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Guide and Walkthrough by Ushiwaka
Version: 1.00 | Updated: 10/02/2003
Jack Hanger's Walkthrough for ---Mystical Ninja starring Goemon!--- 10/1/03: Version 1.00 Welcome to the wonderful world of Goemon. The Goemon series of games is one of my favorite, made by one of my favorite companies, Konami. The odd sense of humor and suspicious translations don't appeal to everyone, but I really love it. This game, as well as all the others, is set in medieval Japan, but often makes references to and even contains modern day or futuristic things, such as the robots you fight for example. You must guide the hero, Goemon (who is actually based on a figure from Japanese folk lore, one who is similar to our Robin Hood), through dangerous locales and do battle with peculiar enemies in your attempt to save the world... from being turned into a stage. A lot of people don't like the theme songs or the laugh track, but I think they add to the interestingly funny experience. At any rate, I hope you enjoy the game and get some use out of the walkthrough. Any further questions you have can be emailed to me at Ushiwaka@hotmail.com. However, I do intend to change my email soon so if this is still here you might want to check my website (www.angelfire.com/ill/ambiancepudding) for a current email address. ---Contents--- I. Controls II. Items III. Buildings IV. Characters V. Walkthrough VI. Enemies and Bosses VII. Fortune Doll locations VIII. Secrets/glitches IX. Legal stuff --- I. Controls --- This is pretty basic stuff, and is also covered in the instruction booklet. A. Main game: While in a town, outdoors, or in a dungeon, this is the mode you'll be playing in. Control stick: Moves your character. Tilting it all the way will cause your character to run, tilting it just a little will make them tiptoe. In the middle is walk. You can also use the control stick to make your character swim in water and climb up and down ladders (tilt up to climb up and tilt down to climb down, duh). Lastly, the control stick can be used to push objects by tilting it towards the object while your character is next to it. Start button: Pauses the game and brings up your inventory. Pressing the Z button while on the inventory screen will switch to the map screen and vise versa, although you must have first found the map (don't worry, it's easy to find and you get it pretty early on). A Button: The A button is used to both jump and talk to NPCs. B Button: The B button makes your character attack. With your standard weapons and some other weapons, you can attack 3 times in succession. The B button can also be used to pull items. Stand next to the object you want to pull and hold the B button. Your character will grab hold of the object and you can pull it. Finally, the B button is also used to pick up and throw objects by standing next to an object and hitting B to pick it up and hitting B again to throw it. C up: Pressing this will make your character use their magic powers, once they have obtained them. Each character has a different power, consult the Characters section to see who can do what. C left: Used to cycle through your characters available weapons. Some weapons (mostly the ranged weapons) require money to use. C right: Toggle the mini map on and off. This is a map of the current area that appears in the corner. C down: This will cycle through your available characters to play as. R button: Used in conjunction with the C buttons, this is how you control the camera. Hold down the R button and press C up to zoom in, C down to zoom out, and C left and C right to circle around the character. If you zoom all the way in, you can use the control stick to look around. Z button: Press and hold this to lay down on the ground. You can also crawl around while on the ground using the control stick. B. High Speed Impact Bonus Stage When Goemon calls the giant robot Impact, you'll have to run through a gauntlet, destroying enemies and private property while avoiding traps, before you can fight the boss. Control stick: Used to move Impact. You can only move left and right. A button: Jump. This is important to avoid trip ropes and holes. B button: Attack. You can destroy enemies as well as large buildings that will need to be cleared out of the way if you don't want to run into them. Z button: Shoots nasal bullets. I guess these can be used to defeat enemies, but they cost money and I don't' really use them much. C. Large Boss Impact Bonus Stage Here's where the fighting begins! Beat the snot out of some giant robots. Control stick: Moves the crosshairs on the screen to help you aim. A button: A quick punch with your right arm. B button: A stronger but slower punch with your left arm. Z button: Shoot nasal bullets (costs 1 ryo per bullet). R button: Launch the chain pipe. If you connect with the enemy, you can tap A or B repeatedly to reel your opponent into pummeling range. Combos: Block: C right, C right or C left, C left (hold down the appropriate C button on the second press). Mouth Laser: C up, C left, C down, C right + Z or C up, C right, C down, C left + Z (use when the laser gauge is filled). One-Two Punch: B, B, A Super Punch: C up, C down, C up, A Punch-Kick Combo: B, B, B, A Super Punch-Kick: Super Punch + A Super Pipe Combo: B, A, R, R, A Spring Kick: C down, C down, A D: Map Subscreen How to view the map. Control stick: Move the map C up: Zoom in C down: Zoom out A button: Go to a lower floor (dungeon map only). B button: Go to a higher floor (dungeon map only). E: Training Stages Each character must complete a training stage before they can use their magic power. Sudden Impact (Goemon): Control stick: Rotate Goemon B button: Throw the metal box Mini-Ebisu (Ebisumaru) Control stick: Move character (same as Main game movement) A button: Jump B button: Attack Flying (Sasuke) Control stick: Move character (same as Main game movement) A button: Jump Mermaid Magic (Yae) Control stick: Move character left or right A button: Swim upward --- II. Items --- Various items that you will encounter during your journey A. Goemon's Items Pipe: Standard weapon for Goemon. Can be upgraded from wood (lvl 1), to silver (lvl 2), and then to gold (lvl 3). Chain pipe: The bowl of this pipe is attached to a chain and can extend out to attack enemies from a distance or attach to a star block and pull Goemon across gaps. Damage from the chain pipe is equivalent to a lvl 1 weapon. Ryo: Throw large golden coins at your enemies. Can be upgraded so that if you hold down the attack button, you can enhance the coin with a flame attack. This attack costs money (the fire ryo costs more than a regular ryo attack). B. Ebisumaru's Items Mallet: Ebisumaru's standard weapon. Can be upgraded from wood (lvl 1), to silver (lvl 2), and finally gold (lvl 3). Meat Hammer: A hammer made out of meat that causes enemies to drop dumplings instead of ryo (if they drop anything at all). The damage from the Meat hammer is equivalent to a lvl 1 weapon. Toy Camera: The flash from this camera can reveal hidden objects and enemies (hold down the attack button to charge the flash). C. Sasuke's Items Kunai: Sasuke's standard weapon. Can be upgraded from anonymous metal (lvl 1), to silver (lvl 2), and then gold (lvl 3). Firecracker bomb: Sasuke can toss an explosive for a small fee. Kunai of severe cold: Kunais enchanted with a magical ice spell. Use them to freeze enemies and cool off heated platforms. This attack also costs money, and for an additional charge, hold down the attack button to charge up a multiple shot Kunai, known as the "Kunai intense hail beam." D. Yae's Items Katana: Yae's standard issue sword. Can be upgraded from anonymous metal (lvl 1), to silver (lvl 2), and finally gold (lvl 3). At levels 2 and 3, you can hold down the attack button and Yae will perform her sword shield technique, in which she spins her sword very quickly and can block enemy bullets. Yae bazooka: A wooden bazooka that costs money to fire. Hold down the attack button to lock on to an enemy and fire 3 shots and once. As you may have guessed by now, this charged attack requires more money. Koryuta's Flute: A flute given to Yae by the dragon god. Play it to call up on Koryuta who will take you to any town, coffee shop or dungeon you have already visited. E. Item1 Three items fall into this category, all of which can prolong your life. Rice ball: When your life runs to zero, you can spend a rice ball to replenish some health instead of wasting an extra life. Plain rice balls restore 4 health, Plum rice balls restore 10, and Fish rice balls completely heals your character. Helmet: Helmets protect you from enemy bullets. A Japanese sombrero protects against 3 bullets, a metal helmet against 5, and a golden helmet will repel 8 bullets. Armor: These helpful items will protect you against direct enemy attacks. A straw raincoat will protect you from 3 attacks, metal armor against 5, and golden armor against 8 F. Item2 Here you will find the items that help you on your journey. These items are related more to the story line, and different items will come and go as you progress through the game. Except for the fortune doll indicator. Silver fortune dolls will appear here as a fraction of a golden fortune doll (more on fortune dolls in just a sec). G. Miracle Items These are mysterious items that have a very special purpose later in the game... H. Other items Ryo: The currency in Mystical Ninja starring Goemon. These can be used to purchase items or power attacks and magic. They can be found inside pots or after defeating enemies (or sometimes just lying on the ground). Dumpling: A type of candy that will replenish your health by one point. These can be found in similar places as the Ryo. Sparkling dumpling: A very special treat that will replenish all of your health when you eat it. Silver Fortune doll: Collect 4 of these good luck charms to increase your health gauge by 1 point. Golden Fortune doll: Finding one of these rare items will increase your health gauge by 1 point. Surprise Pack: These red paper packets can be found hidden in various locations or bought in a store. They will increase your stock of extra lives by 1. Pot: Break these open to find Ryo or dumplings. Some pots hold more goodies than others. I. Dungeon items Mr. Elly Fant: The map you get from the man in the coffee shop only shows you a broad look at all of Japan. To get a map of a dungeon, you'll first have to find this fellow. You can access the dungeon map screen the same way you do the regular map screen. Mr. Arrow: This character will point out the location of the boss within a dungeon. Keys: There are three types of keys, each of which unlock a corresponding lock made out of the same material. They are silver, gold, and diamond. --- III. Buildings --- There are several different shops and stores in each town, here's an explanation of what you'll find in each one. General Store: Sells a variety of items, mainly rice balls, helmets, armor, and a very few sell surprise packs. Inn: You can stay in a room to recover some health. This is also where you save your game. Restaurant: You can also regain health here by eating food. Different towns have different selections. Select a food to see a description of it, then either buy it or look for something else to eat. Fortune Teller: The Plasma fortune teller is a very strange man, but his advice will set you in the right direction for completing your quest. Information doesn't come free though. Residence: There is usually at least one person in a house, talk to everyone to gather information or just listen to the strange things they have to say. On very rare occasions, people will give you freebies! Coffee shop: Come here to chill out and relax. You can also purchase dumplings from the owner to recover health. Tourist Center: These can be found in a couple locations, and using their patented teleportation machine, they can transfer you between locations within seconds! Training gym: Mysterious gyms where characters can become stronger and learn magic. --- IV. Characters --- A. The main five The five main characters in the game Goemon: The hero and leader. Goemon has a tendency to lose his temper and get into fights. His magic power makes him stronger, doing more damage and allowing him to lift heavy metal blocks. He also, however, takes more damage from enemies Ebisumaru: The self-proclaimed "Ninja of Justice" is Goemon's room mate. Ebisu has a large ego and a gut to match. Ebisu's magic ability allows him to shrink to tiny proportions so he can squeeze through tight areas. He can't attack while shrunken though. Sasuke: The clockwork Ninja created by the Wiseman, Sasuke is trusting and loyal. He also enjoys hot baths and green tea. Sasuke's magic (which is more like an upgrade than an actual magic power) allows him to "fly" and reach high up locations. Sasuke also has a special hair attack, than can be utilized by holding down the B button when his normal Kunai is equipped and the pressing Z. Yae: A top secret agent Ninja, Yae is both beautiful and courageous. She is like an older sister to Goemon and his friends. Yae can magically turn into a mermaid and swim underwater. Impact: A giant robot created by the Wiseman, Impact is a famous dancer who has started working on several large scale movies. He will always take time out to help his friends though. B. Other major characters I consider a major character to be anyone with a face icon by their text. There are several of these. Omitsu: She works at the coffee shop in Oedo, and is one of the most beautiful women in Japan! (I also think she is Goemon's girlfriend, but, uh, I can't remember) Baron: One of the underlings in the Peach Mountain Shoguns. He, along with 4 others, does most of the dirty work. Koryuta: The son of the dragon god. Once he gives you his flute, you can call upon him to get a ride to any town, dungeon, or coffee shop you've already visited. Narrator: Pops in every know and then to provide explanations. He looks like Mr. Elly Fant. Colon: One of the 4 weirdoes who works for the Peach Mountain Shoguns. Spring Breeze Dancin': Leader of the Peach Mountain Shoguns and the Great Stage Plan. All the girls love him! Sharon: Another one of the 4 weirdoes who is part of the Peach Mountain Shoguns. Kitty Lilly: The most beautiful member of the Peach Mountain Shoguns, she leads alongside her partner in both crime and song, Dancin'. Wise Man: A great inventor who constructed both Sasuke and Impact, the Wise Man's house was destroyed by the Peach Mountain Shoguns. Poron: One of the 4 weirdoes who works as a grunt for the Peach Mountain Shoguns. C. Minor Characters Basically anyone with a name that distinguishes them from regular old' townsfolk Chuppy: A dog near the fortune teller in Oedo who just wants to go home. Plasma Man: The eccentric fortune teller who can be found all over Japan. He is flanked in his hut by two giant dancing robot things... Gatekeeper: Two men who stand guard at the checkpoint in Oedo. Travel Merchant: Man in the Kai coffee shop that gives you a map of Japan. Mokubei: A famous pipe maker who supplies Goemon with a chain pipe and upgrades the gang's weapons. Lord: The king of Japan, residing in Oedo castle Princess Yuki: the Lord's daughter. Benkei: A treasure collector who stands on the Gojo Ohashi bridge, blocking anyone from crossing. The only way to get past him is to give him something valuable, or to defeat him in battle... Chiyomaru: An oddball dog who can be found up the Duck creek. Apparently, he's actually a visitor from outer space. Or at least he says he is... Ushiwaka: All the ladies love his looks, but think he has a rotten personality. He first helps you by giving you the Achille's Heel to defeat Benkei, then helps Ebisumaru learn the Mini-Ebisu shrinking Magic. John: A dog in Folkypoke village, that sometimes has helpful advice, but sometimes not. Furitaro: A child in Folkypoke village who has won the folk dancing championship before. Priest: A priest who works at the golden temple in Zazen. Oyakata: These guys will make your life hell. They make the training stages difficult. Takemaru: A dog in the Festival Village with some helpful advice. Beth: Another dog in the Festival Village with some interesting observations. Hikozo: The lead drummer in the festivals in Festival Village. Dancin' Allnite: Some weird kid in Zazen. He's the one that locked the door to Bizen. Witch: Lives in a hut on the top of Mt. Fear. She calls upon the ghost of Wise Man to help Goemon and his friends. Kihachi: A Kappa who lives in the pond in Zazen town, the only thing that Kihachi loves more than his collection is cucumber. Priest's Son: The only one who knows how to prepare Kihachi's favorite treat. --- V. Walkthrough --- Here we go, the bread and butter of this whole thing. I intend to outline some of the plot, so don't read too far ahead if you fear spoilers. The game starts in the peaceful Oedo village, in one of the business districts. Suddenly the peace is disturbed when Goemon and Ebisumaru are thrown out of a restaurant for indecent exposure! Actually, Ebisumaru gets thrown out for indecent exposure, Goemon is just sort of guilty by association. Anyway, the two are talking when suddenly a giant UFO shaped like a peach (it doesn't really look like a peach from this angle, but you'll see it later) flies overhead towards the castle. A brief glimpse inside reveals the villains, who plan to attack! They fire on the great Japanese palace, turning it into... a European castle? At any rate, it's up to Goemon and Ebisumaru to investigate the matter, of course after Ebisu puts on some clothes. Thus starts part 1... - Part 1: Climbing the biggest mountain in Japan - First thing you'll want to do is familiarize yourself with the controls, then head outside. It actually took me a minute to figure out where the hell the door was, so in case you're confused, walk towards the wooden wall with white paper windows to the right of the stove. All the doors are like this. Once outside, you'll notice that Goemon's apartment is marked with a symbol. Keep that in mind just for future reference. Now go exploring the town. Talk to people, gather some coins on the ground, go into buildings. If you get lost, you can bring up the mini map by hitting C right. Just so you know, the town goes in a big loop through several areas. Some minor things to take notice of is an officer near a gate who will direct you to important locations in Oedo town, as well as a purple clad thief who sneaks around in the same area. Attack him with your pipe before he takes your money! Also very important is the canal which you can access from the Nihon Bashi bridge (the one in front of Oedo castle) or the checkpoint. I'd recommend jumping off the checkpoint bridge and swimming until you find a platform with a silver fortune doll on it. If you cross the Nihon Bashi bridge and head towards the castle, you'll find that the bridge is out and that there are star blocks resting on the opposite side of the canal. A nearby sign recommends using a chain pipe to get across, but where would one get such a pipe? Well, Mokubei, the pipe maker could probably whip one up for you, but he recently moved to Mount Fuji. If you need to, ask the officer for directions to Mt. Fuji and head out onto the Kai Highway. Out here you will encounter your first enemies, robot dolls in pink dresses... and flying masks. There are also robots in green dresses that are a bit harder to defeat because of the bullets they fire from the gift boxes they carry. All three of these enemies can be easily dispatched with a single attack. While traveling along the highway, your first stop should be the coffee shop you'll pass on your left. Inside you can purchase dumplings from the old woman to restore some health, but the main purpose for coming in here is the map. Talk to the man in the lower left of the screen, and when he offers you the map reply that you really want it. He'll give it to you for free! Now go back outside the coffee shop and circle around it until you see a bridge in the distance. Cross this bridge and the one on the right as soon as you cross the first, dispatching any enemies in your way. Make sure you don't fall in the water, it's a long swim back to dry land. On this island is another silver fortune doll on a hill. It might take a few jumps to reach it, but it's not too hard to get. A strange thing about this island is that to the right are some cliffs that only Sasuke can cross with his flying magic. At the top of a steep hill is a pot with some measly Ryo in it. A lot of work for a rather disappointing reward. Oh well. Go back across the bridge and make a right up the hill to the gate. Now you're at the foot of Mt. Fuji. In this area you'll encounter 3 new enemies, the scarecrow, the boulder, and the slinky. Head straight from your entrance towards the mountain and climb up the ladder. The ascent to the top of Mt. Fuji is pretty straight forward, move along the platforms and climb up the ladders while defeating any enemies in your path. Keep an eye out for rotating platforms, they're not very difficult to cross but can catch you off guard if you don't know where they are. On the first level up from the ground and across a small gap you'll find your third fortune doll. Also at the end of the second level is a ladder that leads down to a sparkling dumpling, if you actually need it. Keep climbing up until you come to a door that leads inside the mountain. In here you'll have to time you runs past the invincible slinky enemies (not very hard if you stay in the corners against the wall) and across the rotating platforms to a door that leads back outside. In this part the platforms get a little more narrow and the boulders a bit more frequent, but it's still pretty easy. Once past this part you'll finally be at the summit! Take a look out some of the other doors before you enter the house. Inside the house is Mokubei, the pipe maker. Ask him about a pipe and he'll give you the chain pipe. Hooray! For the quickest route down the mountain, take the door just to the right of the one you entered the summit by. If you're confused, look at your map. It's the southernmost door. Jump off (you won't take any damage from falling too far) and head back across the Kai highway and back to Oedo. - Part 2: Saving the Lord - Once back in town, you can spend some of your money on armor and a helmet although it's not necessary. I would, however, strongly recommend getting at least a normal rice ball if you didn't before, or if you need a new one. Once you're all stocked up, head for the castle. Use the chain pipe with Goemon to cross the canal, first on the left to obtain the silver fortune doll and add another heart to your health gauge, and then to the right to get to the castle and your first dungeon. It might be noted that these star blocks are good for practice, as most of the ones in the upcoming dungeon are over bottomless pits. Once you get a bit accustomed to it, try jumping across and using the chain pipe in midair. This is required at one point in the dungeon. Cross the bridge to the castle walkway, collecting the coins on the left first if you wish, then climb the little slope up to the castle. In front is a sign where you can save your game, do so if you wish and enter the castle. The castle may look European on the outside, but within, it still looks very much Japanese. In the first room are several pots containing coins, break them open and collect the money or simply head to the next room. In this room is a door to your right with a lock on it and some star blocks to the left. Cross the gaps and collect the silver key, then cross back and unlock the door. This next room is large and is filled with water, but before you venture out on the backs of the horseshoe crabs, make a left and go through the door. In here you'll encounter a new enemy, the giant blue robot. They carry flowers and try to hit you with them. Defeat all the enemies in here to make a key appear on the table, then grab the key and head back out to the room with the water. Once back in here head straight across the long platform to grab the Mr. Elly Fant. Now you can access the dungeon map. After that, head across the water to the other side of the room, hopping across the backs of the horseshoe crabs and defeating the scarecrows (use your chain pipe to take them out from a distance), and make sure to grab the silver fortune doll along the way. Once across, use your key to unlock the door and head through. In here you'll notice the floor is a different color. Move out into the middle of the room and pieces of the floor will fly up and towards you. Defeat at least 3 of these to make a key appear and unlock the door. In this room, head right and through the door. In here, be aware of the fact that the robots with light blue dresses will hop over your head if they get close enough, so don't be caught off guard and try to jump over them. Defeat all the enemies again to make a golden key appear, then grab the key and head back through the room with the brown statue feet and back to the room with the pits to the left (err, sorry if that's confusing, basically just head back 2 rooms). Once you chain pipe across the gap, head into the door without a lock first for a sparkling dumpling and some coins, then go back and through the locked door. This room is empty except for a platform in the corner, which serves as an elevator which will take you up to the next floor. Once the elevator has taken you up, you'll be in a room with rows of Dumpling guys cleaning the floor. Time your jumps over them, then walk down the hallway to the next room. In here, be careful, because large mashy things will drop from the ceiling onto the dark parts of the floor. Except the middle one oddly enough. Ride on top of one of the mashy things to find that it's stuck and on top of it is a key. Get the key, but before you unlock the door, go through the door without a lock. In here you will encounter drummers dressed like dragons. They launch a bullet with each beat of their drum, and require two hits to kill. Dispatch them and grab another silver fortune doll, then go back to the room with the mashy things and unlock the door. In this room you're supposed to follow the path across the water and past the two spinning spiky ball chains, but it's pretty easy to just swim past the first one and hop across the second. First take the door nearest to the second spiky ball chain and you'll find yourself in a room where you must use your chain pipe to cross some water. Do so and enter the next room. This room is important! You'll notice a large stone had blocking you from crossing the pit. You'll come back here later, but for now just enter the room on your left. In here you don't have to defeat all the enemies to make the key appear, but I like to anyway. :) Grab the key and head back, across the room with the water and back to the one with the spinning spiky ball chains. Head to your right, knocking out the scarecrows and picking up Mr. Arrow before you unlock the door and head through. In this next room, not only do you have to deal with more Dumpling men, but Robo ninjas will also drop from the ceiling and throw shuriken at you! Run quickly to the door, defeating the Robo ninjas if you must, and head through. In this room as well as the last, you can zoom in and look at the ceiling to spot the robot ninjas. In this room they're to your left, guarding a dumpling and some Ryo. Defeat them and collect the goodies if you want, then head through the door to the next room. This room is a bit tricky. You must jump across the tops of more mashy things, but these ones are suspended over a bottomless pit. Hop across, collecting the pot filled with coins if you want, and head for the next door. In here is another elevator, which leads you to the third floor... Once the elevator reaches the third floor, you'll encounter the first of 4 "weirdoes", Baron. He informs you that his goal in Oedo is to transform the castle into a stage. For what reasons though, he doesn't make clear. Offended by Ebisumaru's gruffness, he'll threaten you with a beating before spinning himself as he runs away. Head through the darkened panels, making sure to collect the silver fortune doll and the dumplings if you need them before you progress into the darkness... Here you'll fight your first boss, the King robot, Congo. Start off by attacking the red dot on his chin until he begins his laser attack. Don't worry about the flames he spits, if you get as close to him as you can, they'll go right over your head. Jump over the lasers until he stops spinning. Simply repeat this process, chipping away at his face, until he is defeated. Once he is, he will drop the first miracle item, the Miracle Moon. Pick it up and head through the next door. In here you will encounter the Lord and Princess Yuki safe and sound. Goemon and Ebisumaru talk with the Lord, promise to catch the guys behind this evil plot, yadda yadda yadda, and the Lord gives you a pass that will open the gate at the checkpoint. Also, since they can't live in the castle any more, they decide to take up residence in Goemon's house. After your conversation, you will be given an opportunity to save, and then transferred back outside the castle. Now that you've finally completed the first dungeon, it's time to... go back in!! That's right, there's another silver fortune doll in there that you couldn't reach before, and if you want to catch 'em all (er, sorry), you'll have to head back in. This time around should be much quicker however, since you've already unlocked all the doors and you don't have to go all the way back up. Make your way back to the second floor and back to the room with the spinning spiky balls. Go back through the door closest to the second set of spinning spiky balls and cross the gap that was blocked by the giant stone hand before, making sure to avoid the Dragon Drummer and Robot Ninja. This next room is the one you were looking for, its filled with coins and a another silver fortune doll that will top off another heart on your health gauge. Now that you've got what you've come for, head back down and out of the castle and back to Oedo village. - Part 3: On the way to Zazen... - Now, with you're super pass in hand, it's time to leave the village of Oedo. Head to the checkpoint and talk to the guards. They'll use the pass to open the gate, allowing you access to Musashi, the beach. Once you're out here, head left. You'll notice a large red gate grating as well as a metal box, don't stress over this now, you'll come back here later. Drop down into a nearby pit and collect a silver fortune doll. Then go to the area right of the little bridge and enter the door. Head through the tunnel and you'll emerge in a place called Iga. Climb the steep cliff, collecting a few coins along the way, and once at the top follow the path. You'll come across a large house, but as you draw near, it will suddenly explode! A quick search of the rubble will reveal only a conch shell which can be used to summon the giant robot Impact. The shell belonged to the Wiseman, so logic would dictate that the pile of burnt timbers used to be Wiseman's house. Suddenly, Baron will make another appearance and threaten you with a giant robot. And how do we fight giant robots? With giant robots of our own, of course! Lucky thing we just happened to find that conch shell. Save your game if you wish and get ready for the Impact Bonus stage! Watch Impact's spiffy intro, then get ready for the High Speed stage. Basically you just destroy as much stuff as you can while jumping over the pits and bridges and either destroying or dodging the larger buildings. The more stuff you wreck, the more oil (life) you'll have in the following battle. Once you're finished with that, it's time to fight your first giant robot battle against the Wartime Kabuki Robot, Kashiwagi. Kashiwagi has several attack patterns, the first of which is his missile attack, in which he fires 5 missiles that can be easily punched out of the air with the B button punch (doing so will give you 5 extra ryo in nasal bullets per missile). In a another common attack, he pulls out two large wooden objects (which I think are sandals, but I'm not sure) and approaches you. You can't hit him when he has the sandals up, but when he becomes vulnerable right before he attacks. His third most common attack is similar to his sandal attack but more direct. He charges towards you with his palm extended, and you simply have to punch him before he slaps you. He has another ranged attack where he sprouts wings and flies around, placing several parasol like mines in front of you, which can also be pretty easily punched out of your way for extra ryo. His last attack is a sort of desperation move that he only uses once you've inflicted some damage on him. The screen will turn darker and Kashiwagi will summon a bunch of cherry blossoms that will form into an image of himself. During this time, Kashiwagi himself is invincible and you're only option is to defend yourself against his image until the attack ends. The image will circle around you, and you have to punch it when it moves closer to you to avoid damage. All in all Kashiwagi is one of the easier giant robot bosses, probably because he's the first one you encounter. This fight is a piece of cake if you just use the chain pipe to reel him in and then pummel him with a super punch. When your laser gauge fills up, perform the combo right after you finish the super punch. This will give the laser some time to charge up and you'll hit him as soon as he gets back on his feet (er, jets). After the battle Impact will depart for America to continue filming his movie, and you'll be free to continue your journey. Continue down the path and you'll soon find the gate that leads to Zazen town. But before you can get very far, Yae will drop in. During your discussion with her, you'll find out that she too was following the mysterious peach shaped UFO. The only information about the people in the UFO that Yae has been able to collect is that they are a group from the Flake Gang (apparently these are the guys who play the role of the enemy in other Goemon games) who call themselves the "Peach Mountain Shoguns." Since Yae is on the same mission as Goemon and Ebisumaru, they decide to travel together, and Yae joins your team. Yay!! - Part 4: The missing children - Take a bit to explore Zazen. It's a beautiful little town surrounded by a bamboo forest. Besides the usual stores in it's shopping district, it also has a Golden Shrine as well as a large mountain with a sacred fire and a creek that runs throughout the town (lol, is it obvious that I love this game?). Talking to all the citizens will reveal that children with dancing talent throughout the region are being kidnapped. How terrible! And odd... Some people will also mention a man by the name of Benkei who is blocking people from using the Gojo Ohashi bridge. Man, this town has a lot of problems. The very first thing you'll want to do is head to the raised shopping district and through one of the normal doors (not a store). You'll be in a walkway with a little pond off to one side. Near it is a classic Japanese fountain. Hit the fountain with your weapon a few times, and a silver fortune doll will fall out of the sky. Since the gate to Bizen is stuck closed, it looks like you'll have to find a way past Benkei to progress. Benkei is a big guy, if you try to cross the bridge, he won't let you past. If you talked to everyone in town, you might remember that there is one person in town who got past Benkei without giving him a bribe. That man is fishing in the Duck creek. From where Benkei is, jump off the bridge and head east (use your mini map), or just go through the door marked "Duck creek- upstream" and follow the flow of the water. Either way you'll eventually come to a section of the creek with a little ramp leading up to a bank with a pond in it. You'll also notice a man standing by the pond and a sign that reads "This is my property- Ushiwaka", so it would seem that this man is Ushiwaka. And indeed he is. If you didn't know that, believe me, he'll tell you. Ask him about Benkei and he'll offer to teach you how to beat him if you catch some fish for him. You can't get past Benkei without his help, so it looks like you're going fishing. Fish aren't hard to catch. Just jump into the creek and chase them down. First you'll need to find three blue fish. Don't worry, accidentally catching a fish of the wrong color doesn't hurt anything. There's only two blue fish in the area where Ushiwaka is, so you'll have to go to part of the creek to find your third fish. Once you do, return to Ushiwaka and you'll have to find five yellow fish. Again, there aren't five yellow fish in your immediate area, so you'll have to do a little hunting. Repeat the process to find the yellow fish and then eight red fish. When you're finished, Ushiwaka will give you the Achille's Heel, a log shaped object which instructs you to throw at Benkei. Now head back to where Benkei is (the easiest way is to travel down the creek and climb up the ladder where the bridge is) and engage him in battle! This is really weird. You "fight" him by throwing the Achille's Heel at him, while he tries to dodge it by jumping about randomly. It only takes three hits do defeat him, but after the first one, he will use his weapon do deflect the Achille's Heel. Once you get him down to 1 hit, he gets kind of hard, just time your throws carefully and he should go down. He threatens to "blast you far, far away" if you lose, but I've never lost so I'm not sure exactly what he does... Once the battle is over, Benkei will allow you to pass, and will even give you something from his collection to keep you quiet about his loss. And that something just happens to be Sasuke! Apparently he fell out of the sky the day the Wiseman's house blew up. Sasuke joins your party, but isn't much help without batteries. You'll find those later, for now, just head past Benkei and through the gate. - Part 5: Meeting with the dragon god - Yamato is a pretty big place with not a whole lot to do. There's a big shrine here, but the doors are sealed with magic. You'll notice two paths leading across the water, you'll first want to take the one on the right. In this little bamboo forest you'll find the mystical turtle stone, which I guess kinda looks like a turtle. You can push the turtle stone along a cross shaped path, each direction on the cross corresponding to a compass direction (read the signs to figure out which direction is which). First you'll want to push it to the south to make a silver fortune doll appear in the middle of the cross, then to the west to make a bunch of money fall out of the sky. Next you'll want to push it to the north, which will transport you to the front of the shrine while at the same time unlocking the doors. Head on in. The Yamato shrine is basically a big jumping challenge, so climb up the ladder on the opposite side of the room and start jumping up. If you fall through a gap, just make your way back to the ladder and start over. Along the way you'll find a dumpling (hooray...) and at the top you'll find a surprise pack (hooray!) and yet another silver fortune doll (hooray again!). Either make your way back towards the beginning of the platforms or jump off the top and climb back up the ladder. You'll notice that at one point there is a platform raised slightly above the rest of the walkway. If you zoom in and look around, you'll notice that underneath this platform is a large block with a silver fortune doll on it. Position yourself on top of the platform and near the edge, then drop of the edge and fall down onto the block (it may take more than one try) to collect the doll. Wow, that's quite a few goodies in a concentrated area. Once you've done that head out of the shrine and back to the turtle stone. There's one compass direction that we didn't cover... By pushing the turtle stone to the east (towards the steps), you'll be transported to a little island in Awaji with a red gate on it. This red gate will magically transport you to a boat near the Husband and Wife rocks. swimming in the water around the rocks are little urchin enemies that cannot be defeated. Swim to the smaller of the two rocks, then cross the rope tied between them and climb the circular pathway to the top of the other rock. At the top is another silver fortune doll and another red gate the leads back to the little island in Awaji. Around you you'll see some high cliffs and a shore with a few enemies on it. Swim towards the shore and you'll see a coffee shop. To the left of the coffee shop is a path that leads to another bamboo forest, which leads back to Yamato (this is the left-hand route in Yamato that we didn't take). In this bamboo forest you'll find a new enemy that looks kinda like a golden flying Christmas tree ornament. You'll see these guys in other places, so don't waste your time back there. Instead, head for the coffee shop. There's nothing of particular importance inside the shop, just a few people to talk to and the usual old lady selling dumplings, but behind the shop is a surprise pack. You should go inside the shop, however, so that it appears on your map. You'll see why this is important in just a bit... Now head towards the island raised out of the water, but before you cross the bridge, look for a little cliff off the left side of the walkway with a silver fortune doll on it. Drop down and nab the doll, then head for the building on the island. This building is the tourist center. Here they have a machine that will teleport you to the back of a dragon, who will fly you to the Shikoku region. Well, normally that would be the case, but recently the dragon has gone wild and the tourist center can't use him to transport people. Since you are a heroic type person, offer to help, and the woman will usher you into the teleporter, which will teleport you to the dragon's tail. Make your way up the tail and back of the dragon, attacking any enemies that fly at you. Once you reach the head, you'll spot a strange looking machine. The machine, or rather Colon (one of the 4 weirdoes) who seems to be speaking through the machine. He reveals that he has used the machine to brainwash the dragon, who he has instructed to kidnap children with dancing talent. Before you know it, the Control machine attacks! The machine turns yellow and spins about, at the same time launching bullets in all directions. During this time the robot is invincible. When it stops spinning is when it's vulnerable. However, during this fight, the dragon begins to twist about, making it somewhat difficult to stay on his back. I find Goemon's chain pipe works the best here. You can attack from a distance and get out of the machine's way when it starts spinning. Just keep attacking the Control machine and it will eventually explode. When this happens, the dragon will fall out of the sky! Goemon will fall safely to the ground, but a mysterious stranger plummets head first into the pavement. This is Koryuta, the son of the Dragon god, who has the ability to transform into a dragon. Apparently while in dragon form he was attacked and hypnotized by the Peach Mountain Shoguns. When he learns of what he was doing, he takes it pretty hard, but Goemon and his friends try to cheer him up. The only thing he remembers is taking the children he kidnapped to the Dogo Hot Springs. He also gives you a flute, which you can use to call upon Koryuta. Koryuta will then give you a ride to any village, coffee shop or dungeon you've been to before (very helpful, and necessary). - Part 6: Do the Folkypoke! - From where Koryuta left you, head up the steps. It's easier to do this part now. This is Kompira mountain, and you're going to have to climb a lot of steps to get to the top. Along the way will be Golden Orb enemies, boulders, and a new enemy that is a mask on a stick that spits bullets. There's not much to explain here, just keep climbing and attacking enemies. At a place where the boulders seem kinda tight, remember that you can kill them like a regular enemy. There are 4 blocks total, and at the top of the third block is a coffee shop. Remember to stop inside if you want to come back here later with Koryuta. Once at the temple grounds, you can talk with the man living in the left house and the priest guy in the right. The priest will tell you to donate 5 ryo at the donation box in the center of the shrine to gain assistance from god. So switch to Goemon and throw 5 ryo at the box (you'll hear a cha-ching when you get it in). Then the money god will give Goemon the Medal of Flames! With the ryo equipped, hold down the attack button to charge the Medal of Flames, giving you a fire attack and the ability to light torches. Now head back down the mountain (much easier than climbing up) and into Folkypoke village. Talking to the villagers will reveal that here, too, children with dancing talent are being kidnapped. There's not a whole lot to do around here, so head for the Dogo Hot Springs by taking the gate near the Inn. Now you'll find yourself in a little place called Tosa. There's nothing in the river here except for a couple scarecrows, but if you happen to get stuck down there, keep jumping at the wall and you'll eventually pull yourself out. Cross the bridge, go up the hill and through the gate to reach the vine bridge area. The sign says to cross quietly, but what it means is cross slowly. Basically you have to tiptoe across the lighter colored sections (or just jump over them). After you pass the first section of weak spots, there will be two smaller ones. Let yourself drop through the second one to land on an island with a silver fortune doll on it. In the water down here are some little fish enemies that swim around the surface of the water. Climb back up to the bridge and this time head all the way across. Now you'll be in a place called Iyo. Head all the way up the ramp and hang a hard right to the coffee shop. Make sure you stop in here, it's easier to come back with Koryuta than to cross the vine bridge. In here one of the patrons mentions a dwarf in Zazen who's description sounds familiar... Back outside, the doors to the Dogo Springs are closed and locked, but there's a tiny hole to the left of the door. Maybe you should check out that dwarf sighting. Using Yae's flute, call Koryuta and head back to Zazen. Go to Duck creek where you met Ushiwaka to find he's shrunken! His loss of stature was apparently caused by eating the sweets in the cupboard of the Golden Temple. He offers to help you, and since Ebisumaru likes to eat, switch to him and head on over to the Golden Temple. This is Ebisumaru's training level. You must run around, avoiding the giant bombs that drop from the ceiling whenever the cupboard doors open, as well as defeating the pink robots that drop in. You must also eat 8 dumplings before the time limit runs out, making the whole thing a little hectic. Just keep trying, and eventually you'll get enough dumplings to learn the Mini-Ebisu technique. Once you've finished, head back to Folkypoke village. In the village, head to the area with the giant trellised crops (like giant steps, the place with hay stacked at the bottom) and at the bottom, under one of the hay piles near the door is a silver fortune doll. Use Ebisumaru's new magic power to get it. Now that that's out of the way, use Koryuta's Flute to fly back to the coffee shop at Iyo, then use Ebisumaru's magic to go through the hole at the Dogo Hot Springs. In this new place (called Iyo 2), you'll encounter a new little enemy that spits flames at you when you draw near. Head around the corner and straight to reach the famous springs. If you are injured, you can jump in the springs and lay down to regain health. Head back to a place where you saw a little alcove lined with red grating. There's a spot here that's too tight to crawl under, so shrink down again and walk through. Once through, hang a right and go into a little caged pit to find a silver fortune doll, then climb back out and head right. When you come to a dead end turn around and you'll spot a ladder, climb up it. Up here you'll need to use Goemon's chain pipe to cross some gaps while trying to avoid some scarecrows. Once you make it to the top, you'll be in front of the Ghost Toy's Castle, the second dungeon. This dungeon also has a sign out front that allows you to save your game. Do so if you wish, and plunge into the horror that is... the Ghost Toy's Castle!! - Part 7: Ghosts and toys and ghost toys, oh my! - Lol, just kidding. This dungeon really isn't bad, in fact it's my second favorite dungeon in the game. It's more fun with toys than it is spook ghosts, and for some reason I really like the music here. Anyway, the first room makes use of Goemon's Medal of Flames, so switch to the ryo and charge it up, then throw the flaming coin at one of the torches on either side of the door, then repeat for the other torch to light up the room a bit and open the door. While in this room, you probably also noticed some strange ghosts floating about. These ghosts can be found throughout this dungeon. They're invincible while you can see through
them, but when exposed to light they become solid and vulnerable. They also kinda look like toilet paper... Anyway, avoid the ghosts and move on into the second room. In here is a large platform with two buttons on it, each marked with an arrow pointing in a different direction. This is the giant crane game, but it won't work; the power has been turned off. So just ignore it for right now and proceed to through the door to the next room. The floor in this room is filled with holes, out of which protrude oscillating spikes. The spikes move towards you in waves, so just time your jumps over them and go to the next room. This room is filled with water, as well as obnoxious bullet-spitting masks, and a blue stone walkway cuts through it. In the back of the room is a large head from a doll. Jump across some platforms that lead towards the head, and on top you'll find a silver fortune doll. Once you've got the doll, head for the next room. This one is also filled with water. The easy thing to do would be to take the mechanical platform on your right, which will take you to the other side of the room, but if you want a map of the dungeon you'll have to take the long route on the left. In a few spots are more holes that spikes pop out of, but these are easier to time. Just make your way across the pathway, collecting the Mr. Elly Fant along the way, and head for the next room. This room is cool. After defeating all the bouncing Dharma dolls and collecting the silver key, look around by the side of the large structure in the middle of the room to find a flower bud. Pick it up and carry it up the ramp and onto the elevator. Once up top, stand by the side of the blue ring and throw it into the dirt. The flower will then grow and bloom, spitting out a bunch of dumplings and money! This is just a fun little bonus, and if for some reason you're short on cash, this can be done multiple times. Once the flower stops spitting out goodies, head on into the next room, using your key to unlock the door. This room is also filled with water, and has a bunch of floating Go tiles as platforms. The white masks in here are submerged until they pop up to spit a bullet at you, making them somewhat more difficult to get rid of. I recommend Goemon's chain pipe for taking them out at a distance. One of the doors in here is locked, so you'll have to exit out the other one. But before you do, head over to the little island you've probably noticed in the middle of the room. This island is connected to another one by a narrow rope. Walk slowly and carefully along the rope, adjusting your camera if you have to, and on the other side you'll be rewarded with a golden fortune doll. Score! Once you've claimed your prize, head for the unlocked door. There's not much in this next room besides two pots with coins in them and an elevator leading down, so grab the coins and for the basement. This passageway is flooded, and you can either use the floating Go tiles to hop across the water, or just swim to the last tile and use it to climb on the grating, if for some reason jumping across the tiles is too difficult for you... At any rate, once you're on the other side of the hall, take the elevator back up. Now, if you're a little confused, don't worry, the set up here is a trick. This room looks identical to the one you were in before you took the elevator down, but trust me, you're in the right place. The pots here contain dumpling instead of coins, so there is a slight difference to help you keep track of where you are. Anyway, grab the dumplings if you need them and head for the next room. Here you're back in the crane game room, but on the opposite side of the fence. First, hit the giant switch to return power to the game, then jump up the platforms to collect a silver key and a silver fortune doll, then hop over the fence and go to the crane game. This thing can be a tad frustrating. The crane is over on the left, above the conveyer belt, and you have to step on the buttons to move the crane in the corresponding direction. It's a very good idea to use the shadow of the crane as a guide while playing the game. It's hard to line it up with the toy camera on the pedestal, but just keep trying and eventually you'll grab it. Once it falls of the conveyer belt, run over and pick it up. Now you can make invisible things, such as those toilet paper ghosts, appear. Anyway, head back through all the rooms you've been to before, back to the one with the tightrope and the locked door. Now use your key to go through the new door. I'd recommend having Ebisumaru and his camera equipped before you enter this room, then charge it up and reveal all the ghosts. Once the ghosts have been destroyed the door will open, but collect Mr. Arrow on your way out. Also, this room will be the first time you spot red water. Be sure not to fall into it, it's painful! Anyway, this next room has more red water, as well as spikes that come out of the floor. But before you turn right to brave the spikes, make a left and go through the door, again making sure that you have Ebisumaru's camera handy. Use the camera to make the ghosts visible, then defeat them and collect the key that appears. Once you've collected the key, head back to the previous room and cross the platforms with the spikes, then use the key to unlock the door to the next room. In here, defeat the bouncing dharmas and the new enemies you encounter, the card dolls, then climb the steps to the wooden walkway and board the elevator. This rather plain room has two doors, one of which is locked, so take the only path available to you. In here, defeat the two dharmas and climb the ramp. Now, this next part may seem a little intimidating at first, but it's really not to bad. Just go all the way to the left and wait for the spinning top to reach you, then jump on. Jump across each top when it passes by, and once your on the other side, nab the silver key and then cross the tops the same you did before. If at any time you fall into the red water, just swim for the ramp on the side of the water where you started. Now, once you're back in the plain room with all the dharmas and card dolls, just use your key to go to the next room. Now, here, things get a little complicated. In here you'll find spinning spiky ball chains from the first dungeon, as well as more tops, and whirly gigs, all suspended over red water. There are a couple different platforms with ramps leading out of the water, but if you take things slow and easy you shouldn't have too much trouble. Start with the platform that has the spinning spiky balls on it right in front of you. Hop onto the wooden platform, then up onto the main one when it's safe. Just follow the spiky balls around the platform and jump onto the adjacent platform when you're close enough. Now you'll have to jump onto the spinning whirly gig, if you're quick you can jump on and just run straight across to the next platform, but it's easier to just wait for it to spin you around towards it. Now it's time to take a short break from this room, so enter the door on this platform. This room has more of the toilet paper ghosts, so use Ebisumaru's camera to make them visible, then defeat all the enemies in the room to make a silver key appear. Grab the key and head back out into the big room you were in before. Once back out here, hang a right and jump onto the spinning top. Jump on to the next top when you're near enough, then jump onto the near by platform to collect a silver fortune doll. Then jump back on to the second top and ride it to the third top. You'll notice a platform in the water to your left, but instead of jumping over there, ride the top to the end of its string and jump off to the platform in the corner. Open the door you'll find there with your key and head into another adjoining room. This hallway has numerous rotating jump ropes across it which will hurt you if you run into them. First though, just head straight across the hall and into the next door. This room has a platform with pots on it, inside the pots are dumplings and coins, which you probably need. Collect the items then head back to the room with the jump ropes. In here, go down the hallway while avoiding the jump ropes, staying against the wall makes this much easier. Before you enter the next room, equip Ebisumaru's camera. As soon as you get inside, start charging the camera, 'cause there's a bunch of ghosts real close to you as soon as you enter. Taking a picture of the room will also cause the holes in the floor to become visible. So defeat the ghosts and cross the floor to obtain a golden key and a surprise pack. Now exit the room, cross back past the jump ropes, and take the door on your right to get back to the large room with the tops and whirly gigs. Wait for the top on your left to draw near enough for you to jump aboard, the ride it till it gets close enough for you to hop to the platform on your right. Now you'll have to jump across a series of whirly gigs, just take your time and jump across when they're lined up. If you want to risk it, there's a sparkling dumpling on your left, but I think it's better to just head straight across the whirly gigs to the last platform, then go down the ramp to the door. Unlock the door with your golden key and head on through. In this new room, defeat the dharmas and the card dolls and take the first left you come to. The door you find there leads to a room with a giant pool table. Jump onto the table and attack the pool ball marked with a red arrow. It will fly into one of the pockets and a new ball will be marked. Keep knocking the balls into the pockets, while trying to avoid getting hit yourself, until they're all gone and a key appears. Equip Ebisumaru's camera, then grab the key and head through the nearby door. Immediately take a picture and dispose of the exposed ghosts. This room has more spinning spiky ball chains above red water. Just follow the path, making sure not to fall off, and grab the diamond key in the little shrine thingy. Then make your way back, grabbing the sparkling dumpling if you need it, and head back through the door, and then back through the pool room to the room littered with dharmas and card dolls. Defeat the enemies in your way, and take the path to your left that we ignored before. Unlock the door with your sparkly diamond key and proceed through. Read the sign to discover that you need to use the windup camera to reveal the Dharmanyo's weak point. Who is the Dharmanyo? Well, you'll find him at the top of the elevator, so hop on and take a ride. Up here you will encounter Dharmanyo, the Surrender Robot. First thing you'll need to do is heed the sign's advice and use Ebisu's camera to expose his weak heart in the middle of his body. Now I would recommend switching to Goemon to use his chain pipe. Dharmanyo has a number of tricks up his mechanical sleeve, and he'll usually flash white right before he's about to use one. His two melee attacks involve jumping, one where he tries to jump on you with his claws, the other where he jumps near you and makes a broad swipe. Both of these can be fairly easily avoided by running out of the way. His ranged attack is a little more difficult. If he jumps farther away from you instead of closer to you, start running in a broad circle around him. The tiny missiles he shoots pack a huge explosion that will only narrowly miss your character if you started running at the right time. Immediately after each attack, he will turn clear and stand in place, revealing his weak point to you. Just get close enough to use the chain pipe, then start running again. All in all Dharmanyo isn't too difficult, just keep repeating the evade/attack pattern and he'll go down before you know it. Once Dharmanyo is defeated, he'll drop the second miracle item you'll collect, the miracle flower. Once your character automatically grabs it, Colon will make an appearance. He insists that he was only trying to teach the kidnapped children how to dance, but before you can interject, a laughing hologram of a mysterious man will appear! He reveals himself to be the leader of the Peach Mountain Shoguns, Spring Breeze Dancin'! What a name... You'll exchange some rather hilarious words with Dancin' before his hologram disappears, and Colon will reveal that the name of their scheme is the "Great Stage Plan," whatever that means, as well as warn you not to go to the Chugoku region before he spins away. Save your game if you wish, then, once you've been transported to the entrance of the dungeon, you can either visit the children who have been returned to Folkypoke village, or just head straight for Zazen. - Part 8: Reviving Sasuke - Once in Zazen, head to the gate that leads to the Chugoku region. A kid nearby will inform you that he is the one who locked the door in the first place, but that it works now, so head on through. You'll emerge in a place called Bizen. As you proceed, you'll notice a locked door and a cracked wall in the row of buildings to your right, don't stress about those right now, you'll come back to them in a bit, the cracked wall sooner than the locked door. Cross the bridge and head through the door on your left, instead of taking the second bridge. This whole area can be kind of confusing, there are a lot of big areas with multiple exits, but I recommend taking this door first. Now you'll be in a place called Nagato. Head through the little valley, defeating the enemies along the way, but instead of taking the big red bridge on your right, bypass it and jump in the water, then swim towards the red gate. Take the moving platform to the top of the gate, then walk across it and collect the silver fortune doll. Then jump back in the water and swim under the bridge to a shore that leads up to a narrow cliff. Walk carefully along the cliff until you come to a part with a low overhang. Use Ebisumaru's shrinking power to pass underneath the overhang, then continue along the cliff to obtain another silver fortune doll. Now go back along the cliff the same way you came, then go back into the water and swim back towards the red gate. To your left is a shore with a pot on it, go up there. Inside the pot are some coins, and if you follow the ledge around the wall, you'll find a ladder leading back up to the level where you can cross the bridge. On the other side of the bridge, just follow the little valley, collecting the dumpling and pot of coins on your right, then climb the ladder and head through the door. Now you'll be in a place called Hagi, that looks deceptively similar to Bizen. As you emerge from the rows of buildings, you'll notice an open area on your right with a door on the other side. That's where you'll want to head next. There's another path on you left back among the buildings, but you don't need to bother yourself with it now. Once through the door, you'll be in Izumo, which is basically the foot and slopes of a large hill. Head into the coffee shop and talk to the patrons to hear their stories about a strange electrical tube floating above the waters in the desert of Inaba. Does an "electric tube" sound familiar? No. But since you don't have anything better to do, you'd better check it out, so head out of the coffee shop. In Izumo there are three doors at the base of the hill, and one at the top (check your mini map). The one you went through to get here is in the west. If you follow the stone path in front of the coffee shop, you'll notice another door on your right that exits south. This leads back to Bizen, it's the path across the second bridge that we didn't take. So keep following the path till you reach the door that leads east. This will lead you to Inaba. I personally love Inaba. It's a big desert with giant sand dunes, and the music here is awesome. Also in Inaba, you will encounter two new enemies. The first is a kite, which just basically floats around like a kite, but will hurt you if you run into it (it doesn't attack, in fact it kinda seems like it avoids you). The second enemy is the Dill mole, which will pop out of the ground and pit bullets at you, but if you get close it will stay underground where it is invincible and run away. So I recommend Goemon's chain pipe for knocking him out at a distance. It's really pretty easy to get lost in Inaba, so the only real advice I can give you is to keep looking around, try climbing up sand dunes to get a better look around. What you're looking for is a little man made oasis. Once you find it, head out into the middle of it. You'll find that there are platforms just underneath the surface of the water for you to walk on, but it's just as easy to swim. In the oasis you'll find a silver fortune doll, a sparkling dumpling, and a battery! These are used to power Sasuke, but since just one isn't enough, use Yae's flute to go back to the coffee shop in Izumo. Talking to the patrons of the coffee shop again will reveal that another "electricity emitting tube" has been spotted atop the giant tree at the Izumo shrine, and that to find it you need a camera. So switch to Ebisumaru and head up the giant hill. Despite the fact that you can walk all the way around the shrine, the door leads to a large open area with a tree in the middle. Use the wooden platforms to reach the top of the tree, then use Ebisumaru's camera to take a picture. Another battery will appear, so take it. In a short cut scene, the batteries you collected will be united with Sasuke, and he will be revived! Sasuke doesn't remember exactly how his batteries were knocked out, and states his intent to have the Wiseman repair his memory circuit. It is at this time that Goemon breaks the bad news, that the Wiseman's house was destroyed and they assume that Wiseman was killed in the explosion. Sasuke is enraged, and decides to help you in your crusade against the Peach Mountain Shoguns! Now that Sasuke is in your party, you can use his firecracker bombs to destroy cracked walls, so head down the mountain and through the door to Bizen. There are two cracked doors in Bizen, one that leads to a room with a silver fortune doll, another to a golden one. Once you've done that, head back to Izumo, then back to Hagi. Now it's time to take that other path I mentioned. Basically just head straight from the door to Izumo and hang a right when there's a break in the buildings, and you'll find a door. On the other side of that door is a mountainy area called Akiyoshidai (what a mouthful), which is filled with more kites and driller moles. To your left is a door that leads to someplace you don't need to worry about right now, so just head straight until you come to a little fence with a path leading through it. Follow the path through the little valley and then go through the door you find on your right to a cavern called Shuhodo. This place is pretty straight forward, just follow the natural path of the cave to a cracked door with a sign in front of it. Save your game at the sign, the use Sasuke's firecracker bombs to enter the Peach Mountain Shoguns' "Festival Temple Castle." (Just as a sort of weird side note, at this point of writing the walkthrough, my dad walked in and gave me a bag of Japanese style peanuts, which I've never seen before. 0_o They were good.) - Part 9: Join the Festival! - This dungeon is a little more complex than the last two, with some areas that circle around, so it would probably be a good idea to check the map often. The very first part of this dungeon places you in front of the temple, with some steps leading up to a walkway the wraps around the main building. There is also another path underneath this walkway that you can get at by going through the breaks in the red and white striped fence. On the left side of the building, on both the upper and lower paths, are pots containing coins and dumplings, and on the right side are doors leading to different areas. Also in this area are a 4 large paper lamps that bound the floor (similar to the things on chains you found in the first dungeon). Avoid being squished under these at all costs, if I remember correctly you lose a life for being squished rather than just losing health (excuse me if I don't test this out ;) )The door on the upper path leads you to an area that you can't get through without a special item, so head underneath the walkway and through the door on the right. This leads to the rear of the building, where more giant paper lamps fall out of holes and roll along the ground. If you stay inside the caged area, turn left and cross the wooden planks in between the holes in the ground, you'll find a sparkling dumpling. If you go here, you'll probably also notice a golden fortune doll on the other side of a fence. You'll come by and pick this up later. So go outside of the little caged area and jump across the gaps, avoiding the giant lanterns as well as the bullets fired by the obnoxious bamboo enemies, then head through the door. This is a small room with a waterfall that feeds a pool of water in the center of the room. Just above the surface of the water is one of those spinning spiky ball chain things (I really need to think of a better name for those...). Swim across the water, but instead of heading through the door on your right, climb up the wooden moving platforms to a narrow ledge that runs around the perimeter of the room. Along here you can grab a dumpling, two pots full of coins, and Mr. Elly Fant. Once you've collected these items, head through the door. When you enter this room, you'll find a door directly across the room from you with a silver lock on it. There is a ladder in this room that leads up to a ledge similar to the one from the previous room, where you will find a pot and a silver fortune doll, but, unfortunately, you won't be able to jump high enough to reach them, so just head through the door to your left. This room contains two new and very obnoxious enemies, the suit of armor and the parasol. Use Goemon's chain pipe to take out the suits of armor from a distance, but I don't have any real good technique for the parasols. To your right is another locked door, so head around the perimeter of the building to find another door you can go through. This room has a large pit with a few raised areas around it. Fall into the pit and defeat the suit of armor, then climb the large stairs to the next door. On your right and left are ladders that lead to areas with some new tank enemies, but these platforms are only used to get back through the door you just came through, so you can ignore them for now. This next room is sort of similar to the last, except it has a number of fun house stairs that will rise and fall according to where you stand on them. Jumping is a good way to cut down on the amount of time you spend standing on them and shifting them around. Make your way to the right side of the room and head through the door. Head left and through the next door (there's really not much in this room besides two pink robots). This room has a bottomless pit with wooden platforms moving across it, as well as a number of suits of armor. The first thing you'll want to do is climb up the ladder that's on your left when you enter. Up here you'll find a door and two pots containing coins past that, so collect the coins if you want and head through the door. Once you're out here, you'll have to hang a right and cross a narrow bridge, then ride a moving wooden platform to collect a silver fortune doll and a pot of coins. Then make your way back to the door you came through and too the room with the moving platforms over the pit. If you go all the way across the pit and through the door, your only prize is a pair of dumplings, so use the platforms to reach the door on the right side of the pit. In here is a raised platform with a key on it, so grab the key and make your way ALL the way back to the room where you encountered the door with a silver lock. Use your key to go through the door. This is where some of the confusion kicks in. First thing first, head to your right and climb up the ladder. Make your way along the roof, climbing up another ladder at one point, and collect the surprise pack you'll find near the ceiling. Then drop back down to the floor and follow the passage all the way to the left (left of the door through which you entered). Head through the door and in this room (it's pretty straightforward) pick up the Kunai of Severe Cold for Sasuke. This can be used to cool of hot platforms and freeze fox masks which breathe fire at you, and if you hold down the B button to charge the attack, you can throw the Kunai in three directions, an attack called the Kunai Intense Hail Beam. In this room you may notice another area on the other side of a tall fence, you can't get there right now, but you'll come back to this dungeon later to explore that area. Head back to the big L shaped passage you were in before, and try to follow me as I explain which door to go through next. There are two doors, which you have to jump on top of large blocks to enter, that lead into the building in this area. The one you want to go through is the one that is around the corner from where you initially entered this room (if you check the map, it's on the north part of the L, not the west). You'll know you're in the right place if you enter a hallway with large drums rolling towards you. Make your way past said rolling drums, by dodging in between them, jumping over them, or attacking them, whichever you prefer, and head through the door. This next room is kinda neat. There's a pool of water with a number of drums floating in it. When you jump on top of a drum, you'll bounce high into the air. The first room you'll want to go to is the one in the middle of the water, to pick up a pot of coins and Mr. Arrow. Then head back to the bouncing drum room and head to the side on your right, then go through the right hand door. In this room you'll encounter a new annoyance, the exploding box, which will fall from the ceiling (you can spot it in advance if you look up) and explode soon after. Make your way to the next door (this room is also pretty straightforward) and head through. In this room, you'll get a chance to test out Sasuke's new Kunai. Jump to the gray platform in the middle of the room and throw a Kunai at the glowing platform on your right to cool it down and allow you to walk on it without being burnt. Hop across the platform, but instead of going through the door in front of you, make a left and jump up to the little shrine thingy to grab Ebisumaru's Meat Saw-Hammer! This interesting item will turn any coins that enemies drop into dumplings, allowing you to regain health quicker. Now if you want to, you can head through either of the doors on the sides of the water area, but this will only lead you in a circle where you can grab a pair of sparkling dumplings along the way, so go back up into the caged walkway and head through the door on your right. Here you will be on a platform raised above a shallow pool of water that raps around the building. If you follow the star blocks using Goemon's chain pipe, you'll just find a door that leads back to the bouncing drum room (this is the left hand door that we didn't take) so just hop off to your right and head through the door. This room is small and just contains a few bamboo enemies as exploding boxes, so just head through the door. Now you'll find yourself back in the big L shaped room, head through the door you'll find right across the passageway from you. Now you'll be back in the room where you found the door locked with the silver lock. You've already explored the area past the door on your right, except the area behind the door locked with a gold lock, but since you don't have a golden key, you'll just have to go straight across this room and back to the beginning area. Head all the way back to the first room you entered in this dungeon, the very front of the temple. Climb up the steps to the walkway where the giant lamps are pounding the ground, and head through the door on the right side of the temple, being careful of course to avoid the lamps. In this room, use the Kunai of Severe Cold to cool down the platforms and cross the gap, making sure to line them up properly so you can make the jumps, then defeat the dragon drummers and go through the door on your right. In this room you'll use the Kunai of Severe Cold to climb the platforms to the top of the room, but first head through the door on the opposite side of the room, then just head through the door in the next room and you'll find yourself back outside where the big rolling lanterns were, except this time on a raised walkway. Go around the walkway until you find a ladder that leads down off the side, then jump down into a little valley kind of area to collect a golden fortune doll. Yay. Now head back up the ladder and back to the room with the glowing platforms and the two suits of armor. Using the Kunai of Severe Cold, climb from platform to platform (collecting the sparkling dumpling along the way if you wish) to the top of the area where you'll jump of to a wooden walkway with a suit of armor. Defeat the armor and head through the door. In here you'll have to cross a narrow walkway with fox masks located in a few places around it. You don't necessarily have to freeze the fox masks, but it's recommended since if they burn you, you might fall off. Make your way along the walkway and head on through the door at the end. In this room you'll need to use the Kunai of Severe Cold again to cross a gap to reach the golden key that you've been missing. Once you've grabbed the key, you can just drop to the ground and make your way back to the room where you need to use it (heh, I'll just let you remember where that's located :) ) Once you've unlocked the door and are in the next room, you can do one of two things, either walk along the roof past the fox masks or swim through the water. Either way will lead you to a door at the other end of the outdoor passageway, which you should go through. Now this next room is a little tricky, but also pretty fun. This room is huge, and attached to a giant pillar through the center of the room a bunch of spinning Koi kites. The first thing you'll want to do is head down the ramp and take the moving wooden platform to a ledge on your right. From this ledge you can board the first Koi kite, as indicated by the little mat on the ground. Once the kite swings around, jump down to the ledge below, the climb up a couple of ladders to where you can jump on the second kite. On this second kite, walk along the back of it towards the poll, then jump onto the little circular platform with the sparkling dumpling on it. Wait on this platform until another kite swings around, then jump on its nose and walk out to it's tail. As it swings around, you'll notice that it passes a ledge in the middle of its rotation with a bamboo enemy and a pair of dumplings. Since this really isn't worth the risk, especially since it's really hard to jump back on the kite, just wait till it's at the end of its swing to jump off onto the next ledge. Climb up the ladder and cross the bridge that spans the waterfall, then wait at the mat for the next Koi kite. Once you're on, head towards the pole and, once the kite reaches it's highest point, jump onto the platform and collect the silver fortune doll waiting for you. Then jump back onto the kite and walk to it's tail, the jump off to a ledge below you, you'll be there when the kite reaches its highest point again. Find the ladder that leads up to the doorway above the waterfall and enter. This room is filled with water and some enemies, defeat the enemies if you want, then swim across the water to the next door. Through this door is a darkened room with a sign. The sign reads, "Return the red plates by hitting them back." This will make sense in just a moment. So jump through the gap in the fence to the large arena below, and prepare to do battle with the boss of the Festival Temple Castle. Tsurami, the ghost robot, attacks you by throwing spinning plates at you, which he does in three stages, and you harm him by hitting the red plates he throws back at him. The first stage is pretty simple, he'll throw a series of blue plates at you, and at the end he'll throw the red plates, which you must hit back at him with your weapon. Do this a couple times and he'll switch to his next mode, which is actually pretty similar to the first. This time he'll throw green plates at you very quickly, but it's still easy to dodge them by simply running in a circle. At the end of the green plates will come the two red plates, which you again must hit back. The third stage is probably the only one that presents a challenge. He throws yellow plates in large sweeping circles which explode when they hit the ground, making them more difficult to avoid. When he throws the red plates you'll probably be in the middle of dodging an explosion, so it's a little harder to hit him in this stage. Just keep at it and eventually he'll go down (like all the bosses I guess... Maybe I use that line too much). When he does, he'll drop the Miracle star, the third miracle item. Soon after this, Sharon (the third weirdo) will spin into the arena. Apparently, with the ghost robot gone, the barrier that was blocking passage to Kyushu will no longer function. Before the gang can fully interrogate Sharon, another hologram of a stranger will appear! This time it's Kitty Lilly, again with quite an entry. Lilly reveals that in spite of Goemon and friends' attempts, Kyushu has already become their stage! Once everyone runs off, save your game, and you'll appear back outside the dungeon. - Part 10: Stop that island! - Head back through Shuhodo to Akiyoshidai, then follow the path back through the fence to the open rocky area. Now it's time to take that other door which we skipped before, so follow the right hand wall to find it. This is the Gateway Viewpoint, where, over the ocean, you can see Kyushu in the distance, everything looks ok, but it would be best to make a closer inspection. On your way to the bridge, out of nowhere, Omitsu shows up! Apparently since the coffee shop in Oedo was featured in a Gourmet Magazine, they've been getting a lot of orders, so she's delivering to Kyushu. But as soon as Omitsu crosses the bridge, a giant vortex opens up in the sky, swallowing up Kyushu and Omitsu along with it! Then, just as soon as it appeared, the vortex disappears, and Kyushu is gone. Goemon and friends, not sure exactly what to do next, decide to visit the Fortune Teller. I guess this is just sort of a hole in the plot. Instead of figuring out some way to hint towards where you're supposed to go next, they just tell you , "Go ask the fortune teller." So you can either do that, or let me tell you what to do. Use the flute to get back to Oedo town. What you need to do is head to the north, and to get to the north you have to go through Musashi. But remember the metal block the was blocking your passage north through Musashi? Well, it's still there and in your present state there's not way you can move it. Oh, if only some mysterious person had moved into Oedo village and set up a training center where one could increase their strength enough to move big metal blocks... ;) SO, head back to the residential area where Goemon's house is and enter the middle house on the opposite side of the street. This is the Muscle Training Gym where you can train to become stronger. Only Goemon can do this, so switch to him and approach the trainer. This is probably the toughest and most frustrating training stage in the game, I know it took me quite a few attempts to complete it when I first tried it. Basically you have to protect a circle of balloons from being popped by guys with spikes on their heads (these guys are called Oyakatas, and are really annoying, since they're what makes the challenges difficult)who rise out of holes beneath the balloons. To prevent your balloons being popped, you throw metal boxes on their heads. Now, it's important that you know that hitting them with one box will only make them pause for a second, while hitting them with three in a row will cause them to recede all the way back into their hole. Keeping this in mind, all I can really tell you is to keep trying. I've found that after a period of intense action towards the end, the Oyakatas will stay in their holes and you're practically home free, but, of course, don't let your guard down. So, once you've finished the raining you will be able to move the block at Musashi. Also notice that while the magic is active (your hair will turn yellow, kinda like the Super Saiyan thing) you will do double damage, but also receive double damage. So head to Musashi and find the block, then use Goemon's power to push it out of the way. Through the door on your left is the tunnel that leads north. In the waters of this tunnel you'll find a new enemy, the water snake. In the shallow water he's easier to defeat, but since you can't use your weapon in deeper water, you have to jump and attack to take them out. In the first part, on the far side of the shallow water is a series of ledges that lead to a sparkling dumpling, so if you're low on health for some reason pick that up. Then jump up the rotating platforms to the higher ledge and go through the doorway. In the second part of the tunnel, take the left path to an open area with some dragon drummers. Defeat them and grab the silver fortune doll sitting in the corner, then go back to the entrance of part 2 and take the right path. Climb up the ladder and jump across the wooden platforms, collecting the sparkling dumpling and the pots of coins if you wish, to the far ledge on your left. Through a narrow passage you'll discover a cliff above the area where you just found a silver fortune doll. Hit the big red button with your weapon to make a number of moving wooden platforms appear, then hop across these to reach the exit. Now you'll be in a snowy place called Mutsu, where you'll encounter the obnoxious bombing crane. Basically the fly overhead and swoop down to drop a bomb on you. If you time it right you can jump up and hit them before they drop their cargo, but it's not too easy. At any rate, you'll notice a path splitting off through a tunnel to your left, don't worry about it right now but instead head through the door straight ahead of you. - Part 11: More partying! - This is the quaint little Festival Town, where every night is a festival! Talk to the citizens to learn a few things about what's going on, although right now they might not make sense. There have been strange smells wafting in from the ocean, food stuffs disappearing, and sightings of giant sea monsters. It also seems like one of the 4 weirdoes has been in town. There's a witch on top of Mt. Fear with magical powers, but the main route to the top is covered with ice and impossible to climb, while the back route is blocked with a giant rock. It is speculated that this rock could be destroyed by a powerful weapon, and it just so happens that Mokubei's younger brother is in town and informs the gang that Mokubei is working on a more powerful pipe. Since there's really not much you can do at the Ocean or the Stone Circle beyond it, this seems like the most promising lead. So use the flute to get to Kai's coffee shop and head to Mt. Fuji. Hopefully you don't need to be told again how to get to the top, and if you do, just scroll back up to that part at the beginning, 'cause I'm not writing it over again. Once you're at Mokubei's house, ask him to improve your weapons. He'll gladly do so, raising them to "level 2," and doubling the amount of damage they do. Now that you've got what you came for, head outside and use the flute to get back to the Festival Village. Once you're in the village, head out for Mt. Fear. This area has a bunch of those toilet paper ghosts which, for the most part, you can just avoid, but in one or two cases you should use Ebisumaru's camera to expose them. Head for the back route up Mount Fear and use your weapon to destroy the large boulder blocking you way, then start climbing up. The path up the mountain is pretty straight forward, just climb a couple ladders, cross a bridge or two, and before you know it you're at the old witches hut. After a bit of searching, the Witch will offer to summon the ghost of the Wise Man who built Sasuke, for a price of course. It's only 300 ryo, and by now you should have much more, so pay up. Once the ghost has been summoned, he will reveal that Kyushu is actually floating in space! And that, to reach outer space, you must collect the 4 miracle items from the 4 flake gang members of the Peach Mountain Shoguns (those 4 weirdoes, 3 of whom you've already defeated and gotten the miracle items from). Then you must take these items to the altar at the stone circle, where you will be able to go to outer space. Time to find that last item! (If you talk to the witch after the summoning with Sasuke, you'll discover that it was actually Sasuke who blew up the Wise Man's house. Oops!!) Once you're back outside the hut, jump down the mountain directly in front of you to land right in front of the gate to the Festival Village. Now it's time to check out one of the other leads you got in town, the legend of the mermaid! Head back to Mutsu and take the path through the tunnel on your right. This will lead you to Uzen tunnel. When you come to the bridge, jump off the side and swim to the nearby shore to find a pot of coins and a silver fortune doll. Then climb up the nearby ladder, cross the bridge, and jump off the slope to come full circle to where you started. This time cross the bridge and head down the slope to your right to find the Waterfall of Kegon. Read the sign to start Yae's training stage. This one really isn't too hard if you can tap the A button fast enough. I find it helpful to put the controller on the ground and tap it with my index finger, but that may just be me. Just tap the A button quickly to swim up the waterfall and use the control stick to try and dodge the Oyakatas that drop down. Once you've got your new mermaid magic, test it out! Jump in the water and turn into a mermaid, then look for an underwater tunnel to the left of the waterfall. Through this tunnel you will find a golden fortune doll. Hooray! Now that you've got your magic, it's time to go collect a few other fortune dolls that we couldn't swim to before. Our first stop is Yamato, so use the flute to fly to Zazen. Once you're in Yamato, head for the river. In the eastern most part is an underwater passage (you can see it on the map) which will lead you to a silver fortune doll. Next, use your flute to fly to the Ghost Toys Castle. Make your way to the basement where the floating Go tiles are, and swim down to the bottom of the water to find a cage with a silver fortune doll in it. Just one more to go. Exit the dungeon and fly back to the Festival Village. Find the pond in the middle of town and swim through the underwater tunnel. Through here is a secret shop that sells golden armor and surprise packs, but there's also another silver fortune doll near the shop. Whew, now you're done hunting fortune dolls for a bit. Your next task is to investigate the strange occurrences that have been reported in the ocean, which you can do now that you can swim. So head through the Mount Fear area to the seashore and dive on into the water. Search around the underwater cliffs for some dumplings, but also to locate the large red button that will open the gate leading further out to sea. The Japan Sea can be a little confusing, mainly because everything looks the same. In the first large area that you start in, right at the bottom of the cliff somewhat to your right, is a surprise pack. Once you've got that, head through the little arch created by the ice and guarded by Urchins. Also, if you look at the mini map, in the southern most area is located a sparkling dumpling next to a silver fortune doll. Now that you've located all the goodies in the water, locate the nearby submarine and enter through the protruding hatch. - Part 12: Now that's good eatin' - Welcome to the Gourmet Submarine, my personal favorite dungeon in the game. This is also probably one of the more complicated ones, at least in terms of me describing it to you. Also something to notice, this dungeon contains a lot of foreign food, and I'm not sure exactly what all of it is, so if I get something wrong you can email me with what it really is supposed to be. When you first enter the submarine, you'll be in a small shaft, in front of a red arrow painted on the wall pointing up. So, do as you're told and swim up to the long passage above. In here, a large propeller sends Urchins flying with the flow of the water, which, mysteriously doesn't seem to affect you. At any rate, follow the arrows on the ground in the direction that the Urchins are coming from and a few feet before the propeller you'll notice another shaft above you with a glowing arrow pointing up and the word "IN", so swim on up. Now you'll be at the surface, so transform out of your mermaid form and hop on the elevator. Once it reaches the top, you'll be in a large room with a giant wooden table, on top of which is some sushi. Climb up the ramp to the top of the table and use the floating sushi as stepping stones to reach Mr. Elly Fant. After that, you have the option of taking one of two doors, the one on the left is the more direct, while the one on the right will lead you to a room with two new enemies. The first is an upgraded version of the green robot you know well. This one is dressed in orange, and the bullets that come from it's gift boxes fall straight to the ground, causing a row of explosions to burst from the earth before them. The other is a large round warrior robot, that turns red and becomes very angry after being hit once. Either way, once you come to the room where the blocks of rice balls are being cooked over a pit of coals, exit to through the door to the east. In this room, large chunks of tofu rise and fall over a shallow pool of water, with a scarecrow thrown into the mix just to make the precarious jumping difficult. Jump across the blocks of tofu to the door on your right, since the one on your left is locked. In the next room, use Goemon's chain pipe to cross the dishes suspended over the coals below, then head through the door. In here, a row of dishes continually moves through the room carrying sushi (there are restaurants in Japan that also have conveyer belts that serve food in a similar fashion). You must hop along the dishes in the opposite direction that they are traveling to reach the key on the other side of the room, but every know and then you'll get a plate where the sushi are actually enemies in disguise. Once you've collected the key, head back for the room with the bobbing tofu and unlock the door. Now you'll be in a room with three large bowls of soup. Use a small block of tofu to jump up onto a ledge behind the bowls and grab Mr. Arrow, then take the elevator down. Use Yae's mermaid magic to swim down into the soup and go through the door (waiter, there's a mermaid in my soup). Next, swim along the passage, avoiding the Urchins and collecting the coins as you go (don't worry about the seaweed and chives, they're harmless), then head through the door at the other end. Now you'll be in a large room with a bunch of little blue fish swimming around. The fish can hurt you if they run into you, but you can also defeat them with your head butt. Grab the key surrounded by Urchins in the corner then unlock the door and pass through. Now you'll find yourself in the water with a bunch of cherries (possibly a Shirly Temple?) Swim up and you'll notice some platforms at the surface. If you cross them with Goemon's chain pipe, on the other side is some sort of desert dish as well as a bunch of dumplings, just in case you were low on health. Now find the ladder that leads down and exit through the door. Here is a large oven with conveyer belts and fox masks. First thing you'll want to do is head straight up the first belt, across another, then down a third to claim a silver key on the other side of the room. Once you've done that, head back to the middle one and hang a left, follow the belt, then on your right will be a sparkling dumpling while your left leads to the locked exit. Now you'll be in a large room with two new enemies the purple robot which will actually fly at you to attack, and the lumbering crab soup which has a big one-two attack. On your right is a ledge with two dumplings and a pot of coins, while the ledge on your left has a golden key. Grab the key and unlock the door on the opposite side of the room. This is a small room where a crab cake (I think...) Is being grilled, so don't touch the ground. Above the cake floats a silver key as well as Yae's Bazooka. This is Yae's ranged attack, and if you charge it up you can target enemies as well as fire three bullets at once. Now head back into the previous room and unlock the other door using the silver key. The next room is filled with water, so turn Yae into a mermaid and swim through the door below the surface of the water. You probably remember this next room from when you passed by it while riding the elevator near the beginning. But before taking the other elevator in this room, swim
to the other platform with the tiny door and use Ebisumaru's shrinking magic to pass through. Head through the next door and you'll be in a narrow caged ledge above the room where you first met the crab soup. Walk along the path and grab the surprise pack, then head back to the room filled with red water and take the elevator up. This next room appears to be a deep fryer, because there's a lot of fried foods in here. Do as the sign says and use Ebisumaru's windup camera to reveal a hidden route across the food to the door on the other side of the room, then enter the door. In here, defeat the two warriors to make a silver key appear, then grab it and head through the next door. Now, ignore the door to your immediate left; it's locked with a diamond lock. Instead ride the teetering bowls of soup past the Fox Masks. Head straight, ignoring the bowl on your left, and head through the door on the other side. This room is a good place to make some money if you want to keep entering and exiting the room, but if you've got enough ryo, head through the eastern door (initially on your right). In this room, defeat the enemies, then use the wooden steps to jump onto the narrow ledge along the wall. Follow the ledge around the room, collecting the pots filled with coins if you want, to the surprise pack. Grab it, then head back through the door you came through. Now head through the door on the opposite side of the room (western). Use your silver key to unlock the door right in front of you. Now, this room is really very easy, just use Ebisumaru's windup camera again to reveal the hidden route and grab the diamond key, then exit the room. Now jump in the bowl of soup and ride it out to the crossroads, then take the bowl to your right to get back to the door with the diamond lock and head through. Take the elevator up, then just run straight across the walkway, defeating the single white mask in your way, and you'll be at the boss! When you enter the room, you'll happen upon Poron, the last of the 4 weirdoes. As it turns out, Poron dropped the last miracle item while he was on vacation in Zazen. -_-;; Before you can head for Zazen though, Kitty Lilly appears! But before she can finish her speech, Dancin' interrupts! Needless to say, Lily is displeased... At any rate, Poron escapes, but not before setting the submarine to self-destruct! Your only hope is to call upon Impact for help. So save your game and get ready... This high speed bonus stage is basically the same as the last, except it takes place out in the ocean. Crush as many enemies and houses as you can, knock the large islands out of your way, and jump over the trip ropes. If you can, defeat the giant flying ships for extra oil. Once you're done, you'll be ready for the big boss fight. Now it's time to do battle with a character that makes reoccurring appearances in Goemon games, The Charming Mermaid (looks more like a giant fish monster to me...) Thaisamba. You'll fight Thaisamba in two stages, one above water and one below. For the first one (above), he has only three attacks, two of which are ranged. In the first, he simply pops out of the water and spits a couple of multi-colored bullets at you. In his second ranged attack he spits out a row of fish that swim under the water at you and pop out to attack at the last second. Both of his ranged attacks can be easily deflected with quick punches. His melee attack is just as easily avoided, he just swims under the water near you, then pops up to attack. Just watch your radar (little red arrow on a blue field in the front) for where he's going to go and punch him when he's in range. This part is easy, just use the same strategy you did with Kashiwagi, grabbing him with your chain pipe when he jumps out of the water. After sustaining some damage, you'll dive down to the bottom of the ocean to finish your battle. As soon as you touch the sea floor, get ready to block Thaisamba as he charges at you through the murky water. This is one of his underwater attacks. He'll swim out of view, but your radar can still pick him up, so pay attention and punch him before he makes contact. He also has a little less descrete melee attack, where he approaches you, tries to fake you out by dodging to the side, then attacks, but this is also pretty easy to avoid. In his special attack, he creates a whirlpool around you and fires bullets at you from the outside. Once you've punched all the bullets away, watch your radar and get ready for him come in close and attack with this weird eyeball attack. All in all this battle isn't much harder than your one with Kashiwagi, just take out Thaisamba and let Impact get back to his filming in France. :) - Part 13: Collecting Frenzy - Since Poron left the final miracle item in Zazen, use Koryuta's flute to fly there now. None of the villagers seem to have any helpful information, but since our old friend Benkei has a knack for collecting foreign objects, let's ask him about it. Surprisingly enough, there's another collector in town with a collection even bigger than Benkei's! His name is Kihachi, and he lives in that little pond you've seen before. Well what are you waiting for? Head to the pond! As you approach the pond, a strange creature will rise out of the waters. It's a water imp, a Kappa, and he's the infamous Kihachi. He won't give up the miracle item for free, but he will trade it if you bring him his favorite food. And what exactly is it? Well, I'm not sure if they meant it to be a mystery, but you can just approach the pond two more times and he'll tell you what it is and where to find it. It's cucumber, prepared by the priest's son (the priest of the golden temple). You don't know where the priest's son is, but if you ask the priest himself he might tell you. So head over to the golden temple. The priest's son is at the top of the nearby Mt. Nyoigatake, but to reach him you have to be able to jump very high. If you're willing to put up with one last training session, the priest will give you the key that unlocks the door in Bizen. So head to Bizen and get training! Since Sasuke is the only character without magic powers yet, it's pretty obvious that this training exercise is for him. So enter the gym and start the training. You must jump from platform to platform around a giant pillar in the middle of a large empty room. It's less complicated than the other trainings, but not necessarily easier (although I think it's not too bad). Some of the platforms slide in and out of the pillar while others rotate around it, and in a few places are bars that will sweep you off the platform if you don't jump over them. That's about it. Just jump to the top and cross the bridge to the finish gate in the allotted time and you're done. Now that you've got a new magic power, it's time to go get some more fortune dolls that were previously unattainable! Our first stop is the Festival Temple Castle. The first doll is located in the infamous "silver lock room," hopefully you remember where that is... ^-^ (it's just past the first room with the spinning spiky balls). Climb up the ladder then use Sasuke's flying power to reach the silver fortune doll in the little covered tower area. Now head through the western exit (opposite the one you entered by) and locate the room where you found the Kunai of Severe Cold. Use Sasuke's flying power to cross the water running between the two walkways, then climb up the ladder, walk along the black roof tiles on the opposite side of the water from the ladder, and it should be a simple matter of jumping up to another silver fortune doll. Now exit the dungeon and fly back to Zazen. Instead of heading for Mt. Nyoigatake, though, jump in Duck creek and head for the section of it just west of Benkei. Here you'll notice a wooden platform above the water, use Sasuke's magic to jump up to it and to a secret area with a silver fortune doll. Congratulations, this is the last time you'll have to backtrack for fortune dolls! NOW head for the Mountain. Use Sasuke's jumping power to reach the higher cliff on the left, then jump onto the wooden platform to reach the priest's son. Talk to him and buy the cucumber for 800 ryo (oh come on, it's not that much compared to what you have). Now take the cucumber to Kihachi and trade it for the miracle snow. You now have all three miracle items! - Part 14: The Final Frontier... - Before you head off into outer space, make sure to tie up any loose ends you may have left, namely fortune dolls, if you haven't collected them all yet. Once you're up there, there's no coming back. Once you've finished, summon up your courage and go to the Stone Circle at Ugo (through Mt. Fear and the Sea Shore). Hop atop the altar. When the game asks you if you want to save, I recommend saying no, just in case. And don't save at any other location for the remainder of the game if you ever want to return to Japan. The Pemo Pemo God will then take you into outer space, and you'll land in the Gorgeous Musical Castle. In the first room are some new enemies that throw hammers at you, they're not to hard to take out, so do so and head through the door on your left, since the one before you is locked. In this room you can walk behind the door propped up against the wall to collect some coins, then defeat the fire breather and head through the next door. This next room may seem a bit confusing at first but it's really not too bad. If at any time you fall down (which you probably will), head through the door at the bottom of the room, then in the next room climb up the ramp while avoiding the razors that come out of the wall. In the third room will be a number of razors that fly horizontally across the room, but they're pretty easy to avoid. So anyway, in the room with all the grating, follow the walkway to the first intersection and head left (on the right is a sparkling dumpling if you need it). Head past the locked door to find the silver key, then double back and unlock it. In this room, hop across the spinning fans to reach the golden key, then head back to the very first room and unlock the door there. In this room some white masks will occasionally pop out of the fake water, but there's nothing you can do here yet so head through the next door. In this room the floating fans don't rotate but they fold and unfold. You'll notice that the door on the opposite side of the room is locked, so drop down to the column with the silver fortune doll on it, then drop down to the metal grating over the lava and head through the door down there. This room just has some more masks, so head through to the next one. In here you'll find some more of those bouncing drums in front of a fake waterfall. Bounce to the top and go through the door. Jump carefully across the purple platforms to reach Mr. Elly Fant, then use Goemon's Sudden Impact magic to move the big metal block like you did at Musashi. Chain pipe across the gap to collect the golden key, then drop down and head through the door directly below you to get back to the room with the fans. Jump across the fans then unlock the door. This room is sort of interesting. First, grab the silver fortune doll in plain view, then use Ebisumaru's shrinking magic to get through the hole in the wall. Grab the golden key and head back out. Now go through the door with the golden lock. Defeat the hammer tossers then head to the next room. Now this room can be a bit tricky. You'll have to walk along the blocks as they move and rotate, but try not to get squished, it is possible. After you've crossed all three blocks, traverse the narrow ledge and pick up the diamond key, then head back to the room where you found the silver fortune doll. Now climb up the ladder and walk along the ledge where the pink robots come out of doors, then hit the red button to cause a stairway to come down, leading to the door with the diamond lock. Unlock it and head through. In this room is a long passage with fake water on the ground, as well as fake waves that move towards you. Move down the passageway, jumping over or dodging between the waves, then head through the next door. This leads you to a room with a large aquarium. First thing you must do is walk around the wooden part of the room to find a red switch. Hit it, then climb up the steps and use Yae's mermaid power to swim underwater, where you'll find a pot of coins, a sparkling dumpling, a bunch of sea horses, and a surprise pack. Swim to the surface at the other side of the aquarium, but before you leave through the door, jump to the edge of the aquarium and grab Mr. Arrow. Then walk carefully along the edge of the aquarium and use Sasuke's jumping power to reach another silver fortune doll. NOW head out of the room. You'll now be outside, in a large hedge maze. Very quickly you'll encounter a new and annoying enemy, one who throws roses in a circle when you come near. If you're hit with one or you walk onto one, the rose will stick to you and prick you 3 times, so use the chain pipe to take them out from a distance. Follow the maze (it's really not very maze-like) and talk to the people in the shops along the way. Apparently this area used to be Sogen town before it was transformed into a stage. Who could be responsible for such a travesty? I'll give you one guess. When you come to the armor shop, you'll discover one of the main reasons you came to outer space, Omitsu! She seems to be fine, and offers you some helpful advice. Dancin' and Lilly can be found on the other side of some nearby doors, but the doors are closed tight and cannot be opened easily. However, Omitsu seems to know someone in the restaurant next door who can help you. So head to the restaurant do discover that this person is none other than... Wise Man!! Which begs the question, who the hell was that that the witch called?? Anyway, Wise Man was apparently captured by the Peach Mountain Shoguns and built for them an army of robots and an instant stage beam in exchange for a muscle car poster and five car magazines... Nice going Wise Man... however, he didn't know that his house was destroyed and as a means of getting back, upgrades your weapons to lvl 3. Now you can kick some serious butt! So head to the door, which is located through the gate on your left when you exit the restaurant. On the way you will encounter a new enemy, the giant red robot, which is pretty much just a fancier and stronger version of the giant blue robot. Take them out, then destroy the rigid door and head through the other door you find behind it, to the last half of the Gorgeous Musical Castle. In the first room are some odd new enemies, the CanCan Legs. If you defeat every set of legs in a row of three except for one, the last one will chase after you. Head up the stairs, and jump at the portrait of Dancin'. It will actually teleport you to a small room with a pot of coins and a golden fortune doll. Just one more doll to go! Jump back through the portrait and head through the door on your right. Jump across the moving platforms and head through the right-hand door. Jump across the conveyer belts to reach the red button, then once you've hit it, backtrack a little bit and use Sasuke's jumping ability to reach the door. This room requires Goemon's Sudden Impact magic. Push the first block on top of the fire-spewing jet, then push the second one off and jump to the second walkway. First pull a little bit, then push the third block over another jet, then jump to the third walkway. Again, push then pull the fourth block onto the jet, then jump over and hit the red button, granting you access to the door. In this room you'll encounter another enemy, the Dark Blue Robot, which will sort of teleport into you. Take them out with the chain pipe to avoid getting close to them, since you can't dodge their attack once they start. Defeat the enemies and go through the door at the end of the hall. In here, defeat the two orange robots, then, hit the red switch and quickly jump onto the platform to be taken to the diamond key. Grab the key, then head up the staircase that appears to the door. This room contains a sparkling dumpling guarded by two rose tossers on your right, and a steep slope in front of you. When you're ready, slide down the slope and collect as many coins as you can on your way down. Once you're at the bottom, exit through the door. Then jump across the rotating platforms and go through the door to be returned to the room with the cancan legs. Jump down to the bottom floor and unlock the door, then head through the next room to a system of hallways made from blue stone. When you get to the crossroads, head straight and around the corner to find your last silver fortune doll. Hooray! You've found 'em all! Now, with your full health meter, head back and hang a right and go through the door at the end of the hall. This room rotates as you walk across it, it's not to difficult to get across and defeat the enemies along the way, just try not to fall into any holes. Once you make it across you'll be at the main hall entrance. Enter, and see what mysteries lie beyond... You'll be confronted by Dancin' and Lilly, who intend to unleash their "secret powers"... which turns out to be their song and dance routine! Enjoy the neat little song, this is the only place you can watch it. Once the performance is over, Dancin' and the gang will skip town, but not before re-activating the self-destruct mechanism! It's Impact to the rescue! - Part 15: A Grand Finale - This high speed bonus stages is pretty much the same as the other two, except with a spaceship theme. Jump over laser trip wires and gaps, and destroy the large blocks and doors in your way. Once you're done with that, you'll face off against the Great Peach Mountain Battleship, Balberra. This is the giant peach shaped UFO you saw at the beginning of the game. This massive ship has several attacks. The large red patch in it's center charges up and fires a giant laser. The 6 cannons around that spot fire mines at the same time. I recommend taking out at least two or three of the mines with nasal bullets, since they'll all come at you at once and it's pretty much impossible to hit them all at once. It also has two leaves on either side that will pull you in and fire bullets at you, as well as a mechanical thing on its underside which does the same. It also has the ability to launch numerous little mobile peach cannons which fly around it and will occasionally fly in close to fire bullets at you. Since the ship is out of range, you have to use nasal bullets to dismantle it. First, take out the big red spot, then the 6 cannons around it. Then take out the leaves and mechanical thing at the bottom. When it opens up to release more mini peach guns, fire nasal bullets for all you're worth at it's exposed inside. This battle uses a lot of nasal bullets, so punch some bullets, mines, or mini peaches to replenish your supply. Once this battle is done, you'll move on to the final boss... As you may well know, every good final boss in a video game has multiple forms, or at least two different parts, and this boss is no exception. Once the giant space ship explodes, Dancin' and Lilly will attack in a giant robot of their own, the Fairy of Love and Dreams, D'Etoile (he may sound like a pansy, but he's pretty tough). Initially, D'Etoile will mostly fly around and fire bullets periodically, and then fly off out of view and come charging at you. He'll also sometimes fly up out of view then come down in front of you. In both of these melee attacks use your radar to anticipate his moves. After sustaining some damage, he'll use start to use some more aggressive attacks. Instead of just firing one bullet at a time, he'll launch a string of bullets at you. Use nasal bullets do deflect most of these, but the last two or three can be punched for money. He'll also approach you with his tower shield raised, and you must first punch the shield to make him drop it, then you can attack. The problem with this is that he's usually out of range when you punch the shield. His last, and favorite attack, is a special move where he moves to the center of the screen and creates a big white cloud around him, then throws a number of large asteroids at you. These asteroids can't be destroyed by quick punches like other projectile attacks, but stronger punches work quite well. Don't worry about the giant asteroid at the end of this barrage, it's no stronger than any of the others. Basically, just use the same tactics in this battle as you have in the previous large boss battles, except for the mouth laser (you most likely won't be able to connect). D'Etoile can be tough, but with a little practice and skill, he shouldn't bee too horribly difficult. Once the battle has finally been won, it's time for the gang to return home. Once you've landed back in Japan, you'll witness Kyushu floating gently back into its proper place. But before Goemon and friends can go pick up Wise Man and Omitsu, they notice a crowd of pretty girls running towards them. Goemon and Ebisumaru naturally assume that they have come to thank them for saving all of Japan, but as it turns out, everyone in Japan loved Dancin' and Lilly and they're here for revenge! Ack! Oh well. Enjoy the credits and the funky music. Afterwards, your fortune dolls will be tallied up, and if you followed all my instructions, you should unlock the bonus Impact stage, where you can fight all the giant bosses in a row (harder than it sounds). I hope you enjoyed the game! --- VI. Enemies and Bosses --- A. Enemies Pretty much in order of appearance. The number in parentheses after the name indicates the enemies health, so a number 1 requires only 1 hit from a lvl 1 weapon. Thief (1): Found only in the shopping district of Oedo village, smack him once to send him packing. Pink Robot (1): Most basic of enemies, they will try to attack you by walking straight at you. If they get too close on your tail, jump over their heads to confuse them. Flying Mask (1): I'm not sure exactly what this thing is, but it can be defeated easily by jumping in the air and attacking. Green Robot (1): They wander around holding gift boxes. Inside is a fish that spits bullets at you. Scarecrow (1): Stays in one location, but fires two bullets at regular intervals. Boulder (1): Not exactly an enemy, but they can hurt you and they can also be defeated. Slinky (Invincible): The just slink up and down stairs... Big Blue Robot (2): They attack by swinging their flowers at you, and are easily knocked over if you only do 1 damage to them. Floor Piece (1): They fly off the ground and towards your character, defeat them before they hit you. Light Blue Robot (1): These ones will hop once they get near you, so don't make the mistake of jumping to avoid them. Dumpling Men (Invincible): Oh dumplings, how could you betray me? These guys can be tedious, just time your jumps over them. Dragon Drummers (2): With each beat of their drum the launch a bullet in an arch toward you. Robot Ninjas (1): Bear a slight resemblance to Sasuke.... The Ninja stars they throw at you count as projectile damage, even though they're not bullets. Urchin (Invincible): Little spiky things that float around in the water. Golden Orb (1): It flies around with the wings sprouting from its hat and tries to attack you. Just a little harder to knock out of the air than the flying masks because of it erratic flight pattern. White Mask (1): These masks stay in one place and periodically spit bullets at you. Fire Breather (1): Breathes fire at you. Yep. Ghost (1): Invincible while they are transparent, use Ebisumaru's toy camera to make them solid and vulnerable. Dharma (1): Lays on the ground until you come near, then jumps up and bounces around, trying to run into you. Card doll (1): Basically a card with arms and legs and a head. They just walk towards you when you get close. Kite (1): Just floats around, minding it's own business. Drill mole (1): They pop out of the ground and spit bullets at you from a distance, but if you get close they stay underground and run away. Bamboo Stalk (1): Three stumps of bamboo fire bullets at you. They take a second to reload but have a pretty long range. Rolling Lanterns (1): Very similar to the Boulders, they pop out of holes and roll along. Spinning Spiky Balls (Invincible): They just spin in place. Jump over them or walk between the chains of balls. Suit of Armor (2): They take two hits to kill, and if you approach them they'll charge you. Use the chain pipe or other ranged weapon to take them out from a distance. Parasol (1): A particularly annoying enemy, try to avoid them while they're in the air and attack them while they are stationary on the ground for a moment. Tank (3): They fire small explosive shells long distances, and if you get near they will try to run you over. Sometimes they'll drop two items. Rolling Drums (1): Also similar to the rolling boulders, these things just roll along... Exploding Box (Invincible): You actually can destroy these things, but doing so will only cause them to explode sooner. Keep a safe distance. Fox Mask (Invincible): They blow flames at you when you're near, and although they are invincible, they can be frozen for a short period of time. Water Snake (1): A snake the swims on the surface of the water. Sea Horse (1): Swims around in the water and spits bullets at you when you come near. Bombing Crane (1): Flies towards you and drops a large bomb at you. They're hard to take down because they're usually out of range. Orange Robot (2): A stronger version of the green robot. The bullets that come from their gift boxes cause a row of explosions to come from the ground in front of them. Warrior (3): I'm not sure if these are supposed to be modeled after something else. They're big and round, and when you hit them once they get very angry. Sushi (1): Found only in the conveyer belt room of the Gourmet Submarine. They come in three flavors: Tamago (yellow) ones which are angry, Maguro (red) which are sad, and Ebi (shrimp) ones which are happy. I took the time to look those names up, so be grateful, lol. Little Fish (1): They just swim around in their own little world, but will hurt you if you touch them. Purple Robot (1): Sort of an upgrade of the light blue robot, these ones use jet propulsion to fly at you. Crab Soup (3): These Crabs are big and slow moving, but their claws have a large melee range. Hammer Thrower (1): Strange masked guys that throw mallets at you. Rose Tossers (1): Spin around and toss roses at you when you get near. If you touch one, they will stick to you and cause you damage over time. Big Red Robot (3): Pretty much the same as the Big Blue Robot, except they are invincible while they slide towards you and attack, and are a little stronger. CanCan Legs (1): They dance around doing the cancan, if you defeat two of the legs in a row and leave one behind, it will chase after you. Dark Blue Robot (1): As they walk towards you, they will suddenly shrink and disappear, then reappear right on top of you. Annoying to be sure. B. Bosses Congo: King of the robots. You fight him in the first dungeon, and as such he is the easiest boss. Simply run up close to him to avoid his fire breath attack and attack his glass chin. When he attacks with lasers, simply hop over them as he rotates. Repeat this process as many times as necessary to put him away. Kashiwagi: Wartime Kabuki Robot. Your first encounter with a giant robot and first time fighting with Impact. Kashiwagi has two melee attacks, one where he approaches you while shielding himself with his sandals, and another where he simply charges at you with his open palm. Both attacks can be repelled by punching him right before he hits you. He also has two ranged attacks, one where he fires a number of missiles at you, and another where he sprouts wings and places a number of mines in your path. Both of these attacks can be easily avoided by hitting the B button to quickly punch the projectiles as the come towards you. Kashiwagi's last attack he only uses once his life gets low. He calls upon a cloud of cherry blossoms which take his form and circle around you, trying to hit you. The easiest way to avoid this is to punch the image before he has a chance to attack you, and wait for the attack to end. Control Machine: One of the minor bosses. You fight him on the back of the dragon. He spins around and turns yellow while shooting bullets at you. During this time, he is invulnerable to attack, but when he stops, he's completely open. Goemon's chain pipe seems to work the best. Notice though, that during this fight, the dragon will be twisting about, making it hard to stay on. Dharmanyo: The Surrender Robot. At the very beginning of the fight, use Ebisumaru's toy camera to expose Dharmanyo's weak heart, then switch to Goemon to use his chain pipe. Dharmanyo has three attacks: One where he tries to jump on you with his claws, another where he jumps near you and makes a large swipe, and a third where he jumps away from you and launches projectiles at you that cause large explosions. All of his attacks can be fairly easily avoided by running away from them. Immediately after each attack, Dharmanyo stands in one spot and is open to attacks, so run in and use your chain pipe to hit his heart. Repeat this process and he'll go down quickly enough. Tsurami: The Ghost Robot. Tsurami attacks by throwing multi-colored plates at you in three stages. The first stage is simple, he throws blue plates at you rather slowly. The second one is pretty much the same but with green plates which he throws quicker. The third stage is a bit more challenging though. He throws yellow plates in wide sweeping circles and which explode when they hit the ground, making them harder to avoid. In all three stages, you must simply dodge the plates he throws at you until he throws a pair of red plates at the end of his barrage. Hit these plates back at him with your weapon to damage him, do this enough and he will eventually self-destruct. Thaisamba 2: The Charming Mermaid. You'll fight Thaisamba in two stages, first above the water line then below. In the beginning he only has three attacks, one where he spits bullets at you, another where he spits out fish that swim towards you (both of these ranged attacks can be easily deflected with quick punches), and in his final melee attack he simply swims up to you and tries to attack you; just knock him away. Once you go underwater, be ready for him to charge you right off the bat. His three underwater attacks consist of a charge attack where he swims out of view then rushes at you (use your radar to locate him), a melee attack where he tries to fake you out by dodging left or right before moving in for the kill, and a special attack where he creates a whirlpool and spits bullets at you while your trapped, then moves in close and attacks you with an eyeball in his mouth (?). All of his attacks can be pretty easily avoided, just make good use of you chain pipe and Super Punch technique, throwing in a mouth laser when you have the opportunity. Not much different from Kashiwagi. Balberra: The Great Peach Mountain Battleship. This thing is huge and has a multitude of weapons. The first is the large red dot in its center, which fires a large laser, similar to Impact's mouth laser. Surrounding the red dot are 6 cannons that fire spiky mines at you. I recommend destroying the mines with nasal bullets rather than trying to punch them, seeing as how they all gang up on you at the same time. It also has two leaves on its sides and a mechanical device on it's underside which will pull you in close and fire bullets at you. Lastly, it will release a swarm of mini peach gunners which will fly around it and will periodically swoop in to fire bullets at you. To defeat Balberra, you must use nasal bullets to destroy all of it's weapons, then shoot bullets into its inside when it opens its doors to release more mini peaches. If you run low on ryo, punch the mini peaches for some quick cash. Once the giant flying peach explodes, you'll move on to the final battle. D'Etoile: The Fairy of Love and Dreams. D'Etoile can be a difficult boss, but he's still basically the same as the other two giant robots you've fought before. He starts off with three basic attacks. In his first attack he merely fires bullets at you one at a time. His second attack is a melee charge where he flies out of view then comes charging at you. In his third, he flies up out of you, then floats down right in front of you and attacks. In both his second and third attacks, use your radar to anticipate his moves. After sustaining about 1,000 damage, he'll use a second set of attacks. Instead of firing bullets one at a time, he'll shoot a long line of them at you. I recommend shooting these with nasal bullets, as it's exceedingly difficult to punch them all. He'll also approach you with his shield raised and try to ram you with it, just punch the shield out of your way and attack, though this can be difficult because often times when you punch down his shield he'll still be out of range himself. In his special attack, he'll create a large white cloud around himself and hurl large asteroids at you from within. These can't be destroyed with quick punches; only strong ones. The bigger asteroid at the end of the barrage doesn't require any extra punching to destroy. D'Etoile may take one or two tries to take down, depending upon how much life you have to begin the fight. Just hang in there, and you'll eventually beat him and the game too! --- VII. Fortune doll locations --- Also in order of appearance. 1. In the canal of Oedo. Jump off one of the bridges and swim to the lone platform. 2. On an "island" on Kai highway. You must cross two bridges to reach it. 3. On the first level of Mt. Fuji and across a small gap. 4. On your way to Oedo castle, use the chain pipe to reach it. 5. On the first floor of Oedo castle, hop on a horseshoe crab to get it. 6. On the second floor of Oedo castle, just off the room with the mashy things. 7. On the third floor of Oedo castle, just before the room where you fight Congo. 8. Head back into Oedo castle after defeating Congo and cross the gap on the second floor that was previously blocked by his hand. 9. When you enter Musashi for the first time, hang a left and drop down into a little pit. In the bottom is a silver fortune doll. 10. Near the pond in Zazen is a fountain. Hit it with your weapon to make a silver fortune doll appear. 11. At the bamboo forest near Yamato, push the turtle stone to the south to make a silver fortune doll appear. 12. In the Yamato shrine, climb to the top platform to find a silver fortune doll. 13. Also in the Yamato shrine, underneath a raised platform is a block with a silver fortune doll on it. Fall of the platform and onto the block to claim the doll. 14. To get to the Husband and Wife rocks, push the turtle stone to the east. Once there, climb to the taller of the two stones to find a silver fortune doll. 15. On the way to the tourist center at Awaji island, drop down of the left side of the walkway to a cliff with a silver fortune doll on it. 16. In the vine bridge area, drop through the second smaller weak spot to land on an island with a silver fortune doll on it. 17. After getting Ebisumaru's magic power, go back to Folkypoke village, and underneath one of the haystacks in the village is a silver fortune doll. 18. In Iyo 2, once you use Ebisumaru's shrinking magic to get into the area with all the red grating, find a caged pit area with a small opening to jump through, in the bottom of this pit is a silver fortune doll. 19. In the ghost toy's castle is a room with numerous bullet-spitting masks and a giant doll's head in the back of the room. Jump from pillar to pillar to the top of the head, and on top is a silver fortune doll. 20. Walk carefully across the tightrope in one of the rooms of the Ghost Toy's castle to claim a golden fortune doll. 21. In the room of the Ghost Toy's castle with the crane game is a silver fortune doll, but on the wrong side of a fence. Take a roundabout path through the dungeon to reach it. 22. In the Ghost Toy's castle is a large room with red water on the floor and lots of spinning platforms. In the middle of the room is a platform with a silver fortune doll on it. 23. In Nagato, there is a red gate in the middle of the water. Ride the moving platform to the top of it, then grab a silver fortune doll. 24. Also in Nagato, on cliff near the big bridge, use Ebisumaru's shrinking magic to cross a narrow cliff face and grab a silver fortune doll. 25. In the middle of the oasis in Inaba is a silver fortune doll. 26. In Bizen, use Sasuke's firecracker bombs to demolish a cracked wall, revealing a room with silver fortune doll. 27. Another cracked wall in Bizen contains a golden fortune doll, again, use Sasuke's firecracker bombs to get inside. 28. In south section of the Festival Temple Castle is an area with 4 moving platforms over a bottomless pit. Climb a ladder you will find in this room to a walkway with a door. Through the door you will have to cross a narrow bridge and a moving platform to reach a silver fortune doll. 29. After using the Kunai of Sever Cold to cool down some platforms and cross a gap in the main part of the Festival Temple Castle, go through a series of doors to find yourself on a ledge outside. Go around the corner to your left and jump off to land in an area with a golden fortune doll. 30. In the room of the Festival Temple Castle with the giant Koi kites, at the very top of the middle pillar is a silver fortune doll on a platform. 31. When you enter the second part of the tunnel to the north, make a left to reach an area with some dragon drummers and a silver fortune doll in the corner. 32. Jump off the side of the bridge in Uzen tunnel to find a silver fortune doll on a nearby shore. 33. There's a golden fortune doll behind the Waterfall of Kegon. Take an underwater passage to the left of the waterfall to reach it. 34. Once you've received Yae's mermaid magic, swim through an underwater tunnel in the river at Yamato for a silver fortune doll. 35. In the Ghost Toy's Castle, use Yae's mermaid magic in the basement with the floating Go tiles to find a silver fortune doll in a cage at the bottom. 36. In the Festival Village, swim through the underwater tunnel at the bottom of the pond in the middle of town to find a secret shop as well as a silver fortune doll. 37. In the Sea of Japan, look in the southern most area to find a silver fortune doll. 38. Once you have acquired Sasuke's flying magic, in the room of the Festival Temple Castle where three doors lead (just after the first room with the spinning spiky balls), climb the ladder up to the roof area and use Sasuke's power to reach a silver fortune doll. 39. Also in the Festival Temple Castle after you have Sasuke's flying power, return to the room where you found the Kunai of Severe Cold and cross the water, then climb up on the roof area and claim another silver fortune doll. 40. Using Sasuke's flying magic, jump up to a wooden platform above the Duck creek to find a hidden area with a silver fortune doll. 41. In the Gorgeous Musical Castle, in the room with the folding fans, a silver fortune doll rests on a column. 42. In the Gorgeous Musical Castle, in the room where the pink robots emerge from the doors and walk around the room, a silver fortune doll waits in plain sight. 43. In the room of the Gorgeous Musical Castle with the giant aquarium, walk along the edge of the aquarium and use Sasuke's jumping magic to reach a silver fortune doll on a platform. 44. In the first room of the second half of the Gorgeous Musical Castle (the one with all the cancan legs), jump through the portrait of Dancin' to find a small room with a golden fortune doll. 45. In the room of the Gorgeous Musical Castle built with blue stones, head straight through the intersection to find a silver fortune doll. --- VIII. Secrets/Glitches --- A. Secrets These are secrets built into the game. They're not much, but kinda neat. After the intro theme for the Impact levels, if you move the control stick you can make Impacts head spin around and bob up and down. The game wasn't designed to use the rumble pack, but if you plug it in, it will rumble during the large boss fights. If you complete the game having collected all of the fortune dolls you will unlock the giant boss consecutive fighting game, where you can battle all the large bosses one after the other. B. Glitches These are all glitches I have experienced on my own. If you want to contribute one, feel free to email me. In Iyo, the area in front of the Dogo Hot Springs entrance, you can use Sasuke's flying magic to climb up to ledges you were not intended to reach, and you can even fall behind the door to the hot spring. This is probably the best glitch. In Musashi, walk to the left side of the fence where it meets the stone wall, and use Sasuke's flying magic to jump over it. You can now swim around in the ocean, but if you swim too deep you'll fall through to the abyss. There's also a place in the Ghost Toy's Castle to fall into the abyss. In a room near the jump rope room is a platform flanked by two pillars with doll heads on them. If you jump and hit the ramp just right, where it connects with the ground, you'll fall through the ground. In the Festival Village, in the area where the drummer plays and the people walk circles around his tower, if you jump from the top of the steps on to the hill on either side, you'll fall through to the abyss (again). Also, in Tosa, as you enter from Folkypoke village, on the wall to your right is a protruding rock. If you jump at this rock just right, you can pop through the wall and into the abyss. It is possible to climb atop the sand dunes in Inaba, and (although I haven't actually tried it myself) you can probably jump off the edge of the world. --- IX. Legal Stuff --- This walkthrough is copyright Jack Hanger a.k.a. Electrospecter. If you want to use this thing on your site or something, please ask me first, but I'll probably be ok with it, just so long as I get credit for writing it. Uh, that's all I can think of, so I guess that's it. If anyone emails me with tips or suggestions, I'll be sure to credit them.