SUPER 3-D NOAH'S ARK "WALKTHROUGH" by Propadeutic. This walkthrough is also posted at faith.propadeutic.com/noahsark.txt OVERVIEW: The game detailed here was designed by Wisdom Tree, Inc. in 1994 to piggyback off most Super Nintendo cartridges. There is also an edition for the PC. Super 3-D Noah's Ark (sometimes called Super Noah's Ark 3D) is a bloodless version of the three-dimensional shoot-'em-up games of the early 1990s. It is the only unlicensed Super Nintendo game and is actually based on the source code for Wolfenstein 3-D (which it purchased). You, as Noah, wander through a maze (seen from first-person perspective), collecting items and stopping enemies while avoiding their attacks. Here, the "enemies" are unruly animals who are supposed to be hibernating until the Great Flood subsides. Noah must feed the animals until they fall asleep, but they will spit, kick, throw coconuts, or otherwise damage Noah if he comes too close. Once an animal is asleep, it does not wake up until the end of the level. GAME PLAY: The opening menu has settings for mono or stereo sound, mouse buttons (for mouse users), and easy, medium, or hard skill levels. The mazes and animals are the same regardless of difficulty; the setting mainly determines the abundance of "ammo" and bandages. Game play begins on level 1-1, and later levels can be accessed with a password. Within the game, use the "Start" button to toggle between the game and a map of what you've seen so far on that level. (Your position is marked with an arrow.) "Select" cycles through pellet, cantaloupe, and watermelon launchers. Pressing up and down on the joypad moves you forward and backward, and pressing left or right causes you to turn. The L and R buttons on the side of the controller cause Noah to slide while facing forward. The Y button allows Noah to run slightly faster than normal. Shoot food with the B button, and use A to open doors and secret passageways. A toolbar at the bottom of the play screen is fairly self-explanatory, and your number of chances left to play ("lives") does not include your current attempt. More detailed information appears in the instruction booklet included with the game. If you lose all your lives, the words "GAME OVER" will appear on the screen, and the game returns to the opening title screen. There are thirty levels available (two of them hidden), with an average of about 55 animals and at least two secret areas for each level. The amount of fruit, bandages, and "ammo" varies widely. Note: the game itself refers to six "levels" that each contain three to seven "floors." I personally think it makes more sense to switch these terms in accord with familiar terminology. ANIMALS: Each animal makes a distinctive sound when it first detects Noah, and is then silent except during its attacks. If Noah is attacked, the eyes of the Noah icon on the status bar will face the direction Noah is attacked. It is possible to see an animal behind a corner before it detects Noah, sometimes even putting it to sleep while it is standing still. 1. Goats (high-pitched bleat) are found on almost every level. You'll encounter about 308 of them over the course of the game. They drop easily with just a bit of bread and can only attack at close range. But they are very fast, must be hit precisely, and tend to hide around corners, near doors, and in bonus rooms for sneak attacks. Unlike all the other animals, goats cannot open doors and do not leave items behind when they fall asleep. 2. Sheep (low-pitched bleat) are much less numerous (269) and are absent from many of the harder boards. They move slowly and only spit a short distance. It usually takes two food pellets to fell one. They are incessant followers who may surprise you after several minutes if forgotten about. 3. Ostriches (chirp) enter the game on level 2-1 and end up the most frequently seen animal in the game (382). They are fast and take several hits to drop. They are also powerful spitters, taking out about 8% of Noah's health with each volley. Ostriches can detect Noah from several rooms away and may open doors before he is ready to deal with the next roomful of animals. 4. Antelope (hooves) first appear on level 2-4 and are ubiquitous through the end of the game. There are 348 in all, and they are really hard on the ammo. It takes twelve pellets to put an antelope to sleep, and cantaloupe aren't much more effective. Their spittle drops Noah's health by 12% at close range, and they usually attack in pairs. But they are slow and tend to wander around a bit before heading straight for Noah. [Note to other writers: be aware of the difference in spelling between cantaloupe and antelope.] 5. Oxen (snorting) dominate the second half of the game, from 4-1 onward (and bonus level 3-5). These 331 bulls are heavily concentrated in some of the most difficult levels. They are slow but dangerous, long-range spitters often hidden behind doors in herds. It takes only a few pellets to drop them, and a well-aimed watermelon may put two to sleep. 6. The ceremonially unclean animals are the "bosses" of the game, showing up only at the end of each floor or on bonus levels. They take large amounts of food and can cause tremendous damage. Unclean animals usually alternate between advancing and spitting/throwing. All the unclean animals (except the bear) drop gold keys when they fall asleep. - The camel (moan) isn't too difficult as the first-floor boss, but the bonus levels can be a problem if one shows up unexpected. Two watermelons will just about fill him up. - The giraffe (slide whistle) is only slightly hungrier than the camel but is skinny and evasive, making for a difficult target. - The monkey (high-pitched squeal) throws painful coconuts and is deadly at close range. Have watermelons ready here. - Kangaroos (spring noise) are like monkeys but are a bit meaner. It takes about eight watermelons to feed one. - The elephant (bellow) shoots coconuts out its trunk and can charge across a large room faster than you can fire enough watermelons to feed it. - The bear's presence is indicated by a clicking proximity detector that gets louder when the bear gets close. At a distance, he is disguised by shrubbery but can still cause spit-damage. But once he eats enough (about six watermelons), he charges at full speed and can rip Noah to shreds. It takes a total of about 12 direct-hit watermelons to put the bear to sleep. Defeating the bear ends the game immediately. ITEMS: Noah automatically picks up any item he walks over unless you are at your maximum (100% health, 299 pellets, etc.). But extra-life globes will be picked up even if you have the maximum number of lives and are fully healthy. 1. Food is found in boxes on the floor. Small boxes contain 5 pellets and are left behind as "crumbs" when most animals fall asleep. They may also be found in corners. Larger boxes contain 25 pellets. A knapsack has 10 pellets and allows Noah to carry 100 more than usual (up to a maximum of 300). 2. Noah starts with a simple slingshot and must hand-feed the animals with grain if totally out of pellets (not a good thing). As early as the first level, Noah can find a more effective launcher. The Super Feeder 5000 is the best pellet-launcher but runs through food quickly if the B button is held down. Launchers include a small number of pellets (usually 6). 3. Larger food is available for the harder animals; cantaloupe and watermelons sit in piles on the floor, and specialized launchers are usually nearby. Noah can carry a maximum of 100 melons of each type. Cantaloupe launchers have rapid-fire capability; watermelon launchers do not. 4. Healing items are less frequent on higher levels (except in bonus areas). Bread crumbs increase Noah's health by 4%. Small bandages restore 10%, and larger ones 25%. 5. Blue globes with Noah's face on them will give Noah an extra chance to play (an extra "life," up to a maximum of 9) and restore his health to 100%. 6. Fruit (apples, oranges, bananas, and grapes) is usually restricted to bonus rooms and corners. It does not serve as ammo and does not heal, but fifty pieces of fruit give Noah an extra life. 7. Most levels contain locked rooms that can only be opened once Noah has picked up a gold or silver key. Keys are often hidden, or dropped when an unclean animal falls asleep. There may be more than one key of each type on a level, and if Noah "dies" (has to start over), he does not need to pick up the key for that level again. 8. Several levels contain maps that reveal the entire maze (including bonus areas) and show where items are located. Ammo and launchers are marked with a slingshot, fruit with a purple squiggle, and health items with a red cross. Keys are also indicated on the map. 9. Other items on the floor such as cages, tables, and pillars cannot be picked up or moved but serve as obstacles blocking Noah's path. If a path seems blocked, look for a secret wall nearby. Puddles and scattered debris do not block Noah's path. DOORS: To open a door or secret wall, have Noah face that area and press forward against it. (Use the A button.) Locked doors will have a visible keyhole and will only click if Noah does not have the key. A normal wall will make a "swoosh" sound when Noah pushes on it, but secret walls will move back two spaces, allowing Noah to enter the room. (A map will show that wall in both positions until it is opened.) Secret walls are usually (but not always) either in a corner or distinct from their surroundings. The door leading to the exit is marked with a red arrow, and the exit itself appears as a staircase. There may be more than one exit to each level, but multiple exits may be inaccessible. SCORING: Points are awarded for each animal put to sleep: 100 for sheep, 200 for goats, 400 for ostriches and oxen, 500 for antelope, and 5,000 for unclean animals. Noah gets an extra life every 20,000 points. At the end of each level, the system will calculate the percentage of animals dropped, fruit picked up, and secret walls discovered for each board. For each 100%, you will receive 10,000 points. If there's no fruit available, you'll get 100% for that category. There is also a time bonus available. Time pars are unrealistically short, but since the clock resets every hour, you can get an impressive bonus if you time the exit just right. WALKTHROUGH: Animal counts are approximate, and passwords may vary depending on the cartridge and game history. Level 1-1 Password: (none) Music: main theme (same as opening screen) Animals: 20 goats, 8 sheep Fruit: 47 Bonus rooms: 2 This board is fairly simple; large rooms form a sort of loop with some smaller rooms branching off. Your first animal encounter will be with two goats on either side of the room just beyond the first door. There are two bonus rooms here: one is near the center of the maze, marked with a Y-shaped vine in a room filled with apples. The other, also marked with vines, is in the northeast corner of the maze. Level 1-2 Password: WZKPKJ Music: "peppy" theme (played during the demo) Animals: 12 goats, 23 sheep Fruit: 77 Bonus rooms: 5 Work from left to right as you complete this maze. The first animals are hidden behind walls in the large room near the beginning. There are five bonus rooms on this level. The first is between two pillars in the southwest portion of that first large room. There is a second room inside it. The third is marked by distinctive cabinets at the northwest. There is also a wall that opens into the rectangle just south of there. The last bonus wall is at the southeast, the third dark spot from the bottom. This is the first level that contains a map. Level 1-3 Password: ZSLRHC Music: boss theme Animals: 1 camel ("Carl") Fruit: 41 Bonus rooms: 5 There's only one animal here. Just go through one of those three doors, step forward a bit, and he'll find you. Try to maintain some distance as you fire away. Once he's done, pick up the gold key he drops, heal up with bandages, and start clearing out as much food as you can carry. Most of the items are in the rooms off to the side. You'll have to find two bonus rooms to reach it all, one on each side. The upper of the two central "boxes" opens up, too. Go north through the locked door to find the fruit, the exit, and the other two bonus rooms. One is near the very top of the pyramid-shaped north room, and the other is just across from the exit. Level 2-1 Password: ZFZRFD Music: fast minor theme (three layers of melody) Animals: 19 goats, 24 sheep, 5 ostriches Fruit: 16 Bonus rooms: 2 Expect more complex mazes and animals in nearly every room from here on out. There is a bonus room in the rectangle at the center of the maze, and a second one in the wall just to the east of it, marked with a puddle. Be careful as you work your way down the maze at the east end of the level. Face the proper direction and slide into position to get in the first shot. Level 2-2 Password: SRZRBF Music: main theme Animals: 29 goats, 22 sheep, 10 ostriches Fruit: 8 Bonus rooms: 2 This maze is very interesting, with its large, branching rooms. Bandages are still plentiful at this stage, but be sure to clear out an entire area before dropping your guard. You'll need both keys to reach the exit, and there's also a map and an extra life hidden somewhere. The first bonus room is marked by a Y-shaped vine at the central south end of the maze. A red tapestry in the southwest hides the other. Level 2-3 Password: SFZRMF Music: peppy theme Animals: 11 goats, 18 sheep, 11 ostriches Fruit: 24 Bonus rooms: 2 More large rooms on this level. Be especially careful in the north half of the maze, where animals may approach from multiple directions. Look for a puddle under a blue tapestry at the southwest to find the first bonus room. Inside, behind one of the monkey signs, is the second one, which contains a map. Level 2-4 Password: TRZRNH Music: boss theme Animals: 7 goats, 12 sheep, 3 ostriches, 4 antelope, 1 giraffe ("Ginny") Fruit: 28 Bonus rooms: 5 First of all, check behind you at the start for your first secret room. After that, it's usually best to take on the hardest challenge first while you're strong, rather than to do a great deal of work only to start over. Also, the side rooms are heavily guarded (unlike the camel level). For these reasons, head straight forward (knocking out the two sheep on the way) into the giraffe's room. Have cantaloupe ready, and fire from a distance; pellets just won't do the trick here. You might want to lure the giraffe back into the first hallway, so as to avoid the two goats hidden in Ginny's arena. Afterwards, heal up and refuel in the rooms off to the side of the arena, continuing to watch out for ambushes. In the northeast corner of the level is a red banner marking the next bonus room. The rest of the bonus rooms are marked by the bird panels. Head back to the first hallway and explore north and south. By all means, do not run into these rooms! Step carefully and be ready to pull back as you hear antelope and sheep approaching. There are plenty of them. There is a bonus room at the southwest and one at the north. The north bonus room has a final bonus room inside it. Level 3-1 Password: TFZRNH Music: leisurely theme Animals: 15 goats, 15 sheep, 18 ostriches, 23 antelope Fruit: 33 Bonus rooms: 5 Try to use the "shooting gallery" effect at the beginning to your advantage, and don't be deterred by pillars. If you see doors or items, there is a way to get to them. As you're picking up fruit east of start, don't forget to check for a bonus room. In fact, all the bonus rooms are on the east half of the level. The small, brick room just southeast of start contains the first unmarked bonus room; just push on bricks until something opens. You'll be rewarded for your effort with a map. The keys are in the southwest portions of the maze, which contain some well-placed ambush spots. Once you have both keys, you may proceed to the normal exit at the far southwest. But there is another option. The "shooting gallery" at the southeast hides the way to one of the two secret levels in the game. After clearing out the animals, hit the northeast "cage" on the center structure, and search its south wall from the inside. Then try the outside wall directly south. You'll find a straight path to the secret exit. This will send you to level 3-5, after which you'll progress to level 3-2. Level 3-5 Password: RFZRZW Music: bonus theme Animals: 8 goats, 12 sheep, 14 ostriches, 12 antelope, 10 oxen, 1 camel Fruit: 18 Bonus rooms: 12 There are several things to remember about the secret levels. First, they contain multiple exits (but in 3-5 only one is accessible). Second, there are bonus rooms all over the place. Finally, watch out for camels. In 3-5, the first bonus room is directly behind the start, but is reached from a room to the north. From there you'll proceed to a long hallway, whose bonus room is behind a green panel. There's a similar hallway farther west with some valuable bandages and two unmarked bonus rooms. It's easiest to approach the northwest from this far west hallway. Before leaving the northwest area, don't forget to feed the oxen guarding the fake exits, and move to the end of the tunnel north of center for a pair of moving walls. They'll give access to the cantaloupe in the large, center room. Then, just to be thorough, work your way around south to the long, eastern hallway. Now you're ready for the Big Northeast Maze. You can enter from one of three doors. Just be aware that there are oxen and goats around blind corners, a silver key in the center, and one bonus room in the southeast quadrant. Try to move in such a way that you leave no spot unsearched, and if you need a breather, go get one of the bandages you found earlier. With the maze completed, move south to the blue-brick area. Clear it out and load up in the central bonus room. Once you're ready, go farther south to a series of three doors. There's a camel in there. Camels don't follow well, but take out the ostriches and try to lure the camel northward into a long, straight path. Here you can take plenty of shots from a distance. Across from the camel room is a bonus room marked with a red banner. One of the green panels inside the camel room also hides a bonus room (complete with ostrich). From here, a wall will open to the rest of the items in the center room. The final door in the camel room gives you access to the exit and the bonus room just north of it. This last bonus room contains three extra lives. Oh, and the exit is guarded by an antelope, so be ready. Level 3-2 Password: PRZRWT Music: fast minor theme Animals: 12 goats, 11 sheep, 11 ostriches, 15 antelope Fruit: 14 Bonus rooms: 2 This maze is great fun and is best if you go counter-clockwise. There's a bonus room at the northwest end of the huge red room. The series of five doors to the south contains a knapsack you should pick up early, and once you have the silver key (in the northwest) you can follow one of these paths to the exit. Near the gold key (at the east) is a red banner leading to the second bonus room. Level 3-3 Password: PFZRWT Music: main theme Animals: 9 goats, 18 sheep, 8 ostriches, 10 antelope Fruit: 23 Bonus rooms: 5 At the beginning you'll have twelve doors to choose from, but the rooms loop around so that there are really only seven paths to choose from. Save the far northeast door for last. As you clear out the other areas, you'll find a very nice bonus room by a pillar at the north, and another behind a corner wall at the southwest. For once, you won't find a way into the shooting gallery, but there is a bonus room in the corner of the east-central rectangular room. The other two secrets are purple panels you must move in order to get around the table blocking the exit. Level 3-4 Password: RRZRZW Music: boss theme Animals: 11 goats, 2 sheep, 7 ostriches, 5 antelope, 1 monkey ("Melvin") Fruit: 44 Bonus rooms: 10 This time around, you'll want to load up as much as possible before facing Melvin, but if you can get past him, you'll finish this level in very good shape. The first two bonus rooms are behind green panels at either side of start. Watch out; they're guarded. Wipe out all the goats in the large room beyond. From here you can access two more bonus rooms hidden behind blue panels. To fight Melvin, attract his attention in the next room and then fall back for distance. It might be best to hang out near the west bonus room (with all the bandages) so you can heal up as you fight. Pummel him for all you're worth with all those watermelons you've picked up over the last few boards. Avoid his coconuts if you can. This is difficult at first but gets much easier with practice. Watch out for animals in the monkey room as you find the five bonus rooms there--one at each corner and one in the middle. The final bonus room is at the north, across from the exit. Level 4-1 Password: MRZRSZ Music: sea theme Animals: 6 goats, 8 sheep, 10 ostriches, 19 antelope, 10 oxen Fruit: 9 Bonus rooms: 3 For some this may be the first really hard board. If you didn't play bonus level 3-5, this is your first encounter with oxen. There are few chances to heal up if you move from the shooting gallery at the south to the animal-filled arena at the west. But there is a bonus room behind the dark spot in the room east of center, and another inside it that lets you into the aforementioned shooting gallery. Farther eastward is a series of mean ambushes and a nasty maze that leads to dead ends and a locked door. You'll need to hunt through the western arena to find the keys. (There are plenty of unwise ways to do this. Whatever you do, don't leave the area before it's clear, or you may have a dozen or so animals following you and showing up at inconvenient times.) You'll finally end up with three exit doors, all of which are blocked by barrels. Check the south corner for a bonus room that gives access to the exit, and watch out for the ostriches. Level 4-2 Password: MFZRSZ Music: leisurely theme Animals: 16 goats, 15 sheep, 6 ostriches, 8 antelope, 13 oxen Fruit: 0 Bonus rooms: 2 You'll find one of the two bonus rooms between the pillars at the east end of that first long corridor. Take the nearest door for an "obstacle course" through which the animals must run to get to you. Here you'll find the silver key. Try to conserve your health until you find the gold key in the southeast. The second (unmarked) bonus room is right next to it, and contains an extra life. If you can make it that far, getting to the exit should be a piece of cake. Level 4-3 Password: NRZRTM Music: fun theme Animals: 21 goats, 7 sheep, 28 ostriches, 10 antelope, 10 oxen (plus 3 other animals) Fruit: 51 Bonus rooms: 5 All the unlocked doors send you into the awful southern maze, with animals constantly spitting around corners before they appear, and nary a bandage in sight. A large bonus room marked by a dark spot in the northeast part of that maze contains a map, which helps tremendously (but makes it hard to remember where you've been.) The gold key is nearby. For the life of me, I can't figure out how to get to the far southwest part of the maze, where the second bonus room is (also marked by a dark spot). A barrel sits in the way. The rest of this huge level includes a wall of the "wishbone" shaped northeast room that opens into a series of purple rooms. (You'll need the silver key to reach the last one). Two more bonus rooms are off the sides of the ostrich corridor that leads to the exits. Check the map to make sure you've gotten all the fruit, and make sure you're in good shape before going through the unblocked exit. The next level starts you out surrounded. Level 4-4 Password: NFZRTM Music: fast minor theme Animals: 12 goats, 16 sheep, 13 ostriches, 3 antelope, 10 oxen Fruit: 23 Bonus rooms: 8 The large, twisting room you enter contains two sheep, a goat, and an ox. Vines just south of your starting room mark the first bonus area. Start working through the unlocked doors from north to south, saving the southwest maze for last. Once you have the gold key, explore the darker eastern half of the level, again working from north to south. Vines and puddles mark a series of three bonus rooms behind the northwest locked door, and give you a chance to take out some animals that would otherwise be a nuisance later on. Just south of the northern "shooting gallery" is a blue panel that gives access to the goodies visible in the room. East of that panel is a striped wall that hides another bonus room (and a sheep). Yet another bonus room is south of the striped ostrich room near the end. The last bonus room is on the north wall immediately before the exit. The ammo inside allows you to prepare for the next level. Level 4-5 Password: KJZRPN Music: boss theme Animals: 4 goats, 1 ostrich, 8 antelope, 17 oxen, 1 kangaroo ("Kerry") Fruit: 18 Bonus rooms: 9 Step out into the arena, take out a few oxen, and be ready to face the waiting kangaroo. Keep your distance, and move whenever Kerry stops to attack. About eight watermelon should do the trick. After cleaning up the rest of the oxen, go directly south to the cabinets that mark the first bonus room. Then pick a door and work your way around the circle. More cabinets mark bonus rooms at the east and west, but watch out for the antelope inside. The west door of the arena also reveals cabinets that lead to a bonus room. Two large bonus rooms fill out the upper half of the outer circle, and are reached through cabinets on the northern wall of the arena. The other three bonus areas are in the north room, marked with green panels. (The first contains the other two.) Level 5-1 Password: KFZRPN Music: haunting theme Animals: 2 goats, 4 sheep, 10 ostriches, 25 antelope, 15 oxen Fruit: 18 Bonus rooms: 6 You start in the center of the maze with the exit just behind you, but behind a locked door. The mission is to find the keys. The west door on the north wall leads to the first bonus room (behind a blue panel). The second is in the nearby "antelope trap," behind one of the green panels. The gold key is to the north, just past the oxen ambush. Back at the start, the north door on the east wall leads to another bonus room, behind a "broken cage" wall, and to a heavily guarded silver key. The rest of the level has quite a few creative moments, and the other three bonus rooms are behind green panels in the southwest. When you're ready to finish, be aware that an antelope guards the exit. Level 5-2 Password: LRZRRP Music: main theme Animals: 12 goats, 11 sheep, 18 ostriches, 9 antelope, 29 oxen Fruit: 19 Bonus rooms: 4 Begin by circling around the "arena." The first bonus room is directly behind the gold key. You'll hear activity going on inside the central structure, but the animals will generally wait for you to enter before attacking. The outer rooms, however, are a different story. Be ready for some chaos your first time through. There is an unmarked bonus room in the south center. Clear out the far southeast and then work clockwise around the outside. The last room contains the silver key and a bonus room behind a bookcase. Now return to the locked door at the north center. Just beyond it is the final, ox-filled bonus room (behind a green panel) and an exit, also guarded by an ox. Level 5-3 Password: LFZRRP Music: sea theme Animals: 2 goats, 19 ostriches, 17 antelope, 27 oxen Fruit: 26 Bonus rooms: 8 Before you venture out into the diagonal main room, open the bonus room just to your left. Try to keep your health up on this level; steady depletion here will be fatal due to the large number of oxen. I recommended clearing out the yellow southwest rooms first. This will get you the gold key and two more unmarked bonus areas (in the third and fourth rooms). At the southeast, as animals run toward you from other rooms, let the rooms empty out a bit before proceeding inside. The small, grey room with the cage inside has a bonus area in the corner. You should studiously avoid the V-shaped ox pen east of center if you're low on health. The silver key is east of that. Moving on, there is a bonus room behind the yellow wall in the northeast corner. The grey northeast room and the red room beyond it each have an unmarked bonus room, too. Behind the locked door, there are only seven antelope between you and the end. The final large room has a purple bonus room to the west and an exit to the north. Level 5-4 Password: HRZRMR Music: leisurely theme Animals: 9 goats, 3 sheep, 18 ostriches, 5 antelope, 29 oxen. Fruit: 18 Bonus rooms: 8 Most of this level is a series of small rooms. There is one large room in the southeast that contains the gold key and a bonus room (behind a portrait of Mrs. Noah). Clear out the southeast portion of the board, where you'll find the silver key and a bookcase leading to the second bonus room. A puddle and vines on the far west wall of the level reveal a third bonus area. North of the large room, you'll encounter a room whose items are blocked by a pitcher. Search the wall nearby for an opening. The far north center of the level features a Noah portrait that hides three bonus rooms, two of which contain all the fruit for this level. Further east is a blank wall with a puddle marking the last bonus room. Level 5-5 Password: HFZRMR Music: fast hunt theme Animals: 3 goats, 1 sheep, 14 ostriches, 23 antelope, 40 oxen Fruit: 0 Bonus rooms: 7 If you're on this level, I hope you like oxen. One of the bookcases in the first room after start leads to a bonus area. Watch out for the ostriches in the purple rooms to the east. The indented wall in the far east grey section leads to another bonus room with some handy bandages. Check your corners as you follow the spiral to the west to pick up the gold key. The silver key is at the end of a similar spiral in the northwest. South of the last locked door are a parrot sign and a puddle marking another bonus room. Nearby is a portrait of Noah (the source of that antelope you probably didn't see.) There's a bonus room in the wall next to it, and another inside that. Use the extra life there to heal up before proceeding any further. The next room has eleven adjacent pens, each containing one or more oxen. When you're ready, step inside, shoot off a couple pellets, and stand in the doorway. They'll begin wandering out of their pens, and you can shoot them as they find their way out. If things slow down, you may need to step farther in and fire to "encourage" them. Once the coast is clear, check each room to make sure it's empty. Heal up in the last two bonus rooms, behind the green panel in the south-southwest room. Check your map screen to make sure you've uncovered everything before exiting. The north exit is blocked, so use the south exit. Level 5-6 Password: JRPZMT Music: boss theme Animals: 10 goats, 12 sheep, 19 ostriches, 13 antelope, 8 oxen, 1 elephant ("Ernie") Fruit: 17 Bonus rooms: 6 This maze, when completed, has the shape of the letters "N-O-A-H." The lower angle of the N has a bonus room. Proceed with caution around the O, and check a green panel at the northwest for another bonus. Once you have the silver key, don't forget about that locked room back in the N. You should be at full strength as you proceed southward to the H. Most of the letter is blocked off with barrels, so go westward into the A's goat territory. Two more bonus areas are behind blue panels, one at the left foot of the A, and another in its middle bar. Watch your step as you proceed eastward across the H, and get the goodies in the two bonus rooms here. This is not the time to be low on health or ammo. The east leg of the H contains the elephant. My strategy is to take him in stages: feed him a few watermelons from a distance, then duck into the previous room. Fire again when he appears in the doorway, and then move back to the west leg of the H. Keep doing this and eventually he'll drop. The one downside is that he may duck into a small corridor and not come out until you approach. But he's usually not that clever, and he goes to sleep after about twelve direct-hit watermelons. With all animals defeated, head for the crop of bandages and pellets in the north part of the H. The exit is just around the corner. Level 6-1 Password: JFZRNS Music: jungle theme Animals: 4 goats, 10 sheep, 27 ostriches, 14 antelope, 16 oxen Fruit: 18 Bonus rooms: 7 The outside of this rectangular level and the layer of rooms just inside that are, in my opinion, too easy for this stage of the game. On the outside, see if you can find an unmarked bonus room near the southwest corner, and another on the north end. In that north bonus room are two more rooms, one with a key and one with a map. On the inside of the rectangle, there's a bonus room behind a red banner in one of the western ostrich rooms, one bonus room is in the north, behind a parrot sign. The other is at the southeast and can be used to reach items behind some barrels. You are now ready for the dangerous central maze. Without the map you can be ambushed easily, but with the map, it's hard to tell whether you've checked everything. The animals will detect you early in here, especially near the silver key. Try to avoid unleashing chaos for as long as possible. The exit is in the northeast corner, guarded by four bulls. Level 6-2 Password: DRZRWT Music: peppy theme Animals: 6 goats, 22 ostriches, 20 antelope, 16 oxen Fruit: 7 Bonus rooms: 4 Is it just me, or do the ostriches and antelope get meaner here? Go northward and then east to pick up both keys. There's a bonus room behind a bookcase in the eastern yellow room. Another one may be found behind a "broken cage" southeast of the yellow section, with a third inside it. Head north through a red room to a grey cross-shaped room for the map and final bonus area. Clear out any remaining rooms and head south for the exit. There are ten animals in the last room, so be careful. Level 6-3 Password: DFZRWT Music: fast minor theme Animals: 6 goats, 16 ostriches, 20 antelope, 29 oxen Fruit: 22 Bonus rooms: 7 For this level, the maze and animals are not hard in themselves, but you have very few opportunities to heal up if you make a mistake. The southern section is quite easy, with one bonus room north of center, next to a monkey sign. Behind the first locked door is a difficult room where attacks will come from several directions. There are two unmarked bonus rooms to the west and east of this area, and another behind a red banner to the northwest. You may wish to use cantaloupes or watermelons on the oxen to the west to conserve your pellets. Of the four entrances to the northern maze, only one will lead to the silver key. At the far northwest corner of the maze, a striped wall and a brown/black panel move back to reveal the exit to the second secret level of the game. Or, if you wish, use the silver key and have fun as the many animals blocking the normal exit all come out at once. There is a final bonus room at the end of one of the purple chambers here. Level 6-7 Password: BFSRZW Music: bonus theme Animals: 18 goats, 12 sheep, 11 ostriches, 17 antelope, 10 oxen, 7 camels, 2 kangaroos Fruit: 11 Bonus rooms: 21 (lettered A through U here) The two keys to this level are saving your healing items until they're really needed, and learning to put a camel to sleep without taking damage. With all the keys available, there are many ways to complete this board. Here's my strategy. 1) Clear out the first room and the little one to the southwest, which contains a bonus room (A). Then find the movable wall just south of start (B), and hit the one at the south end of that corridor (C). Get the ostriches and camel in the next room, and continue on to the second camel room, watching out for goats along the way. At the back of the second camel room is a cantaloupe bonus area (D). 2) Now return to start and get the camel in the room just to the north. Follow that path through the ambushes to an apparent dead end, where there is a collapsing grey corner wall (E) and, eventually, another camel. 3) Return to start again, and use one of your keys to access the eastern portion of the maze. You may skip to #6 if you like, but I recommend taking the next path north through a series of rooms whose occupants advance through goat, sheep, ostrich, antelope, ox, and finally camel. There are five bonus rooms off to the side of these small rooms (FGHIJ), and another just north of where the camel was (K). 4) Go to the large east room. To the north is a room full of watermelons. Load up and head south. You'll find a small grey corridor. In here are two unmarked bonus rooms with healing items you'll want to save for later (LM). Run to the end of the corridor, ignore the blocked exit, and push the wall. It moves (N). Continue this pattern (OPQR) until you come to an exit and antelopes behind cages. You may use the exit, but go ahead and look for one more bonus room to access the area behind the cage (S). Again, save the healing items for as long as you can. (5) Return to the large east room and open one of the two eastern doors. Inside are two kangaroos. You'll want to lure them into the corridors to the south, so that you can fire at them from a distance where they can't move out of the way. You can retreat farther back if need be. Use one of the spare extra-life globes between kangaroos if necessary. With practice, you can even get just one of the kangaroos to chase you and deal with the other one at your convenience. (6) Just southeast of that starting room was a green panel (T). It leads to a similar (but open) series of corridors. Follow them downward to an arena containing two very mean camels. Be careful as you proceed, since they may already be wandering those corridors. If you can take them out, there is a green panel to the far south that opens to reveal a map of the area. For some reason, some players prefer to take out these two camels earlier in the level. In any event, this helps you avoid ambushes on the way to the final exit. (7) Go back to the kangaroo room, clean up the items, and start working your way up the far east tunnel. Watch out for ambushes along the way. Eventually you'll reach the northern exit. Either that one or the one to the south will bring you to level 6-4. Level 6-4 Password: FRZRZW Music: haunting theme Animals: 7 goats, 31 ostriches, 14 antelope, 15 oxen Fruit: 8 Bonus rooms: 5 This level features a long diagonal area with countless blind spots. If you try to clear it first, animals will come out of the nearby rooms, and things will get very complicated. Animals' early-detection abilities are at their height on this level. Your best bet is to get into a side room as quickly as possible. There is a bonus room behind a cage at the north end of the long west room. Another lies in the thin south passage behind a green panel. When you head back to the diagonal room, be aware that some animals may already be out of their rooms, wandering about. Duck into the next room for the gold key and another bonus room (behind some cabinets). You should now be able to finish off the diagonal room. If you can't get enough of your bonus rooms, there's another one behind some vines at the north end of the remaining unlocked path. But your immediate concern should be the locked doors to the northeast, where the silver key is. The maze there is relatively easy for this stage of the game. You just about need a map to find the bonus room in here, which is ironic since that's what it contains. (Search the far northeast corner.) From there, just watch out for oxen near the exit. Level 6-5 Password: FFZRZW Music: sea theme Animals: 5 goats, 5 sheep, 15 ostriches, 24 antelope, 12 oxen Fruit: 17 Bonus rooms: 5 This level is relatively easy, so you might only need a little help with the bonus rooms. One is unmarked at the south end, two are behind green panels in the western bull rooms, and another is at the east end of the grey room that runs across the north part of the level. I regret to say I have not found the fifth bonus room here. I have meticulously searched every wall, and nothing opens, despite several "obvious" places one could be hidden. My hunch is it's supposed to be somewhere in the southeast, and must be large enough to contain ten fruit. Please e-mail me at propadeutic@hotmail.com if you have any information. Level 6-6 Password: BRNLWT Music: boss theme Animals: 12 goats, 17 ostriches, 30 antelope, 15 oxen, 1 bear ("Burt") Fruit: 14 Bonus rooms: 4 This board is fast and fun, with wide open spaces and plenty of goodies. There's enough here for you to heal up and refuel when you need to. The first bonus area is behind your starting room. You'll find the second one between the blue panels at the southwest. Don't forget the ammo sitting out in the open. Clear out the west and east sides and the middle "ambush" corridor (with silver key) before venturing up north. Don't even open the door. You need to clear everything else out first, because once the bear is put down, the game is over. When you do enter the north room, you'll soon hear a clicking noise. That means the bear is tracking you and is close by. He's in the huge pen that takes up most of this area. Take out the animals around the outside. You'll probably need to hang around the double doors at the south to lure Burt out. When he comes, have a plan ready. He will hurt you. It's best if you can get him to chase you into the outside rooms. You can then circle around and clear out the animals, goodies, and bonus areas (two behind parrot signs) inside the pen. With that done, track down the bear but don't let him get too close. Be aware that he likes to hide inside small rooms (like the one you started in) and wait for you to open the door. Use the same strategy that helped you defeat the elephant, and he'll be down with the same amount of food. You win! When you complete the game, the "cast" of animals will parade toward the screen in an endless loop, accompanied by subtitles. Press start to return to the opening title screen. [Note: There's a funny glitch possible in 6-6 that I've only seen once. When you enter the north room, the door and animal sound effects go silent, and animals are frozen in place until hit with pellets. Once hit, they'll follow you but can't attack, and they go to sleep with fewer hits. You can still pick up items, and it's kinda fun to walk around with fifteen dumb animals surrounding you. The bear also can't harm you, but you can't put it to sleep, so there's no way to finish the board. It's a nice way to get a safe look around, though.] SOURCES: See Genesis 1-9 for the account of human history up to the time of Noah's flood. See Leviticus 11 and Deuteronomy 14 for details on ceremonially clean and unclean animals. See Mark 7:1-23; Acts 10:9-16; and Colossians 2:16-23 to understand why all foods are "clean" for Christians. Super 3-D Noah's Ark is copyrighted by Wisdom Tree, Inc., which can be contacted at 2700 E. Imperial Hwy., Bldg. A, Brea, California 92621. This document is a free, unofficial guide to the game and is not related to or endorsed by Wisdom Tree, Inc., or Nintendo. Questions and comments about game play or this guide may be directed to me at propadeutic@hotmail.com.