-------------------------------- BATTLETOADS (Game Boy) FAQ/Walkthrough v1.0 Written by Snow Dragon (C) 2003. All rights reserved. -------------------------------- TABLE OF CONTENTS* ================== I. Introduction II. Controls a. On Land b. Certain Vehicles III. Walkthrough IV. Credits and Stuff * This particular FAQ/walkthrough lacks an Items section because the use of items in this game is so inconsequential that it is easier on both me and the reader to get on with the show and not overload the document with egregious filler. So there. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- INTRODUCTION ============ Hello, and welcome to my 32nd FAQ/walkthrough, for a game I have endeavored to cover for literally years now but was not able to until I finally conquered it recently: the Game Boy port of Tradewest and Rare's infamously difficult Battletoads. Unlike the 12 level-NES game, the Game Boy version of Battletoads contains only nine levels. Like the NES game, though, Tradewest and Rare use these nine levels effectively as a way to hop and skip across genres to make a game that amounts to more than the sum of its parts. The major distinction to make here - as I have stated prior to this point - is that this is NOT the NES Battletoads you may know and love. This is a totally different game that keeps most of the elements of its 8-bit predecessor intact but otherwise rearranges them or makes new enemies or situations out of them, making it slightly different than what most Battletoads aficionados are accustomed to. Of course, this is only a one-player outing, and the appropriate adjustments have been made story-wise: this time it's Rash _and_ Pimple who have been kidnapped by the evil Dark Queen (arguably the only woman in video game history to look good in spandex and big hair) and it's up to Zitz to cruise around to a number of exotic locales and destroy her bootlicking toady (no pun intended) Robo-Manus, a huge machine of destruction who can easily make mincemeat out of our poor hero who is so unfortunate as to be named after a common adolescent blemish. With this knowledge, you should be decently equipped to indulge in the Battletoads experience, so if you're ready, I'm ready. Let's move on with the walkthrough! ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- CONTROLS ======== ---------- a. On Land ---------- _ _| |_ |_ _| |_| D-pad >> Move left and right along ledges, or up and down where such movement is applicable. >> Tap Left or Right twice in succession to dash, after which you can jump longer or perform a unique special attack. _ _ |_| |_| A and B Buttons >> Use the A button to jump. >> The B button can be used for a variety of attacks. If used on the ground, Zitz will perform a comically exaggerated kick, punch, or weapon swing based on the enemy he is fighting or the weapon he has. Pressing B while in the air allows Zitz to use a highly effective and reliable punch that he can use at any time aside from when he is bearing a weapon (which, believe me, is not advisable if you want to have any hope of not losing lives against certain bosses). >> The B Button also allows Zitz to pick up weapons that some enemies leave behind (for example, the axe in the first stage). Swinging B again will cause Zitz to perform an attack with the weapon he wields. You cannot drop weapons unless you die, so don't pick one up unless you think you're reasonably proficient with it. ___ ___ (___) (___) Start and Select >> Start begins the game and pauses it. >> As usual, the oft-neglected Select button has nary a use in this game. ------------------- b. Certain Vehicles ------------------- _ _| |_ |_ _| |_| D-pad >> Most vehicles allow you to move in all directions (up, down, left, and right). The notable exceptions are the rappelling rope in Stage 6 and the jetpack in Stage 8. While upward movement is possible with the former and downward movement possible with the latter, in many cases it is unwieldy and useless to move in the respective directions with these vehicles. The same goes for going left when in the Toadster (Stage 2) and the jetski (Stage 4). >> With the jetpack, pressing Up will turn on your thrusters, but you will lose energy if you hit your head on a ledge while moving at this higher speed. _ _ |_| |_| A and B Buttons >> In the Toadster: press B to fire a small bullet, which can be executed rapidly. Hold B to store up energy that will release a large wave bullet when released. >> On the jetski: press A to jump (quite an extended jump, actually), and press B to wield the jetski as a weapon when fighting the Wicked Wurm. >> On the ropes: press B to attack from the rope. It will be a punch if you do not have a weapon, or a machete (of sorts) if you managed to get the leftover feather from one of the birds. >> In the jetpack: pushing B repeatedly fires a rapid stream of bullets that will destroy enemies above you. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- WALKTHROUGH =========== ------- Stage 1 ------- Pressing Start at the title screen yields this surly bit of information from the spandex-clad Dark Queen herself: "Enter my darknesssss if you dare! There are things in here that'll slice, dice, and ice ya!" (this is just one randomly chosen dialogue exchange, and she will not always say exactly this; to list them all here would be rather redundant) Next, your hippie-ish mentor T. Bird comes on the scene with his #8 jersey and enormous feathered hands: "OK Zitz! Get on down and get ready to rumble!" Then, finally, the bullish dumb-addled Sergeant Slaughter: "At the end it's a slaughter!" With this, you land on a barren canyon planet with three pigs carrying battle axes clad in what appears to be bondage leather and blindfolds approaching you. Punch them in midair repeatedly when they jump, but DON'T pick up the axes they drop, as they are quite difficult to use effectively against enemies. The midair punch is far better suited to this level. After huffing and puffing the three not-so-little pigs into oblivion, you'll face an unequipped grunt. Punch him and the pigs and grunts up ahead. Jump off the cliff edge to the right and get the rat in the spaceship with two midair punches to do away with his blow dart-firing craft. One more of these is up ahead, followed by a grunt who hops up to the high ledge. Deal with up there and then make a running jump off the cliffside (tap Right twice to run, then jump for extended length beyond normal jumping circumstances). Out of the rock wall will appear a seemingly disembodied arm that swings in a club in a predictable three-one-one pattern. Wait for the cycle to run his course, then jump in and give him a huge-handed uppercut. Moving on, you'll find another biped grunt and rat in a spaceship. The rat will not make a move until you deal with the snarling foot soldier, so kill him first and then jump to take out the mini-UFO before it patrols the ground with its blowdarts. After two more grunts and another cudgel-swinging arm, you'll meet the first stage's boss, Sergeant Slaughter. ************************ BOSS: SERGEANT SLAUGHTER ************************ Sergeant Slaughter's primary means of attack is to jump and try to smash you underfoot, hurting you each time he scores a direct hit. If you have the axe, this battle is going to be substantially harder, but make do as best you can if you have it (or throw yourself off the cliff edge below if you've found it to be a miserable weapon). Throw your airborne self at him and land a series of punches on him, jumping away when he leaps into the air to pounce on you. This series of midair punches and quick retreats should do him in quickly, and for your efforts you'll get 500 points. (Woo.) Now watch Zitz walk over to the Toadster - his awesome flying open-air vehicle - and the resulting informational dialogue. ------- Stage 2 ------- "Waydigo, Zitz! Now it's the need-to-speed toad! I can smell a rat!" "Rap with the Rat Rocket!" If you have played the NES rendition of Battletoads, you may think this level bears a slight resemblance to the god-awfully impossible Turbo Tunnel of the 8-bit days of yore. Close, but no cigar - this one's way easier. When you cross the first dotted barrier, you'll be assaulted by a barrage of bat/chicken/flying rodent creatures that fly in straight lines at you. Shoot those which move in front of you, only moving to avoid close shaves and the like. This is not a difficult exercise, and you should be at Sector 2 in no time. The second sector contains a flying ship with an impenetrable outer metal casing. The only vulnerable spot is the gun inside that only appears when the ship opens up to shoot you. Stay hovering in front of it until it opens this hatch, then fire a few small shots at it while moving out of the way of the projectile it fires. You'll know you scored the salvo if it makes an explosive sound and vibrates a little bit. Three of these will destroy the adversary and allow you passage to Sector 3. Sector 3 is by far the most difficult part of the level, requiring spot-on reflexes to get past (often you will just barely make it by a particular wall). Position yourself in the middle, which is where the first hole in the pattern lies. Move up and down or to the middle as the flashing walls dictate, and practice for the forthcoming increase in speed by getting as early a headstart as possible on your movement. As you proceed, the holes will not always be on the exact top, bottom, or middle. If you are having a very hard time with it, keep practicing via the time-honored process of trial and error. It probably also bears worth mentioning that one hit from a wall kill you instantly ;) Once you pass the wall exercise, you'll encounter another flying metal ship before passing to the final area preceding the main boss, which entails a long line of rats with some rather avian wings flying straight at you. Unlike their bat/chicken/flying rodent predecessors, they move on a fairly oblique trajectory that requires a few seconds of study to get down just right. Don't worry about your health during this time - when you get to the boss of this level, it will refill to its maximum level so you have an easier time killing him. **************** BOSS: RAT ROCKET **************** The Rat Rocket has several guns that you must first destroy if you expect to dent his ship at all. Fortunately, your bullets negate his, so find a gun and focus intensely on it, firing even through the slow circular energy bullets his guns attempt to take you down with. Rapid fire is the best approach, so don't let a cannon out of your sights until it's gone. When all the turrets have been utterly decimated, the front end of the ship will explode and disappear to reveal a tongue-like super-gun protruding out of a rather mouth-like chasm in the Rat Rocket. This super-gun will shoot some needle-like missiles. Since it fires them in bursts, use the time while it is shooting to stay out of its path and charge up the Toadster's gun (hold B to do so). When you hear the guttural humming noise, you'll know your gun is totally charged. Move in and unleash the charged bullet on the gun part of the ship in the short time when it is not firing any needle missiles, and use as much spare time as possible to score some extra miniature shots on the side. Repeat this simple process to send the Rat Rocket tumbling into the abyss. ------- Stage 3 ------- "Mad, bad, an' crazy toad! Keep your green hide motorvatin!" "Don't dance with the Darkling!" The little rats have finally decided to get physical, as you'll see when entering this stage for the first time. Jump over the licks of flame inhabiting the ground you stand on and use midair punches to take them out so one doesn't headbutt you. Move ahead and kill the one that's by himself, then use midair punches to dispatch of the tornado up ahead (which doesn't take away any damage when it hits you!). There's another rat; jump so that your sprite is on top of his (they will look as though they have combined in a messy melty sort of way) and throw him in the pit ahead for an easy extermination. Kill the tornado that accompanies this rat. Wait before dash-jumping over the lick of flame on the edge of the floating rock; if you do, a rat will headbutt his way off the side and into endless oblivion below. Proceed once he has unwittingly committed suicide, then execute the necessary dash-jump (necessary if you don't want to take damage, that is) and get rid of the two rats in your way. You will then come to a black rope swinging to and fro. Zitz will automatically hang onto it when he touches it, so jump off to the right and heave the waiting rat over your head, tossing him in the chasm behind you. Swing on the next rope and jump off to the right to meet two tornadoes in succession. Jump-punch them and advance to the grotesque eyeless creatures with stubby wings that don't allow them to fly. Before they can react, pick up the one in front and toss him off into the hole to your left and midair-punch the other. You'll face one more of these, a rope, and a tornado before facing the Darkling. ****************** BOSS: THE DARKLING ****************** The Darkling is really easy as long as you don't touch him, because one touch of his evil demonic skin will take away half your life. Really, the Darkling is a lumbering brute not unlike Sergeant Slaughter, the major difference being that this dude can fly. His only means of attack is slamming down on the ground to immobilize you for a second and hoping you're in his fat shadow. To keep him from doing this, stave him off with an unending series of midair punches. Lather, rinse, and repeat until the annoying oversized bat is toast. ------- Stage 4 ------- "Excellento, Zitz! Quick! Down to the river, an' strap on your jet-ski!" "Whup the Wicked Wurm" Make as long a jump as possible to the ledge sitting in the water below. The enemy ahead looks like the result of putting Jell-O in a nuclear reactor. To kill it, press B rapidly when it is next to you to turn Zitz's fist into a humorous anvil that will crush it if applied enough times. After him you will find an uncrossable lake, out of which stones will appear for Zitz to cross what appears to be the uncrossable. Don't fall in the water, either; doing so results in instant loss of a whole life. (He's a toad, an amphibian, a creature who spends half its life in water anyhow! Why couldn't he just suck it up and swim across? This game has already stretched logic enough, I would think.) In any event, the first part of the level consists of nothing but these fanged Jell-O slimes and appearing/disappearing stepping stones. The real fun begins when you find your jetski idling in the water. Cross the buoy flags to enter the first of several obstacle courses. Part 1 consists of a load of stray driftwood floating in your direction at an increasing rate similar to that found in the walls of Stage 2. Keep Zitz and the jetski positioned at the bottom of the screen at all times, only pressing A to jump over threatening logs that come near you. This exercise is over in quite short order, and you should be able to pass it without much hassle. Part 2 has you maneuvering around a series of renegade whirlpools. The first one is stationary, but it's the only one. Unlike the previous sector, stay near the more comfortable top this time, moving left and right and jumping as necessary to avoid the damage caused by the whirlpools. This is another short one with only a bit more difficulty than the previous part provided. Part 3 is the easiest of them all - just stay on the top row and jump over any stray tentacles that bob up that way. Part 4 is almost no different, except that the tentacles are now pairs of rats floating aimlessly around in life rafts. Unfortunately, hitting the rats in the rafts means instant death (gulp). They follow the same up-and-down pattern as the meandering mollusk extensions that came before them, and they are the final obstacle before you face off with the Wicked Wurm. ***************** BOSS: WICKED WURM ***************** Once you cross the buoy line into Wurm territory, your jetski can now be used as a weapon, and it's a good thing too, because it would be awfully difficult to have to hop off it and let it go while the Wurm slithers up and down. It will approach you very slowly, as if afraid; all you need to do is whack it in the face with your jetski. When it has three less bars of life than your maximum (i.e. nine), its head will disconnect from his body and it will start flying in the air. The only part of your attack method which requires changing is that you need to jump and swing your jetski at the same time. When you beat him, it'll be time to journey into the innards of the Wurm itself for a little foot race. ------- Stage 5 ------- "Whooo! You're the biz, toad!! It's a race to be ace, or you'll end up as an empty space!" You will see the boss right from the start - it's the Wurm's brain, and it's your objective to outrun it. This is a pass-or-fail deal, as you will notice the first time the brain mercilessly flattens you like a steamroller. Start by running down the zigzag corridor you start in. When you come to the drop, you'll hit a diagonal-right slope; run down it, and then try to weave so that you make a straight drop through the zigzag drop below. This will give you a major lead over the relentless brain creature. You'll then go left and up and curve back around to go down and left. When you get to the bottom of this descent and outrun the brain through the next zigzag hallway, you'll have to master your upwardly mobile skills. As soon as you see a ledge to jump to, connect the synapses in your brain responsible for reflexes as fast as you can and keep at it until it turns into a long upward ascent to the right. This too will curve around into a down-left descent that detours to the right very quickly. After curving around again and heading up, you'll soon be on the old beaten down-left path. Swing quickly to down-right. This time, when the path reverts back to down-left, its energy should be on par with yours - you're almost there! Go down-right and up-right; you should be at the rightmost boundary of the worm's intestines. Make the necessary zigzag jumps to the top. This is the most difficult jump in the entire level. If you don't make it once, it's unlikely the Indiana Jones-like brain is going to be so nice as to let you have a second stab at the jump. If you can make this one, it's an easy ride to the end of the level. The finish line is at the end of a weaving passage much like the one you began the level in. ------- Stage 6 ------- "Alright! You're doin' great! Now, hold tight, toad! The turbo-cables are gonna take you down, down, down!!" "Watch out! Watch out! Big Blag's about" At the beginning of this level that is eerily reminiscent of the NES Battletoads's Wookie Hole, move down to the birds and press A to kick at them before they make eye contact and start pecking you. If you want the feather sword-type items they leave behind, just position yourself below one. I, for one, will tell you not to get them as they are rather insanely weak. Three more birds will come after you; kick the one to the right, punch the one to the left, and kick the one that comes up to you from the left. Kill the rat on the balloon (those rodents sure do feature pretty prominently in this game, don't they?) with a couple of kicks from above, then weave around the spikes to avoid the uncontrollable mess that occurs when you get hit. Start by entering from the left, swinging deftly to the right, and ending in the middle. Kick down the rat on the balloon, then kick at the munching plants from above and prepare to make a VERY QUICK DESCENT. 'Cause if you don't, the blob things that shoot from wall to wall will get you, and if they touch Zitz, they turn him into a skeleton and render him unable to hang on his rope. Or, in common video game parlance, he loses a life. Press Down to bring the rope way way down below them and punch out the piranha plant to the left. The only way to kill the zipping slimes is to kick them, so move up to the lower of the two and kick repeatedly until it meets your indestructo-feet and then repeat with the upper one. Punch out the three horticultural nightmares that follow, then make your way precariously down to the blobs that shoot between the opposite walls. Get over to the right and kick them from there so that you don't eat spikage when the screen automatically lowers. After you weave to the left, Zitz will let go of the rappelling cable and land on the ground below, making with a laugh-out-loud jaw drop before witnessing the morbidly obese horror of Big Blag. ************** BOSS: BIG BLAG ************** Big Blag cannot be defeated from the ground, so once again it's up to your handy midair punches to do the job. Jump around as he does and peg him while he's airborne. Never at any time do you want to be caught on the ground in his shadow, because if he lands on you, you'll be the next 100%-made-of-recycled-material manhole cover. Getting hit while in the air is only a slightly better fate (he takes away six of your twelve vitality bars), but it's better than being turned into a McDonald's hotcake, right? The barrage of midair punches is the only way to go in this instance. Repeat until victory is apparent. ------- Stage 7 ------- "Yeah! You're really kickin' tail, toad!! So, pump up the pecs, toad! An' prepare to pulverize (sic) them pointy heads!!" "Exterminate the Vermin!!" Don't worry about using up or down on these circular platforms with the columns jammed through their middles. Press Right to move counterclockwise and Left to move clockwise. It takes quite a bit of concentration even to pass this first set of platforms, so jump over the axes that swing at you as needed and jump over when you feel there's an open space for you to leap to. Consider the long platform with the flying fanged cabbage a checkpoint of sorts if you like. The next two axes move quite irregularly, but both counterclockwise, so jump when they're both around to the right and then run and jump to the next long oval ledge. Face off with two more flying mutant heads of cabbage and then try to make it past the fast-whizzing axe to the right (a very tough feat with just two bars of life, if you have that little). Hop from it to the next one, which moves substantially slower, and then to the one below that moves slowly clockwise. Next to that you'll find two swinging in perfect synchronization. These are very hard to get by without taking a swipe to two very important parts of the body, so make very short movements to the right and jump over them until you make a clean leap to the right where an axe looms almost out of reach overhead. The next several axes move so out of sync that it may take a life or two to get past the carnage, although this is a dangerous proposition if you're already a continue or two out. The next long platform has you fighting two of those gruesome cabbage heads before standing up to the lanky General Vermin. ******************** BOSS: GENERAL VERMIN ******************** General Vermin's a fairly easy one so long as you keep out of reach of that nasty morning-star of his. There's a simple pattern to this one that should prevent you from even losing a single life against this disgustingly slender rat, as a matter of fact. Juggle him with a few midair punches, then move in and pick him up. When you throw him, he's light enough that you'll send him an unorthodox distance (all the way to the other end of the screen). Repeat the process of juggling Gen. Vermin with midair punches and picking him up and throwing him to the other side of the screen and you'll escape the scene with only minor damage done, if not unscathed. ------- Stage 8 ------- "You're a green machine, toad!! I love the smell of blasters in the morning - they smell like... victory!!!" "A firefight with Robo-Manus!!" With only 99 seconds in this level available, you're going to need to move quite quickly in order to make it out of the building considering the time limit. This level does require use of your thrusters, but you need to be quite adept with them in order to make it out. There is no boss at the end of this level, so you're going to need every spare second you can get. Start by using your thrusters to go up, but don't smack your head on the ledge above. Each time this happens, you'll lose a third of your energy. Too much of this and you're going to need to pop out a bottle of aspirin to compensate for all those lives lost! After speeding upward, veer to the right and then go up and left at the same time. You'll be at a set of parallel smashing plates. In your current position you should be able to speed up through the lot of them. When you go through the hole in the middle of the ledges, you'll be in a Space Invaders-type situation in which you must blast the spinning pods before moving ahead. They take two hits apiece and move around quite fast, so it is imperative that you make quick work of these creatures. Here are some quick diagrams of the first sets you'll face: 1) O O O 2) O (three lined up in a row) O (two right on top of each other) 3) O O O O (two rows of two pods opposite each other) After this you'll come upon another set of smashers followed by parallel conduits that shoot small electrical beams. If you have not taken too much damage from hitting your head on platforms above, go ahead and barrel through them. Taking one hit won't affect you too much. Weave around the long block ledges jutting out from the walls above the electricity shooters. You'll find more smashers; go up through the middle, then swerve deftly around the small platform intended to crush your skull from thruster usage. Move back to the middle and go back through the hole to meet more sets of rotating pods: 4) O O O O O O (two rows consisting of three pods each) 5) O O (three pods lined up diagonally and sloping down-right) O O O O (four pods stacked vertically on top of each other; you will only be 6) O able to see three of them initially) Now you must move up through more electrical conduits as well as going around things in such a fashion that you do not smack your head on a platform. Your only hope is to move around the electric shots being fired without getting hit; if you do so, you'll find one more arrangement of spinning pods similar to #6. Destroy them all and use your thrusters to go up until you end up in front of a door. At this point, the screen will fade to white and you will proceed to the final stage. ------- Stage 9 ------- "Toadally awesome! You're powered-up an' ready to rock! This is it, Zitz! The big one - el-mega-mondo! Go for it, toad!!" **************** BOSS: ROBO-MANUS **************** Robo-Manus is about five billion times easier if you aim for the head first.* Run over and pick up the mallet amid the crossfire; you can swing it by pressing B. Stand in the bottom middle part of the screen and let the crossfire from RM's arms whiz by you. There will soon be a temporary lull in the gunfire; use this break in the action to run up and beat him senseless in the face. You will also occasionally have to move away from his face because he likes to spit fire out from it, so know your limits and only try to take away a few energy bars at a time. Once his head is disconnected from his body, home in on the arms, waiting for the same pauses in armfire (they look like Nerf balls, don't they?) before going in and smashing them to smithereens. If you keep your distance and draw the battle out for a long time with your patience, the victory against Robo-Manus will be quite a satisfactory one. * (So you want to be a wise-guy and hack off his arms first, eh? I challenge you to beat that machine when it's got an ungodly amount of fire shooting out of his face! Without the slightly less damaging Nerf balls around, the one-hit-kill fire is his only defense, and you DON'T want that to suck away all your continues, especially since this is too hard a game for you to get this far and then get Game Over anyway.) When you win, Zitz will pull a level releasing Rash and Pimple from their rope-laden captivity, and as you will read on the next screen: "...and the toadally awesome trio are reunited and ready for action once again!" Your hippie bird mentor Professor T. Bird also offers his sagely congratulations: "Well done, Zitz!! No one can beat you when you get goin'!!" And the Dark Queen of course vows to come again another day for your amphibious hides: "Ha! Don't bet on it, birdbrain! I'll be back soon - with a vengeance!" Congratulations on beating Battletoads for Game Boy! You more than deserve the adulation of your fellow countrymen and a bevy of women at your side! ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- CREDITS AND STUFF ================= Here we are once again at the end of another brilliant FAQ by me (=D) - and this time it's for a game that actually needs it! I hope the information has been useful to whoever perused the document, and I'm glad to have been of service on this most unconquerable of platformers. Anyway, on with the obligatory butt-kissing! >> Tradewest and Rare for making this game, but JUST THE GAME BOY VERSION. I hate the NES one. >> Whatever microscopic thing bit me hard enough to give me the FAQing bug again. I forgot how fun this was. >> Dr Pepper and Pepsi, because only caffeine can give me the hardcore concentration necessary to focus enough to beat this sucker. >> Anybody who encourages my FAQing hobby or otherwise thinks it's pretty cool, and in that vein, the people who gave me the English and computer skills necessary to bring this document to a mass audience in a tidy, presentable manner. >> CJayC, who posts my FAQs and reviews on his site, GameFAQs, for running a site that ain't too shabby. >> Any other site that hosts my guide. >> Anyone I am forgetting who plays any role in this whatsoever. This version of this FAQ (1.0) is (C) July 14, 2003 by me, the Dragon of Snow. This legal stuff is never fun to write, but do it I must. The one thing I must emphasize over all else is that you must not plagiarize my work (in other words, steal a major chunk of my FAQ and claim it as your own while neglecting to credit me). This is my intellectual property, something I worked quite long and hard on, and it's not exactly a treat of any kind to see it ripped off. If you wish to host it on your website, I am usually very lax about that sort of thing. Just drop me a line at that says something short and sweet along the lines of "I'd like to host this FAQ on my website." If it is succinct and sweet, I will in all probability say yes. Other things not to do: do not change the text of my FAQ in any way except to change the body structure of it to add pictures and other visual aids. Do not take my FAQ and put it on your site without first asking permission. Do not sell my FAQ for your own personal gain. And once again, because it bears worth repeating, DO NOT PLAGIARIZE. The latest version of this guide can be found at GameFAQs and probably at IGN.com since they automatically post all my work anyway. Thank you for using my FAQ, and have fun playing Battletoads! -----------------------------------------------------------------------------