Battletoads FAQ v1.0 (4/28/97) By Mark J. Popp http://www.acs.ucalgary.ca/~mjpopp/index.html Battletoads (NES) Tradewest *** Introduction Level 1 - Ragnarok's Canyon Level 2 - Wookie Hole Level 3 - Turbo Tunnel Level 4 - Arctic Cavern Level 5 - Surf City Level 6 - Karnath's Lair Level 7 - Volkmire's Inferno Level 8 - Intruder Excluder Level 9 - Terra Tubes Level 10 - Rat Race Level 11 - Clinger-Wingers Level 12 - The Revolution Warps Contact Info *** *Introduction* I know this game is old, but I thought some of you could use a FAQ for this mega-challenging cart. If you are thinking about picking up this game, I hope you like a challenge. While the game is very entertaining, you won't stand a chance with this cart unless you have excellent reflexes and a desire to repeat things over and over (and over and over) before you pass them. This game doesn't let up for a minute. Despite the fact that you can play with a buddy simultaneously, if you both aren't really good players, expect a lot of frustration. It's probably easier to play alone because of the amount of synchronization needed alone. *A NOTE REGARDING THE CHALLENGE RATINGS*: They are a subjective score between 1-10 (1 being low, 10 high) of how difficult the levels and bosses are. It is assumed you have mastered the previous levels before you go to the next. The scores are weighted on a curve, meaning that once you have mastered a difficult level, those skills will make it easier to pass a similar level later on. Using the warps and skipping levels will only detract from the game and make it harder for you later on; you'll need ALL your skills to complete the game. Although levels like the Rat Race and Clinger-Wingers are extremely difficult, they won't be as hard after you have completed (and mastered) levels like the Turbo Tunnels and Volkmire's Inferno. Expect each level to seem impossible when you first try it, but through practice and perseverance, you can make it through. *Extra Lives Code* On the Title Screen, press and hold the A Button, the B Button and Down on the Control Pad. Then press the Start Button and you'll begin with five Toads instead of the usual three. Use the code whenever you continue. This is your only chance of survival! :) *2-Player Trick* If you insist on playing with someone else, use this trick to make it easier. When the game is over for a player that intends to sit out for a while, let the continue clock tick down to zero. The other Toad will start at the beginning of the stage and go solo. When you want to bring in some additional help again, press the Start Button when the pre-stage map appears. You'll be a team once again. Use this trick to pass certain levels that one player (but not the other) doesn't have the skill to do. *** Level 1 - Ragnarok's Canyon Challenge: 1 Level Strategy After you land on the surface of the planet, you'll encounter Psyko Pigs. You can easily defeat them with regular punches and kicks, but it's quicker to use your 'Battletoad Butt.' There is also a warp here, see the 'Warps' section for details. The Silver Psyko Pigs are only slightly more difficult, requiring you to duke it out for two rounds. Next you'll be attacked by Walkers. After you defeat them they leave behind parts which you can use as a weapon. You may not want to 'Butt' them though, because this may bump them off the screen, leaving nothing behind. The Walker's leg is equal in strength to a special attack, but you won't get as many points for using it. If you find yourself getting low on energy in a level, take the time to get flies that periodically appear to replenish your strength. It's best to stand in one place and flick your tongue at them, rather than moving around. When you are battling the Dragons, pay attention to where their shadow lies to ensure a hit. If you want to ride a Dragon, hit it once to knock it out of the sky then quickly hop onto its back. You'll be able to ride him until the end of the level. You can make him spit fire by pressing 'B' or make a jump with 'A.' After you jump the waterfall, it's a good idea to employ your 'Take Out the Trash' move (assuming you aren't riding the Dragon) by stepping up to an enemy from above or below when they are on the ground and pressing the attack button. Then you can throw them off the cliff for quick disposal. You can also pick up your partner (2nd player) but be careful where you drop him. Before you jump off the cliff, observe where the 1-Up's shadow lies, because this will increase your chances of actually getting it. Observing shadows is an important skills to learn if you want to pick up lives in later levels. If you miss, there's no way to try again. Boss Strategy - Tall Walker Challenge: 2 When you battle the Tall Walker (after you've recovered from the shock, of course), the view will switch to that of the boss. If you stay to the left or the right of the screen, the Walker can't hit you. After a laser blast, pick up the boulder and retreat to the side of the screen. After the Walker fires again, get into position and hurl the boulder at him. The Walker's view screen will crack. Hit it two more times to win. *** Level 2 - Wookie Hole Challenge: 3 Level Strategy You'll descend the entire level, defeating enemies as you go. When you encounter Birds of Prey and Saturn Toad Traps, get as close as possible and attack. If you stay near either side of the tunnel, you can employ your Wrecking Ball Attack, but be careful not to hit your buddy in 2-Player Mode. As always, snack on some flies to replenish your strength as needed. Watch out for Ravens, as they will cut your line if they get close. After you defeat them, you can use their beaks as a weapon. If you keep hitting the same bird as you descend, you'll eventually get 1-Ups, but it's tough to do. When the Retro Blasters appear, be ready with a Wrecking Ball Attack to take them out in one hit. It takes a lot of punches to defeat them if you don't. Avoid the electro-zappers in the course by weaving around them. *** Level 3 - Turbo Tunnel Challenge: 8 Level Strategy At the beginning, defeat the Rats with your Battletoad Butt or with punches and kicks, but be careful not to go over the edge of an island. Next the 'Vaders will try to steal your life one block at a time. Knock them out and catch the blocks as they fall. Consume flies as needed before they get away, and jump carefully from island to island. It is easiest if you jump near the bottom of the screen and get a running start. Once you hop on the speed bikes, you'll find out what this level is all about! Don't be tempted to press the A Button when you hit a launch ramp, just let the momentum carry you from island to island. There isn't much strategy that will be useful once you get on the speed bikes, except you will find it much easier after you have memorized the obstacles in the course. Time your jumps carefully, don't panic, and don't be surprised if you find this level next to impossible. It will probably take you many, many tries before you can pass it. Dodge the stone walls that the Rat Rockets drop on you, and stay at the top of the screen to jump the Rat Pods that weave in your path. Consider yourself a decent gamer from this point, and the levels only get worse! If you do manage to make it to the last section of this level, there is a Warp available that will take you to Surf City, bypassing Arctic Caverns. *** Level 4 - Arctic Caverns Challenge: 5 Level Strategy After avoiding the falling icicles, punch or jump on the Ice Block to stop it, then pick it up and carry it to the ice wall ahead. Toss the block to break down the wall. When you jump down to the Snowman's level, duck immediately under the first two snowballs, then jump over the third and toss a snowball of your own to knock him out. Jump over the Ice Block as it slides down, then follow it and use it against the wall at the bottom. When snowballs come tumbling down towards you on the inclined platforms, time your jumps carefully. Once you've made it to the top, get behind the snowman to smash him safely and hurl snowballs at the ice barrier until it collapses. When you come to a platform traveling over some rocks, duck to avoid being hit by a stray snowball. After making a small leap, you will have to duck behind walls to avoid snowballs, and advance towards the snowman when it's safe. Repeat the procedure with the next snowman until you see another moving platform. Jump on it (don't forget to duck right away), then leap to another platform and snag the 1-Up before continuing. After making your way past some Hedgehogs, destroy another ice barrier before sliding down an incline and making the jump at the very last second. When you come to a sinking platform (see the Warps section to find out how you can skip 2 levels), jump at the last minute to get the most points. You'll have to jump over hedgehogs and run under walls in the next section; it takes a certain amount of timing before you'll get it. *** Level 5 - Surf City Challenge: 4 Level Strategy Surf City is similar to the Turbo Tunnel in some ways, but much easier. As usual, stay near the left hand side of the screen to see what is coming up. You'll be able to grab a 1-Up if you go off the waterfall at top speed and stay near the center of the screen. Avoid the whirlpools by staying near the river bank. After defeating the Walkers, grab a leg to use as a weapon against Big Blag. He's not too difficult if you trap him against one side of the screen and beat the shit out of him with the Walker's leg. Keep hitting him in the air until he's defeated. If he gets away from you and starts jumping around, avoid standing in his shadow or you'll get squashed. Try to capture the 1-Up in the middle of the river after things start to speed up again. *** Level 6 - Karnath's Lair Challenge: 6 Level Strategy After a little practice in this level, it shouldn't be too difficult. Try riding and climbing the snakes in the first section before things get too tough. There is also a Warp available in section 2 of the level. The trick to riding the snakes is to watch out for obstacles and jump over them, and to time your leap onto the next snake as it appears from its hole. Sometimes you'll need to wait until the last possible second before hopping off a snake's tail and landing on the next snake that appears. Some of these serpents move quickly, so practice makes perfect. Memorize the snake patterns and you'll get it eventually! *** Level 7 - Volkmire's Inferno Challenge: 9 Level Strategy Welcome to another speed level! The stage starts out normal, except your Special Attacks are now standard fare. Jump carefully to the islands and logs. It's easiest if you are at the top of the screen to make the jumps. When you get on the plane, stay to the left of the screen as usual to view upcoming obstacles. When the fireballs fill the screen, stay at the left and weave up and down to avoid them. When you encounter the rockets, stay to the lower left or middle of the screen, avoiding the rockets. As you approach the end of the level, only quick reflexes and memory will get you through. Keep trying! *** Level 8 - Intruder Excluder Challenge: 7 Level Strategy Grab the pipe from the wall as soon as you begin and use it as a weapon. Watch the Electro-Gaps throughout the level and jump when they stop. When you encounter the rolling balls, jump quickly to get past them. If you still have your pipe when you come to the Snot Balls, you can destroy them easily. If not, you'll have to jump carefully past them. If they catch you, hit the 'B' Button rapidly to shake loose. Always look before you leap. This will likely save you from the Suckas (fans) and Gassers (poison gas). Both will kill you in one hit. There's no time limit, so don't feel pressured to make a move (unless you're standing in a danger zone). Boss Strategy - Robo-Manus Challenge: 4 Hit him as much as possible with your power moves and butts in the beginning, then duck under this spray of bullets and repeat. When he jumps, don't get under him, or you'll lose a life! He'll start to speed up soon. Just keep hitting him when possible, duck to avoid bullets, and take few chances and he'll go down eventually. *** Level 9 - Terra Tubes Challenge: 8 Level Strategy Get close to the robots in this level before you attack, or else you'll get zapped. Duck under their electric currents. When the gears start coming after you, stop looking for a place to hide and concentrate on outrunning it until the end of the section. As usual, timing is everything. After you've memorized the best place to land, it won't be a problem anymore. When swimming, you can take out the eels by punching twice, or you can avoid them. To leap the spiked barriers, get as close as possible to them, jump straight up, out of the water and jump over. It's best to swim as quickly as possible to avoid the Hammerfish instead of fighting, and taking out the electric eels when necessary. Don't be fooled by the innocent-looking Steel-Beak (they look like Rubber Ducks), they can kill you in two hits (incidentally, they happen concurrently). Jump over them when possible and attack them from behind. *1-Up Trick* You'll find a 1-Up and a shark as soon as you pass the last checkpoint in the wild Gargantua Ducts in the 9th stage. Swim over a spiky barrier, collect the 1-Up and hit the shark with several big Toad punches. You'll earn 2,000 points for every whack. Once the shark goes down for the count, let your Toad fall onto the spikes below and be intentionally defeated. When you start again at the checkpoint, repeat the maneuver. You'll earn upwards of 16,000 points every time that you complete this short loop and you won't lose any Toads since you collect a 1-Up before your Toad hits the spikes. As you continue to collect points, you'll net a 1-Up whenever your score reaches a 100,000 point mark. Extra Toad lives are particularly valuable in the advanced stages of the game. Don't pass up this opportunity. *** Level 10 - Rat Race Challenge: 9 Level Strategy This level features 3 races to a self-destruct bomb. You have to beat Giblet everytime to boot the bomb at the bottom of the shaft and carry on. After defeating some robots and avoiding obstacles in the 3 courses, the race will start and your Toad will be in permanent 'speed mode.' There's no need to hit the controller twice to run; it isn't possible to walk after the race has started. The first two races are relatively easy, but the third is extremely difficult. You must make it down the corridors with near-perfect timing if you have any chance of making it to the bomb before Giblet. You won't be able to outrace him in the flat corridor areas; your advantage is the free-fall through the beams. If you haven't got a decent lead through every corridor then you won't have a chance. Quick reflexes are a necessity. Boss Strategy - General Slaughter Challenge: 6 After you've kicked the third bomb, you'll fight General Slaughter. Avoid him by jumping and hit him when his back is turned. The sooner you get those hits in, the better. *** Level 11 - Clinger-Wingers Challenge: 9 Level Strategy Hopefully you learned something in the last level, because the fun is just beginning. In this level you must race ahead of an Energy Orb that is capable of destroying you in one hit. You'll need quick reflexes, knowledge of the layout of the course (it will come in time, believe me), and perfect timing to keep ahead of that Energy Orb. At first the level will seem impossible (I'm sure the feeling is familar by now), but once you get your moves down pat, you'll be able to progress farther and farther. The Orb travels faster than you on straight-aways, so you'll need to make up the lost time of the corners. Keep practicing! Boss Strategy - Hypno Orb Challenge: 8 If you beat the Hypno Orb, you have the pleasure of pounding it in combat at the end of the level. It's actually kinda tricky. Don't get under it, or you'll get zapped. Keep punching it, but don't try to pick it up. It's best if you trap it against a wall and let loose some punches. *** Level 12 - The Revolution Challenge: 9 Level Strategy The control in this stage will take a little getting used to. You actually only move in a limited space as you climb the Dark Queen's Tower. Circle the tower and grab the flag pole to use it as a weapon. If you don't see the steps, keep circling the tower. Some platforms will sink if you stand on them (like in the Arctic Cavern), so keep jumping to let it rise. Many times you will be able to stand on a platform or spring and make your jump without any pressure. Take the opportunity to jump carefully. Allow the Hornheads to make the first move and then butt them to defeat them safely. Don't be intimidated by the red rats that can swallow you whole; keep your fists in front of you to kill them first. DON'T try to butt them. Pretty soon you'll have to hang onto the flag poles to avoid being swept off the tower by Swellcheeks. Don't move until the storm has past. When you drop down, you can use the flagpole as a weapon. Jump quickly when the four steps appear above each other; they will disappear just as quickly. At the very end of the tower, you'll have to jump carefully to platforms and springboards while gusts of wind try to blow you off. It's fairly challenging, but you're almost at the Dark Queen! Boss Strategy - The Dark Queen Challenge: 9 Punch and butt the Dark Queen before she starts her spin, but move away until she stops. Keep hitting her when you have an opening and take no chances. If you're careful she'll go down like all the rest. Now you can see if the ending is worth all the time you put into this challenging game. *** *Warps* The Warps in Levels One, Four and Six disappear very quickly. You'll probably have to practice before you can hit them in time. Avoid using the warps until you can pass the levels you're skipping. The extra practice will pay off. *Level One -> Level Three* Start the game and hit the left Pig with a running Battletoad Butt, then do the same with the Pig on the right. Keep running right and jump on the ledge into the flash of light. If you don't make it, reset and try again. *Level Three -> Level Five* There are five Speeder Bike courses in the Turbo Tunnel. Once you are in the fifth course, count the walls as you pass them and aim your Speeder Bike in a collision course for the tenth wall. There will be a warp in front of the wall which will take you to Level Five. *Level Four -> Level Six* In the last section of the Ice World, there are several falling platforms that will take you up if you jump on them repeatedly. Try this method after falling halfway on the first platform and a flash of light will appear above you. *Level Six -> Level Eight* Climb the first Snake to the top in the second Snake section. Then run to the right and fall down to a platform. If you're there on time, you'll warp. *** *Contact Info* Battletoads FAQ by Mark J. Popp. My E-mail address is . If you have anything to add to this FAQ, or find any errors, please let me know, and I will update the FAQ. You may freely distribute this FAQ as is, but if you change anything, get my permission before distributing it. This FAQ and others are available at http://www.gamefaqs.com