to the tree. Have Dion throw a baseball at the dog and it will run away. Check out the tree and you'll find a very small girl named Polly hiding there. She decided to come with you. Have Max talk to her and she'll become one of his "items". She insists on going with Max because he's her "type" :). After Polly joins, more dogs attack you. Get rid of them by throwing baseballs at them. The get past the river, you'll need to make the small leaf grow large enough for you to walk on. Have Jack jump over the river. There's a gardening robot there, randomily spewing out water. Use Jack's remote control to guide the robot and make it spray water on the dry leaves. The dark spots on the ground show where to get two of them. Next, you'll come to a pipe. Before doing anything with it, explore the rest of the forest. East of the pipe, you'll find some rocks. There are Luckrocks under some of them. Dion is the only one small enough the fit into the pipe, so he'll have to go on alone for now. On the other side of the pipe is a red treasure box. When you get close to it, the three pirates, calling themselves "Patches", will drop a cage on you. In order to get out, you'll have to solve their puzzle. They want to you to figure out which is the oldest, middle and youngest brother. One of the tells you, "The oldest is to the left of the youngest, the youngest isto the right of the middle, the middle is to the left o the oldest." Think of the brothers as standing around a circle, rather than a box. If you want the exact answer, check the "Frequently Asked Questions" section. After solving their riddle, they'll demand that you hand over the crystal. You have no choice but to answer yes. However, before you can, Winky will drop rocks on them and they'll run away. A group of monkeys will remove the cage. Now you can get to the box. It contains the Big Hammer. You can use the Big Hammer to knock down posts that are in your way. Go back through the pipe. Go into the cave to the left. It leads to the monkeys' cave. Use the hammer to knock down the post. The cave to the west contains a Luckrock and several tomatoes. Use the Hammer to knock down the posts on the right side of the pipe, then use "teamwork" to push it back in place. About halfway through, Patches will come and try to stop you. Keep pressing the A button as fast as you can to overcome them. Use the hammer to knock down the posts blocking the path and go into the cave to the north. There are some tomatoes and a Luckrock floating in the pond near the entrance. Use Jack's fishing rod to get them. Go past the tracks and down the ladder. There's a gate there with three switches. Leave Jack and Max on two of them. Have Dion go back up the ladder. When you get in the train car, one of the Patches pirates will hit a button, switching the tracks and sending you back to the start. To keep him from hitting the button, have Dion throw a baseball at him just as the car lands after the first jump. To get the Luckrocks, you'll have to walk back over the tracks after the car stops. In the next room, you'll have to walk over the tracks. Avoid the train cars or they'll do damage. You can avoid them by standing on the small ledges on the side of the track. Once you get to the door in the NE corner, the cars will stop. Go down the ladder in the next room. Have Dion stand on the third switch to open the gate and let to others through. There are some chests to the west. Two of the have Luckrocks. Go back up the ladder. Don't stay in one place too long in this room, or rocks will fall on you. There's a strange door in the north wall. Have Dion dash into it and it will fall off. It was just a paper cutout of a door. There's a sign behind that says "Soooorry! Keep looking as long as you can! Fools!" To the left of that is a pool of blood. Could it be Miss Gina's? Have Dion dash into the wall there and the door will be revealed, along with Patches carrying a bucket of red paint. Unfortunately, the door is locked and there's no keyhole. You'll have to ram it with something. One of the piles of logs to the east isn't tied down. Have Dion dash into the pile to knock one of the logs over. Use "teamwork" to pick up the log. Move in front of the door and dash into it. Once you're through the door, Patches will ambush you. When you wake up, King Bull is there, along with Miss Gina! After some posing, King Bull takes the crystal and gives it to Patches, who put it on the strange machine to the north. The machine glows and the door opens. According to King Bull, Captain Maverick's treasure is hidden there. The Patches brothers take Miss Gina and run through the door. King Bull tries to follow them, but the door closes. He tries to open the door, then picks up the crystal, but it knocks him unconscious. Pilac flies in and says that King Bull activated Captain Maverick's trap. If you want to save Miss Gina, you'll have to find that crystal and get out of here. The crystal rolled into the cave to the east. Go through the door and you'll find the crystal a short ways away. Once you find it, the cave will flood, and you'll be swept out of the cave, into the pipes and onto the ship, which is now floating. ***Optional Go back to the camp. In tent 4 is a letter from the boy with glasses. He says they've called the police. Whether you stay and wait for them, or find a ship and get off the island is up to you. In Miss Gina's tent, you'll find 10 Luckrocks and a letter from Jim. It says that another ship came for them. They waited for 2 hours for you three to come, then called the police. Jim says to leave Miss Gina's disappearance to the police and come home. He also challenges Max to another soccer match. **** Follow Winky into the ship. To open the door to the bridge, open the search screen and use Polly. She easily fits into the lock, and soon has it open. Talk to Winky. He's all ready to go. Pilac explains. You can't open the door to Maverick's treasure with just that crystal. You need the other three, too. The one you have works like a compass to show the way to the other three. Pilac takes the crystal and puts it on top of the wheel. If you haven't already done so, go to the engine room and put 10 Luckrocks into the furnace. Then use "teamwork" to move the huge lever. After the ship sets off, talk to Pilac, then examine the steering wheel. To set the ship's course, put the "?!" cursor on the wheel, and press the A button while the compass points directly ahead and the green lights are on. Go out on the deck. You'll see a green bird sitting on the mast. It's a migrating bird who stopped there to rest. He says the next island used to be a nice place, but its water dried up, so now no one can live there. Go back inside the pull the lever back. You've arrived! --Chapter 2: Pirate Benson The first thing you'll come to is a graveyard. One of the graves has a crow sitting on it that refuses to let anyone near. One of the larger tombs belongs to someone named Chistopher Benson, apparently a town hero. Next you'll come to a village. The people there are all miserable, since there's no water for their crops. According to them, all the trouble started when their "crystal" was stolen by a group of bandits, led by someone named Indio. The grave with the crow is his. The only water in town is in the water store in the NE corner. According to the shopkeeper, Indio had tried to get the townspeople to dig wells to keep the water from drying up, but no one listened to him. Now he wishes they had. He wishes he could go back to the past and dig the wells. You'll see a woman wandering around a house with no door. She wants to know how to get in. Remember this. In the far east of the village is a large mansion, but it's locked. There's a house beside the mansion. An old woman lives inside the house. Her husband had been a pirate, and her house is filled with the souvenirs of his adventures. There's a model boat, several books on piracy (including "How to be a Pirate"), and some paintings. One of the paintings shows a pirate with a scruffy beard. This is her late husband. The other shows the woman and her son, Bull, several years ago. ...Bull? She's King Bull's mother! Go to the Sheriff's office in the SW corner of town. There's a woman there looking for her son. She's convinced that Indio's daughter, who lives in the "Dead Sea" to the east of town, has kidnapped him. The Sheriff's dog guards the entrance to the Dead Sea. Talk to him and he'll give you a bone to feed the dog. Go east to the entrance to the Dead Sea and put the bone in the dog's dish. The dog will eat, then immediately fall asleep. To get past the dead sea, you'll need to use Max's Soccer Shoes and Dion's Mitt. The orange flowers are only vulnerable when they're open. Hit the wiggling vines (either have Max kick them, or Dion throw a ball at them. It doesn't matter.), then hit the flowers (either throw Dion's baseball or have Max kick a rock at them) while they're open. Some of the flowers are rather far from the end of the vine, so you'll need to split them up sometimes. Stepping in one of the small holes with bounce you all over the desert. You'll need to do this to get to some places. To get into the cave, you'll need to leave one of the by the flower, while sending the other around to the vine on the other side of the bridge. Likewise, to get the last flower, send one of them (preferably Dion) through the cave to the where the flower is while leaving the other by the vine. The scorpions in the cave can be stunned or killed by Dion's baseballs. Go into the house. You'll find the boy and Indio's daughter, Sisco. The boy hadn't been kidnapped at all. He'd gotten lost in the Dead Sea, and Sisco had saved him. Now that the flowers are gone, he can go home safely. They boy insists that Sisco isn't a bad person, despite what the townspeople say. Sisco says that people say those things because her father was rumored to have been the leader of a group of bandits. She knows he's innocent, though. But she's sad that no one ever visits his grave besides their pet crow. She asks the boys to take a flower wreath to the grave. Go back to the graveyard. Show Sisco's flowers to the crow and it will let you pass. If you examine the grave, it seems like something is there. Use "teamwork" to move the gravestone. There's a photograph in the grave. There are two men in the photo, and one is holding what looks like a crystal ball. Ask the people in town, and they'll tell you the people are Indio and Captain Benson. When Indio's bandits stole the crystal, Captain Benson went to get it back, but was killed. Show the photo to the shopkeeper in the water shop. He tells you that Indio had the power to control time. There's supposedly a "time room" in Benson's mansion that he used for this purpose. The shopkeeper shows you a memo Indio had written and tells you that Benson's wife probably has the key to the mansion. The memo shows three clock faces, one at 10:00, one at 9:30 and one at 10:30. Go see the old woman. She's in the back room of the house. She asks you to help her clean the room. The windows need to be cleaned, the hole in the floor needs to be fixed, and the table needs to be moved to the other side of the room. To clean to windows, put all three characters under a window and select "teamwork" (just like with the high switches where you found the first crystal). Press A button to wipe the windows. Man, they're dirty! To fix the hole in the floor, move the platform with the three posts over the hole, then use the hammer to knock down the posts. To move the table, use "teamwork" to pull it halfway across the room, then push it the rest of the way. After you finish cleaning, the old woman tells you the key to the mansion is in the model boat. Open the search screen on the model and use the "?!" cursor to push the boat aside. The Mansion Key is underneath. Use the key to get into the mansion. Take a look at the grandfather clock by the north wall. It's stopped at 10:00. Remember Indio's memo. Using the "?!" cursor, move the minute hand to 9:30, then forward to 10:30. Two lights on the clock face wil light up if you do it right. The clock moves, and someone appears in the door! According to him, he's come from the past to see if what Indio said about the water drying up is true. The "Time room" is filled with clocks. Most are broken. Only one of them, a purple one near the west wall, works. Move the hands just like before the operate the time room. When you come out, everything has changed. There's a man sitting on the floor playing a flute. A crystal ball is floating in the middle of a pentagram design on the floor. Before you can talk to him, three masked figure come in and tie him up, then take the crystal ball. The man is Indio. He tells you he sent someone through a time warp using the power of the Time Gods. Since you came from the Time Room, he assumes you were sent by the Time Gods. Before he can say any more, the sheriff comes in. He sees the crystal missing, and assumes Indio must have stolen it, and the boys have arrested him for it (Really. The Sheriff isn't the sharpest knife in the drawer. Just trust me here.). A door in the upper left leads to the "Monster" game. This is the same village you were in before, but now you're in the past. Look in the house next to the mansion and you'll King Bull (as a boy) and his mother (the old woman). Bull asks you to join his team he calls "Patches". Their house is decorated with pirate stuff (but most of it looks like it came from a souvenir shop :)). The couple in the house to the south just had triplets. It's Patches! In the village, you'll find a man building a house. He asks you which design he should use. Only one, #2, has a door. Pick that one. You have to wonder why it was such a hard decision! If you go to the Sheriff's office, you'll see it's closed. Look through the open window and you'll see the Sheriff trying to interrogate Indio. Indio says he's contacted a digger about digging wells, but the Sheriff doesn't believe him. Go east to Penguin Lake (where the Dead Sea is in the present). The well digger is there, waiting for Indio. He came to dig wells at Indio's request, but to do that, he needs the help of one of the penguins. However, it's mating season for the penguins, and they don't want to leave the lake. Agree to help him get a penguin, and he'll go back to the village. ***Optional Go east and you'll find Indio's house. Sisco is there, watching an egg. She tells you she wants to be a teacher when she grows up. Examine the egg and it will hatch. It's a crow! Maybe the same crow that was at the grave? **** Go into the lake and try to talk to the penguins. Most have already found mates and are in no mood to talk, but there are still a few single penguins hanging around. At the east end of the lake, you'll find some single male penguins. They're all too shy to talk to the female penguins by themselves, so they ask for your help. Talk to a penguin and he'll follow you. Go back to the west end and talk to a female penguin. The male penguin will do his mating dance, and the female will either accept his proposal, or refuse. If she refuses, go back and try again with another penguin. If you look at how the penguins are acting, you can tell who goes with who: There are two spinning, two jumping up and down with their beaks open, two flapping their wings, and two standing still. Match the body language! When all the females are taken, there will be one male left alone (he's the one blinking). Talk to him and he'll leave the lake. Talk to him again and he'll resolve to leave the lake for good and ask you to take him with you. Take the penguin to the digger, who is now standing in front of the Sheriff's office. He tells you that penguins can detect water, and will leave their footprints wherever they find it. If you dig where the penguin leaves its footprints, you'll find water. However, the digger doesn't have any digging equipment. He's brought his plans for a new digging machine, which he gives to Jack. Now all you need are the parts to build it. Go back to the present and go to the water shop. There's an old machine there. It's an old digging machine! The shopkeeper offers to sell it to you for an exorbitant amount of Luckrocks. Don't agree just yet! If you haggle with him, you can get the price down to between 10 and 20 Luckrocks. If you try to go too far, though, he'll insist on the starting price. Go back to the machine and have Jack use the machine plans. He'll rebuild the shopkeeper's junk into the Digging Machine. It's too heavy for him, though, so Max takes it. Go back to the past and lead the penguin around the town. Use the Digging Machine to dig wherever the penguin leaves footprints. According to the digger, you'll need to dig three wells. Two of them are easy, but a cow is sitting on top of one of the sets of footprints. The cow's nose is ticklish. Use Polly to tickle her nose and she'll move off the footprints. After digging the third well, the digger comes and takes the penguin. He tells you that if you want to save Indio, you need a frog. The Sheriff is afraid of frogs. There is a frog in Penguin Lake. Catching the frog is tricky. Use Jack's Fishing Rod. When you first cast, the frog will jump into the water. Pull the hook onto the leaves where the frog was sitting. When the frog surfaces, pull it back SLOWLY until the frog jumps at the hook. Take the frog to the Sheriff's office and let it in through the open window. The Sheriff will panic and run away. Go talk to Indio. He tells you he can't leave until he proves his innocence. The crystal was stolen by the "Mammoth Brothers", who live in the mountains. He tells you to tell Captain Benson. Show him the photo you got from his grave. He says that's him and Captain Benson... but he doesn't remember taking it that picture. More proof that you were sent by the Time Gods. Gee, the guy in the picture looks a lot like the man you saw coming out of the Time Room... Go back to the present. Talk to the townspeople, and they'll say there's a ghost wandering around. It's supposed to be in the doorless house by the SE corner of the village. If you haven't already done so, go to the past and tell the man building the house to put a door in (plan #2). If you have, there will be a door there now. When you go in, you'll see the shadow of a person walking across the skylight. Have Dion dash into the wall to knock whoever it is down. It's Captain Benson! Show him the photo. He doesn't remember taking it, either. You tell him the crystal has been stolen. He takes the photo and follows you. *****Optional While Captain Benson is following you, go see the old woman. She thinks he's come back as a ghost because he's worried about her, so she tells him not to worry. You can also go see Sisco. She'll recognize Benson, but figure it's not really him, since he's supposed to be dead. If you talk to the villagers, they'll go on about ghosts. The woman in the Sheriff's office will blame Sisco. ***** To the past again! Follow Benson and he'll show you where he used to have a shortcut to the mountain. However, the bridge is blocked, so you'll have to find another way. Go to Penguin Lake. Benson says he remembers there being an entrance to the Mammoth Brothers' hideout around here. He gives you some dynamite to open the passage. To set the dynamite, press the B button. If you set it in the right place, it will blow a hole in the cliff. Once inside, give the dynamite back to Benson. He'll go on ahead to try to find the Mammoth Brothers' hideout. He'll use the dynamite to send a smoke signal when he finds it. Bandits will come sliding down the cliff. Use Dion's Mitt to get rid of them. You'll have to hit them twice- once to knock their masks off and once to get rid of them. The switches that activate the stairs can be flipped by having Mac kick them. If the stairs don't open at first, have Max kick them again. At the top of the cliff, you'll see a telescope. This part is something of a maze. To fight the right path, look through the telescope (use Jack for this- he's the only one tall enough) and find Benson's smoke signal. Then go in the direction the telescope is pointing. You can tell how far you've gotten by the number on the floor by the telescope. To get past the next part of the maze, you'll need to move the large spiked statues out of the way. Use "teamwork" to do it. There's a ladder under one. Go down it. Move the bridge back into place and you can get back to the town. To get the three Luckrocks in the pool, whack the round stone at the east end with Dion's hammer, then have Max dive for them. Go north of the ladder and you'll come to a field littered with old, rusty cannons. Only one still works. Use Luckrocks for cannonballs and whack the bandit guards off the wall! When they're all gone, the door to the fort will open. You'll find Captain Benson inside. He's been captured by the bandits. Stand on the buttons to open the door. However, the Mammoth Brothers will ambush you as soon as you do. Use Dion's Mitt to defeat the Mammoth Brothers, just like the other bandits you saw on the mountain. They're invincible while they're spinning. Their weakness is that they always follow the team leader. Switching leaders will confuse them, and they'll stop spinning until they can get their bearings. Have Dion lead, and switch to Max or Jack. While they're confused, quickly switch to Dion again and fire away. Once the Mammoth Brothers have been taken are of, let Benson out o the cell. He's found the crystal! However, he still needs it to prove Indio's innocence. He promises to get it to you somehow, no matter what. Back to the present for the last time. This time the clocks will be gone when you arrive. When you go outside, you find a completely different village. There's plenty of water and flowers everywhere, even penguins swimming in the town pond. Sisco is now a well-respected teacher, and all the kids in town love her classes. Everyone sees both Captain Benson and Indio and heroes. There's also a new mini- game (easy, too!), so take the opportunity to snag some Luckrocks. You'll find Sisco's class near the graveyard. Both Indio's and Benson's graves are obviously well-cared-for. Benson must have succeeded in proving Indio innocent. Take a look at Benson's grave and you'll find a message: "Dear Boys: Step on the south, north, west and east black stones. Hope is there. -Benson". Follow his instruction. Step on the black stones in the order in the message. After stepping on the east stone, Benson appears and the grave next to you moves. Have Max dig at the mark on the ground to find the crystal. Once you find it, Sisco will run by. She will introduce herself as this town's teacher, then tell you to go back home because your teacher will be worried. She doesn't recognize you, but she feels like she know you from somewhere. ****Optional Talk to the kid in the middle of the class, and he'll tell you he forgot to tell his grandfather they're having tomatoes for lunch. Go to the old man in the SE corner of town and tell him about lunch, then go tell the kid you told him. **** Go back to the ship. This time, the engine will need 20 Luckrocks to run. If you don't have them, go win some at the game in town. Fill up the engine and push the lever. After the ship sets off, go outside and talk to the migrating birds. There's a storm coming and they're all running from it. Go back to the bridge. The ship is shaking from the storm, and the wheel has lost its lock on the next destination. Reset the wheel just like you did before. Pull the handle back. --Chapter 3: The Baobab Tree When you get to the next island, you'll come to a forest full of monkeys. The monkeys won't let you through until you play a game with them. Some play "Rock- Paper-Scissors" (They usually choose Scissors), and others want you to guess which hand (if any) they're hiding a Luckrock in. You can win Luckrocks from some of them. After beating the last monkey, he'll will offer to play for Luckrocks. If you play against him, watch out- he cheats! If you pick Rock and he picks Scissors, he'll pretend he really meant Paper. After passing the monkeys, you'll come to a tent. It's the campsite of a group of researchers, led by a botanist named Phillip Marlow. They've come to study the island's unusual plant life, and the oil the inhabitants extract from the trees deep within the island. To the west of the tent, a photographer is taking pictures of a strange, cactus- like plant. She asks you to take the photos to Professor Marlow. Do as she says. The photo is of an undiscovered species of plant, and Marlow is very happy to have found it. As a thank-you, he gives Jack a magnet and offers his advice on anything plant-related. Go back to where you saw the photographer, and follow the path. You'll come to another group of monkeys. They want you to play tug-of-war with them. Line up the boys on the rope and select "teamwork". Press down on the directional pad and press the A button to pull. After you win, the monkeys will let you through, and the photographer will come take your picture :). The next area has more monkeys. These monkeys are troublemakers, and won't let you through at all. However, they're scared of their boss. The boss in question is the big gorilla to the north. Have Jack climb onto the platform and jump across to where the researcher is waiting. His job was to get recordings of the animals on the island, but the gorilla has him so scared he can't stop shaking. He lends Jack the tape recorder and runs back to camp. With the tape recorder, you can record and play back sounds. To something, open the search screen on it and choose the tape recorder from the item menu. Use it to record the gorilla's voice. Go back to the monkeys and play the tape of their boss's voice (open the search screen on the monkeys and use the tape recorder). The monkeys will freeze where they are, letting you through. To the west, there's another giant gorilla. This one is a female named Marie, and she's something of an idol. Several monkeys have gathered to hear her sing. Play the recording of the boss gorilla's voice for her and she'll instantly fall in love. Next, record Marie's voice and play it for the boss gorilla. He'll run after Marie. Next, you'll come to a town. There aren't too many people here, but there are plenty of strange plants. In the big house in the NE corner, you'll find a diary. The diary belongs to Mr. Smith, another botanist. According to the diary, he came here to study the Baobab tree in the center of the island, which apparently is the source of all the island's plant life. The townspeople extract an oil from the tree, which they sell. Then one day, he found a strange crystal-like ball. After that, strange things started happening. His dog, Socks, went out into the island, and hasn't been the same since... There's a dog house by Smith's house, but the only thing there is another strange plant. In the north end of the village is a house filled with research equipment. There's another strange plant there. There's also an X-ray machine. Put one of the boys behind the x-ray machine and you can take a look at his innards! You can x-ray other things, too. Use "teamwork" to move the plant onto the machine and take a look. There's someone inside it! Take a look at the pile of papers on the floor. There seems to be something about the plants written on them, but you can't understand it. Maybe if you brought someone who knows more about plants... Go talk to Professor Marlow. He'll agree to follow you back to town and take a look at the papers. Bring him back to the house. He'll read the papers and explain that the plants are like chameleons. They grow to take on the shape of whatever creature is nearby (Go in the basement and see for yourself- Stand on the footprints, and the plant in the bubble will turn into one of the boys.). Marlow decides to stay here and look for more information. Look at the floor where the papers were. It looks like one of the floor tiles has been moved. Have Max dig there and you'll the Broken Plank. In order to get any farther into the island, you'll have to get by the locked gate in the NW corner of town. The sign next to it says to call the Administration Office if you need to get through, but the part with the phone number is missing. Use the Broken Plank to complete the sign. Go to the phone just east of there and call the number (1221). To dial the phone, open the search screen and use the "?!" cursor to turn the dial. The man on the phone tells you to come to the office. Most numbers other than 1221 aren't working, but sometimes soeone will answer, and accuse you of making crank calls :). The Adminitration Office is the building with the book over the door, south of Smith's house. The man inside tells you that a boy named Jan has taken the key to the gate, so you'll have to get it from him. Leave the office and go back north, and there'll be a boy standing in front of the house with the locked door. He tells you Jan is inside the house and goes in. He slams the door so hard that part of the wall falls off. Use "teamwork" to look through the hole. You'll see a boy holding the key. Use the "?!" cursor on the boy and two other identical boys will appear. Try to keep on eye on the real Jan as they dance around. Remember where he's standing. Go inside the house and talk to the boy you think is the real Jan. If you pick the right one, he'll give you the Gate Key. Otherwise, you'll have to try again. Unlock the gate and go north. You'll find stair leading down to a cave filled with puddles. Examine the waterfall to the north and you'll see that it's salt-water. Next to the cave is a hole, with a bridge that seems to be overgrown with plants. Talk to the pink flower next to it to find out how to cross. Have Max clear a way by kicking away the plants. Be careful not to fall, though. When you get through, talk to the other pink flower and it'll open the path back. In the next area, a wall of cactus plants is blocking the path. You can destroy the plants with Dion's Baseball Mitt (or later, Max's Punch Glove). Talk to the miner waiting outside the large cave. He was working inside, when suddenly Mr. Smith made him leave. He asks you to go inside and see what Mr. Smith is up to. Inside, you'll find Mr. Smith and his dog waiting near the trunk of the Baobab Tree. More strange plants are stuck to the tree. Smith tells you to get lost, then disappears. The dog will attack you. To beat the dog, avoid it until a question mark appears over its head, then have Dion throw baseballs at it. Three hits should do it. After that, the dog turns into a cactus plant. Two more hits with a baseball destroy the plant. When you leave the cave, it'll be raining. You'll see more cactus plants on our way back to the village. You can sometimes find Luckrocks when you kill them. Go to the town and talk to Marlow. He's been reading through the research notes you found and has discovered the plants' weak point. Saltwater will kill them. He'll give Jack the Saltwater Spray. Use the spray on the strange plant. The plant will die and the person inside can get out. It's Mr. Smith! Smith tells you he was studying the plants in his basement when it suddenly attacked him. He goes downstairs to destroy the rest of the plants before they can turn into anyone else. Follow him down. You're too late! Someone has broken in and stolen the key to the cave leading to the Baobab Tree. None of the villagers would have come here. An outsider must have come and been attacked by the plants. Now that plant must be somewhere in the villagers, disguised as that person. Smith asks you to find the plant. He tells you to talk to someone named Mike. Mike knows everyone in the village, but he's afraid of mice. Mike's house is SW of Smith's lab, but he's too busy listening to his jukebox to talk to you. Go to Smith's house. The miner you saw at the cave is there. Talk to him and he'll give you a piece of cheese. Go upstairs to where you found Smith's diary. There's a mousehole there. Use the cheese there and a mouse will come to eat it. Use Jack's Tape Recorder to record the mouse's voice. Go back to Mike's house and play the recording. Mike will run into the corner and cower. Have Max talk to Mike. He'll tell you that there are 8 people in the village besides Smith and himself, and 3 of the people are women. He'll also give you a coin to keep you from telling anyone about his phobia for mice. He tells you to beware of Jacky, who loves coins above everything else. ***Optional Have Jack examine the jukebox. Use the "!?" sursor to change to music to "Japanese" (#4). Record the music with Jack's tape recorder. Play the music for Professor Marlow and he'll give you a drink that restores all your HP. **** Jacky is in the house with the punching bag in front, in the southern part of town. The house belongs to Crusher Bob, a boxer. Jacky is Crusher's referee. Give the coin to Jacky and Max can fight Crusher Bob. Use the B button to punch. If you hit Crusher Bob 6 times, you'll win. If you lose, go get another coin from Mike and try again. After you beat Crusher, the referee reveals herself as Crusher's wife. They'll give you the Punch Glove as a prize. They'll also give you some information about the villagers. Their family consists of themselves and their twin sons, Jan and Ken. They like music, and always dance when they hear a song with a good beat. Remember the three boys who had the Gate Key? One was Jan, and another must have been Ken, so who was the third? Go to Mike's house and look at his jukebox. There are 4 settings: "Latin", "Jazz", "Rock" and "Japanese". You want a song with a beat, so pick "Rock" (#3). Use Jack's Tape Recorder to record some music. Go to the house where the three boys are and play the tape. They'll start dancing, but one of them won't be able to keep up. When the music ends, talk to that boy. Is he the plant? No, he's just another village boy wearing a disguise. He runs home, leaving a doll behind. Pick up the doll and go to the house just to the west. The boy you saw is there, as is his mother and baby sister. Talk to the mother and give her the doll you found. The baby will stop crying. She tells you to talk to her husband if you want information about the villagers. She gives you a box lunch to take him and one for yourselves, too. Give one of the lunches to the miner in Smith's house. He's the woman husband. He'll scarf down the lunch, then ask if you found the key to the passageway in the basement. You tell him about the plant, and he'll panic. He says that to defeat evil, you need weapons, but they don't have any. All he has is his water bottle, which he gives you. Not much of a weapon, but it's better than nothing. Now, what to do with the other box lunch? Go to the Administration Office and give it to the man there. He'll gladly eat it, but apparently he's not used to such spicy cooking! Better get him some water. Go to the cave with the puddles and fill up the water bottle at the waterfall. Sure, it's saltwater, but... Go back to the village and give the water bottle to the man in the Administration Office. He'll gulp it down, then morph into a plant! You've found the imposter! To beat the plant, have Jack spray it with saltwater, then have either Dion or Max attack it. When you beat it, it'll drop a key. Max will try to catch it, but he ends up swallowing it! Go to Smith's lab and take a look at Max with the x-ray machine. You can see the key sitting there in his stomach. To get it out, use Jack's magnet. Use the A button and directional pad to guide the key back up to Max's mouth (ick). You'll lose the magnet, but at least you'll get the key back. Go to the basement of Smith's house and use the key to open the door. Spray the plant there with saltwater and you'll find the real Administration Office man. He confesses that he's not really from the village. He came here looking for the crystal ball Smith found. He broke into Smith's lab and stole the key, but was attacked by the plant. In the first room in the passageway, you'll find a large machine. It's a treadmill used to generate electricity for the rooms ahead. Use Dion and the Dash Shoes to run the treadmill. Once you've built up 60 seconds worth of electricity, send Jack and Max into the next room. Leave Dion to run the treadmill, while Jack and Max make their way through the cave. Use Max's Punch Glove to kill the cactus plants. If a bat grabs you, try to move in different directions until it lets go. When the electricity starts to run low, use the transceiver to switch back to Dion and generate some more. At the end of the cave, use Jack's Fishing Rod to pull the switch and get some Luckrocks. The bottles there will completely restore your life. Flip the switch to the left of the door to open it. Now have Dion catch up to the others. The next room is filled with mice, but the bridge is broken. To get across, use the mice to make a bridge. Use Jack's Fishing Rod to catch the largest mouse. Pull back slowly, and the smaller ones with grab each other's tails, making a chain. Walk over the mice to get across. Now you've reached the Baobab Tree. The fake Smith is there. He refuses to hand over the crystal ball, and attacks. There are three stages to this battle. To beat the first stage, have Dion throw baseballs at the plant when it sticks its tentacles out. If the balls hit the tentacle with Smith's face, they'll do damage. Three hits should do it. To beat the second stage, use Max's Punch Glove to hit the sprouts. Aim for the one that doesn't shoot fireballs. It should only take two hits. In the third stage, the plant will spit out small spiked pods. Have Jack spray one with saltwater, then have Max kick it at the plant. One kick should destroy the plant. The giant plant drops the third crystal ball and turns back into a tiny flower. Get the ball and go back to the ship. Marlow is waiting for you by the ship. He says he plans to write a book about what happened here. ****Optional On your way back to the ship, stop by Marlow's tent and give the tape recorder back to the researcher. **** This time, you'll need 40 Luckrocks to power the engine. If you don't have that many, win them from the monkey. After filling the engine, push the lever just like always. After the ship sets off, go outside and take a look. There are icebergs floating in the sea. Some have penguins riding on them. When you go back inside, the ship will hit an iceberg. Go to the front on the ship and use Max's Punch Glove to get rid of the ice. Then go back to the bridge and pull the lever. ---Chapter 4: Lilliput Kingdom Head east from the ship and you'll find an eagle chasing after two tiny people. The eagle thinks they've stolen her egg. Open the search screen and use Polly. Polly will scare off the bird and save the two men. As you learn from the men, Polly is the princess of Lilliput, the kingdom of little people. The two men are Hazan and Salmo, her servants. Polly left the kingdom three months ago to look for "giants" to help them rid the kingdom of a monster called the "Blue One". Take a good look at the eagle's nest and remember what the eggs look like. Follow Polly and the two men into the cave. You'll meet them again near the other end- but now they're the same size as you! Or rather, you're the same size as them. You've shrunk! Polly loses her temper and calls you some names that would make a sailor blush. Go east to the tiny kingdom. As you enter, some guards arrest you for deceiving the princess. You're brought before the king, King Gingham III. Talk to Salmo and Hazan. Salmo wonders if the fact that you three suddenly shrunk has anything to do with the fact that everything outside the kingdom suddenly got huge. Hmmmm... Hazan tells you that as punishment for your crime, you must help him with his research. Follow him downstairs to his lab. One of the cages in Hazan's lab contains several large, blue ants. These are the monsters that have plagued the kingdom. Hazan is working on a poison called "Antbuster" to kill the queen ant (a.k.a the "Blue One") and get rid of the colony. Your job is to get the ingredients from the nearby forest. However, he won't let all three of you go at once. One of the boys must stay behind in the other cage while the other two go find the ingredients. You can switch characters as many times as you want, but I'd recommend leaving Max for now, since some of the ingredients require either Dion or Jack to get. You'll find the ingredients they need written on the blackboard on the north wall: Forest Shell, Golden Drop, Frog's Tail, Spider's Web, and Forest Coat. There are other things in the forest you can find, too. For the most part, it doesn't matter which order you get them in. To get to the forest, leave the castle and follow the path to the west. Items in the forest: #1- Frog's Tail: Bring whichever characters you want. The first thing you'll see when you enter the forest is a large frog sitting by a lake. A huge electrical wire has fallen into the lake, making it impossible for the frog to go in the water (You shouldn't either- the electricity will do damage). The frog promises to give you anything you want if you'll turn off the electricity. Go out of the forest and you'll see a power line leading to the castle. Follow it to the back room of Hazan's lab. The switch is at the back of the room, but the guard won't let you at it without the proper permission. Guard #5 is in charge of the electricity, so you'll have to talk to him. Guard #5 is in front of the stairs at the east side of the castle. He says he's not the one to talk to, after all and sends you to find #7. Go talk to #7 (NW corner of the throne room), then #8 (In front of the main village gate on the right), #12 (by the castle gate on the left), and finally #6 (by Hazan's lab). #6 is the one in charge of the switch, and he gives you permission to use it. Tell the guard in front of the switch and he'll let you through. Open the search screen on the switch and flip the right one (but NOT the left one, just yet). Go talk to the frog. He's now back in the water. However, when you ask for his tail, he claims not to remember promising to give it to you. Well! Go back to Hazan's lab and turn the electricity back on. That'll show him! Go see the frog, and he'll be rather... shocked. He'll give you the tail and beg you to turn the electricity back off. Go do it. #2- Forest Shell Bring Jack. You'll need to have turned off the electricity to the wire. To the west of where the frog is, you'll find a snail real-estate company. The snail with the flag sells new shells to his fellow snails. He doesn't have anything suitable for humans, though. The snail in the green shell, at the south end of the island, is getting tired of his boring, old shell. He wants to trade it for a new one, but the real-estate company doesn't have anything he likes. Maybe you can find something for him. To the north of the lake is a colony of roly-polies. Have Jack jump over the cracks in the ground to get to them. Talk to them and they'll quiz you. Their questions are random, but all have to do with Lilliput Kingdom ("How many ceiling fans does the Lilliput castle have?", for instance). Don't worry if you get it wrong. You can try again as many times as you like. If you answer all four bugs' questions correctly, they'll give you a prize- a Roly-poly shell. Take the shell back to the village and go to the Antique shop. It's on the west side of the village. Most of the stuff there seems to be fake, but maybe you'll find something useful. There are two old pots and a chef's hat on the counter, which you can trade the Roly-poly shell for. You can try taking these to the snail if you want. He'll try them on, but reject them. What you're looking for is the doghouse sitting by the back wall. Trade the shell (or whatever you traded the shell for) for it and take it to the snail. Give him the doghouse, and he'll give you his old shell. #3- Golden Drop Bring Dion. West of the Roly-poly colony (there's a passage through the trees), you'll see bees flying back and forth betweem their hive and a patch of flowers. There are some holes in the ground and bomb-candy near the holes. Have Dion hit the bomb-candy with the Hammer. They'll explode and startle the bees. If you time in right, the bee will spill its pot of honey into one of the holes. When that happens, the remaining bomb-candies will explode. Look into the hole the honey fell into and take note of the colors and positions of the pots you'll see. Go north and you'll see a ladder leading into the ground. It leads to the "secret" hideout of a man who makes his living collecting honey from the bees. The pots you saw earlier were his. When you tell him you dropped some honey into one of the pots, he doesn't believe you, but will give you the honey if you can tell him which pot it fell into. Use the "?!" cursor to point to whichever pot you think it's in. For example, if you saw a red pot with a blue pot and another red pot when you looked into the hole, point to a red pot with red and blue pots next to it. You'll get two tries. If you're right, he'll give you the honey (a.k.a. the "Golden Drop"). Otherwise, you'll have to go back to the bees and get them to drop some more. #4- Forest Coat: Bring Dion and Jack. Go north from the ladder. There's a bush in the NW corner. Three spinning silkworms will drop from it when you get near. The bugs are vain, and won't let you have their coats because they don't want to get dirty. Have Jack spray the center one with saltwater. She'll attack you. Use Dion's baseballs to stop her. Once she stops, she'll give you her coat (it's dirty, so she doesn't want it any more). #5- Spider Web: Bring Dion and Jack. The 1st Spider Brother's lair in on the eastern side of the forest. Climb onto his web and he'll attack. Have Dion throw a baseball at him. He'll be stunned and start spinning. While he's spinning, have Jack snag the ball with his fishing rod. #A- Red Paint: Bring Dion. The 2nd Spider Brother is waiting in the north end of the forest. He'll challenge Dion to a race. They'll run 2 laps, and if Dion wins, he'll get the Red Paint. You'll need to use Dion's Dash Shoes to win. #B- Blue Paint: Bring Jack. The 4th Spider Brother is waiting west of the honey-collector's hideout. He'll toss Luckrocks to the three small spiders. Have Jack jump and catch the Luckrocks before the spiders do. If you can catch 20 Luckrocks in 60 seconds, he'll give you the Blue Paint. He'll also give you 20 Luckrocks. #C- Green Paint: Bring Max. The 3rd Spider Brother's lair is west of the beehive. If you can kick the Roly-poly past the smaller spiders and into the Spider Brother, he'll give you the Green Paint. Don't wait too long to kick, as the "ball" has a mind of it's own! Unlike Jim's game, there's no special trick needed here, just good timing. Once you have the Antbuster ingredients, give them to Hazan. He'll put them in his machine and start making the poison. Talk to him again and he'll tell you to look around the kingdom while the potion is being made. You can take all three characters now. One of the houses is an item shop. The boy in the corner is playing with a toy robot. He lets you play with it too, but as soon as you touch in, the key falls off. Apparently, all robots from this line of toys are poorly made and fall apart easily. Something to remember. Go to the house in the NE corner. The guard in front of the door has left and you can enter now. Inside is an artist trying to paint a portrait of the king. All that's left is the gown, but he can't paint it. He was attacked by giant spiders in the forest and lost his paint. If you don't have the paint, go get it in the forest. Show one of the tubes to the artist, and he'll tell you more. Getting the right pattern on the gown is a matter of painting the colors in the right order. The order is written in a book in the castle. Go to the back room of Hazan's lab, where the electrical switches were. There are two books lying on the floor by the shelves. The one on the left is Cezarre's Painting Tips Vol. 1: How to Paint Black. To paint black, first paint the canvas green, then red. If you paint red first, you can't get black no matter what other colors you use. The one on the right is Cezarre's Painting Tips Vol.2: How to Paint Patterns. The final pattern is determined by the color first painted on the canvas. Using red first will get you polka-dots. Blue will get you stripes. Green will get you checks. Now all you need to know is which pattern the king's gown is. According to the guards, the king is taking a nap in his room. But how to get by the guards? Go back to the electric switch. Turn the right one on, and the left one off (yes, the frog will be mad, but he'll just have to deal with it.). Go back upstairs. You've turned off the ceiling fans! Man, it's hot! One of the guards wonders ifthe king is alright, what with that heavy, hot gown and all. Another mentions that the king always like to take a shower when it gets hot. Since the guards are too hot to move, you can now get into the king's room. Take a look at the king's gown. It's striped. If you feel like being a perv, you can peek at the king, too. After you're done, go put the switches back the way they were. Go back to Cezarre's house. Open the search screen on the painting and choose "teamwork". Cezarre will ask you what order to paint in. Remember what you read in the two books. That should give you all the information you need. If you want the exact answer, check the Frequently Asked Questions section. If you got it right, Cezarre will jump for joy and Salmo will go tell the king about the painting. When you return to the castle, Polly leaves (supposedly secretly) to fight the Blue One, accompanied by a group of guards. Hazan comes out with the "Buster Cannon" and follows her. Go into the castle. Most of the guards are gone, including the one in front of the stairs to Polly's room. Go up there. You'll find Salmo cowering in the corner. There's a letter on the table from Polly to Salmo, saying that she's going to fight the Blue One. Well, you'd better go after her! While you're in Polly's room, take a look at the painting on the wall. It's a pictue of her late mother, who looks just like Max! Outside the castle are some guards who have dug a hole into the Blue One's lair. Some guards had taken some Antbuster poison and gone to kill the ants, but only one has come back. It looks like the Antbuster by itself was not enough. Exit the city by the east exit and go into the cave. The hole the soldiers dug is there. If you want to get back out, search the rope and tell them to pull you up. Jump down and talk to the fallen soldier. He doesn't answer you, but he doesn't seem to be dead. Another soldier will come down the hole and heal him. The soldier tells you that Polly has been captured, then returns to the castle. The second soldier goes to help his comrades, but is attacked by an ant and loses his pack. He tells you to go find the medicine and help the other soldiers. Jump down the hole. You'll find the "Soldier Blue" herbs right next to you. Whenever you find a fallen guard, use the herbs on him. There are 4 guards on this level. There are weak spots in the floor under them. Use Max's digging machine to dig through. The room below has some ants and a large robot. The ants can be killed with either Dion's baseballs or Max's Punch Glove. The robot looks just like the robot you saw in the item shop, and has the same weakness. Put either Max or Jack on one side of the robot and Dion on the other. Switch to Max/Jack and wait for the robot to throw one of its iron ball at you. When it does, it will get stuck. Switch to Dion and throw baseballs at the key until it breaks. After it breaks, use "teamwork" to push it aside. Drop down the hole. Kill the ants there with either baseballs or the punch glove. Use "teamwork" to move the rocks. Hazan is stuck under one of them. Use the Soldier Blue on him and he'll recover. He'll give you the Buster Cannon, which has 10 times the Antbuster poison as normal. The next hole is under another rock. Beat the robot in the next room just like the previous one. In the next room, you'll finally find Polly and the Queen Ant. The first thing she does is hit you with a soundwave that confuses you. This lasts until the end of the battle. If it's too confusing for you, turn the controller so that the buttons match which way you move. To beat her, open the search screen on the Queen Ant while she's hoving around Polly, and shoot at her with the Buster Cannon. Fire while the crosshairs are flashing. 4 shots will kill her. After you kill the Queen Ant, Polly will thank you (reluctantly), then go back to the castle. Climb the rope to leave the cave. When you go back to the castle, Polly isn't in her room. Talk to Salmo in the NW corner of the throne room. He leads you to the king's private garden. In the back is a huge ball. It looks like one of the crystals! When the king put it is his garden, it must have made everything in the kingdom shrink. That's why everything outside seemed to suddenly grow so large! You have to get it out of the garden, but it's too heavy for you to move. Remember the eagle flying overhead looking for her egg? If she thinks the crystal is the egg, maybe she'll take it. Hopefully, you remember what the eggs in the eagle's nest looked like. Use the paints to paint the crystal the same pattern as the eggs. If you want the exact answer, check the Frequently Asked Questions section. After the eagle takes the crystal, talk to the king to get 50 Luckrocks. Salmo goes to check outside. Go outside the town, and everything's back to normal. Over to the right is the real eagle's egg. It was stolen by some beetles. Use the A button to grab the egg. Give the egg back to the eagle, and she'll drop the crystal. When you get back to the ship, Polly will be waiting for you. Talk to Pilac, fill the engine with Luckrocks (you'll need 80), then talk to Polly. She'll say she can't leave her father alone, so she's staying in Lilliput. Push the lever to start the ship. Wow, you're certainly going fast this time! Go outside and talk to the green bird, then go back inside and pull the lever. You've arrived back at the island! Pilac takes the red crystal back to the door where they found it. ----Chapter 5: Miss Gina... You've arrived at the camp island, near where you first found Polly. The sailors you see are there to look for you and Miss Gina. Go back to where you saw the pipes and enter the tent. Jim is there, with Arnold, the phys-ed teacher. Arnold tells you to go see the police captain. The captain is in a tent to the east. The tent next to his is being used as a prison tent- they've caught King Bull. The captain will tell you you can't enter the cave without an adult. The only other adult around is Arnold. Talk to Arnold and he'll get permission to enter from the captain. Unfortunately, it says only Arnold can enter. Arnold fixes it be tearing off the part that says "only Arnold". Show the pass to the sailor by the cave and he'll let you in. Follow the cave until you get to the sealed door. Pilac and Winky are waiting for you with the red crystal. Position the boys around the machine in front of the door and use "teamwork" to drop all four crystals in at once. The door opens! Talk to Pilac and Winky. They can't follow you in, so you're on your own from here on. Once inside Maverick's lair, you'll find an elevator with three buttons on the floor. Have each boy stand on a button to activate the elevator. When you exit the elevator, the robot tells you that's the only door leading to the outside. You can't go back now... After climbing the ladder, you'll see a red door. The robot next to it says that the key can be found in a red treasure box. Try to use your red key to open it, and you'll hear a voice from inside. It's Miss Gina! Next, you'll come to a room with a green tower and a door in the cave wall. You won't be able to open the green tower's door just yet. Step on the switch to open the other door. The numbers on the floor correspond to floor numbers. Step on the number to go to that floor. There are two elevators, one going to odd-numbered floors and one going to even- numbered floors. Some floors have stairs. Sometimes you can get to lower floors by jumping through holes. The chests in this dungeon use different keys than the ones elsewhere. The keys Winky gave you won't open them. You'll have to find others somewhere in the dungeon. Sometimes, you'll see maps on the wall near treasure boxes. These boxs require special keys, and the maps tell you where to find them. The star mark denotes the location of a key. Much of this dungeon can be done in any order. Therefore, I've divided up this part of the walkthru by floor numbers, instead of chronologically. Once you have Red and Green keys #4 and Blue Key #3, skip to the next section. Floor 2: As soon as you exit the elevator, you see a robot pushing a boulder. Only Max is strong enough to push the robot away. Have Max push the robot down the hallway. Try to keep him near the center of the boulder. The closer he is to the center, the faster he can push. At the other end of the hallway is a Luckrock and a red chest. You'll need Red Key 3 to open it. It contains Red Key 4. In the next room (with the large hole) is a green chest. You'll need Green Key 2 to open it. It contains Green Key 3. Floor 3: You'll see a robot and a green door just after you leave the elevator. Try to open the door and you'll here Miss Gina's voice... again? Two Miss Ginas? You won't be able to open this door until you get Green Key 4. The next room has what apparently is a large hole in the floor. Use Jack's Remote Control to move the robot across the invisible floor. When you reach one of the pillars, the path up to that point will become visible. If you try to move onto a space where there isn't a floor, the robot will fall through and you'll have to start over. Fortunately, Captain Maverick seems to have an infinite supply of robots. You can drop through this hole to floor 4. On the way, there is a blue chest containing Blue Key 1. Go through the door outside, and you'll find a red chest. You'll need Red Key 1 to open it. It contains Red Key 2. The quicksand slopes lead to floor 5. Go up the stairs from floor 4 and you'll find a green chest containing Green Key 1. The quicksand slopes lead to floor 5. Floor 4: There is a green chest by the elevator. You'll need Green Key 3 to open it. It contains Green Key 4. To go west from the elevator/stairs (or east from the puzzle room, if you dropped from floor 3), you'll need to ride the lift. Talk to one of the robots to start. Move up and down the lift to avoid the walls. If you hit a wall, you'll be knocked off and fall to floor 5. If you fall near the far left wall, you'll end up on a platform with a blue chest. West of the lift is a room with a puzzle on the floor. Use Dion's Dash Shoes to move the tiles (stand on the tile you want to move, and have Dion run in the opposite direction). The object is to rearrange the tiles so that the picture is visible. When all the tiles are in the right place, the door in the NE corner will open and 4 Luckrocks will fall from the ceiling. In the room is a Luckrock and a blue chest. You'll need Blue Key 2 to open it. It contains Blue Key 3. There is also a platform with a Luckrock. You'll need to drop down from floor 3 to get it. Floor 5: In the room near the elevator, there is a platform with a Luckrock and a blue chest. You'll need to drop down from floor 4 to get them. You'll need Blue Key 1 to open it. It contains Blue Key 2. The large room with the staircase also has a checkered pattern on the floor. Some of the tiles are buttons. The corner tiles will drop Luckrocks. One tile (third column, fifth from the bottom) opens the door in the NE corner. Have one boy stand on the tile and another get the Luckrock and green chest. You'll need Green Key 1 to open the chest. It contains Green Key 2. Go outside the door and walk along the cliff until you find an opening in the rock. Only Dion will be able to fit through. Inside is a racetrack. Have Dion run through, avoiding the robot with the cart. If he catches you, you'll have to start over. If you beat the robot, you'll be able to get to the red chest. You'll need Red Key 2 to open it. It contains Red Key 3. Floor 6: Go down the stairs from floor 5. There is a treadmill and a moving platform. Have Max wait on the platform. Have Dion run on the treadmill to move the platform. Destroy the stack of crates by kicking them, them kick the lever to open the gate. Now send Jack over on the platform. Have Jack jump over the gap and step on the button marked with an S. The bridge will move into place and the last gate will open. Now Dion can get to the red chest. It contains Red Key 1. When you have Green Key 4, go to floor 3 and open the green door. What you thought was Miss Gina's voice was actually Patches! They'd gone into the room to see if there was any treasure there, but the door closed on them and they were trapped. Now that the door is open, they run to find more treasure. When you have Red Key 4, go back to the red door where you first heard Miss Gina's voice. Use the Red Key 4 to open it. Miss Gina is inside! She's okay! According to her, Patches said that the only way out is by unlocking the blue door to the elevator. She's been sitting on a blue chest. You'll need Blue Key 3 to open it. It contains Blue Key 4. Go back to the first elevator and use the Blue Key 4 to open it. Opening the door sets off the dungeon's self-destruct timer. You now have 60 seconds to get out of there! If you try the elevator, it won't work. It's only made to handle 3 people. Miss Gina volunteers to stay behind. Pick one of the boys to stay instead of her (I'd recommend Jack or Max. You'll need Dion's speed.) Miss Gina gets off at the top floor and says she's going to get Arnold and the others. Pilac is waiting there. When he finds out someone got left behind, he and his friends decide to help you rescue him. They drop the two boys down the hole. When you get to the bottom, you'll be inside the green tower you saw before. Step on the switch to open the door. Don't worry about the other stuff in the room yet- that's for later. Put Dion in front so the party can go faster. Go back through the dungeon to the elevator where you left the remaining boy, pick him up, and go back to the green tower. Examine the machinery to the left. There's a message from Captain Maverick. It says his life as an inventor began here. When he was a child, he dreamed of being able to fly, so he invented this blimp. This machine is Maverick's greatest treasure, the "Marvelous". You'll need all three boys to start the pump. Put your heaviest member (Max) on the left and the other two on the right. Choose "teamwork" once they're in position. Press and hold the A button until one of the green lights turns yellow, then release it. Repeat this until all the lights have changed color. Now get everyone on the balloon. The balloon starts to take off- but then Patches jump on and weigh it down! Press the A button repeatedly to activate the balloon's pump and try to compensate for the extra weight. Keep pressing the button, or the balloon will fall. Hurry! You're running out of time! ----Epilogue When it reaches the top floor, everyone jumps off and flees as Maverick's lair crumbles around them. You stop to get Arnold and Jim from the camp, and everyone meets up at the ship. The Monkey Elder comes to congratulate Winky. He had indeed chosen wisely. The Elder calls Pilac and asks if he has any Luckrocks. Pilac tries to deny it, but the Elder can tell he's lying. He tells Pilac to give them to you so you can sail home. The boys go to start the ship, but Arnold says he and Jim will do it. Since he's as strong as two of the boys, they should be able to start the boat by themselves. He proves his point by flexing a bicep. Miss Gina is impressed, and Arnold blushes and runs into the ship. He's shy! Winky leaves the ship, and everyone waves goodbye. The ship leaves. Soon after, King Bull and Patches sail by. Bull is determined to steal the ship and sell it for a high price. Now HE'S the hero of the story! ...Or not. The screen fades out, despite his protests. After the credits roll, Miss Gina tallies up how many Luckrocks you collected and how many people you helped, and give you your score. Congratulations! You have finished Marvelous!