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FAQ/Walkthrough by EntropicLobo

Version: 1.0 | Updated: 05/22/08

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       '.       . \' |.'             _           \__/./       .'
          ' .    '._.             .'  '.              '     .'
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Don Doko Don 2 - NES

Version 1.0 (22/05/2008)

Version History:
1.0: Basic Guide Complete - (22/05/2008)

Written for the NES FAQ Completion Project - faqs.retronintendo.com

.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:..:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.

Legality:
This Guide is Copyright, 2008, Matthew McIntyre

This guide may not be used on a website or in any public forum
where it is protected by copyright without the consent of the author.

To contact me: entropiclobo(at)yahoo(dot)ca or chaos(dot)wolf(at)gmail(dot)com

Websites with permission to use this Guide:
www.GameFAQS.com
www.neoseeker.com
faqs.IGN.com
www.1up.com
www.honestgamer.com

Game by Taito

******************************************************************************
*                            Table of Contents                               *
******************************************************************************

*To jump to a section, hold the Control Key and press F, then type in the
section number as it appears (ie type DDD1)

DDD1: Intro
DDD2: Gameplay
DDD3: Items
DDD4: Bonus Game
DDD5: Walkthrough
      DD5.1: World 1
      DD5.2: World 2
      DD5.3: World 3
      DD5.4: World 4
      DD5.5: World 5
      DD5.6: World 6
DDD6: Bosses
DDD7: Enemies
DDD8: Credits

Don Doko Don 2 is rated "P" for "Perilous Pigs." It contains scenes of
mummified mushrooms and carnivorous caterpillars. Player discretion is advised.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|                                DDD1: Intro                                 |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

If you're reading this guide, you likely know of Don Doko Don 2 from one of two
ways: You enjoyed the first game, and discovered there was a sequel. Or you
played a pirate version featuring Mario sprites.

Yeah, so this game has been lauded as Mario 8 by a lot of pirates but then
again, they'd slap "Mario 50" on Conflict and try to pass it off (actually that
would be rad). But there's some deep similarity here. Doko 2 is kind of like
a Super Mario Bros crossed with Rescue Rangers. It's paced faster than Rescue
Rangers, and the classic Don Doko Don style of enemy throwing is similar to
that other chipmunky title.

But at the same time, this makes Don Doko Don 2 an original platformer on a
console that's seen its fair share... by applying the Room-based gameplay to a
longer segment, with scrolling is actually quite a gambit.

You see, a game can be designed for quick access around a room. This means you
could have a vertical jump with very little lateral motion. This is often the
case, and was true with Don Doko Don. The jump in Doko 2 is longer but not so
much longer that it feels like a different character altogether. Jumps are
totally doable in this game, as long as you approach them right. That's a
success in translation of styles.

It's always fun to go back and see when developers had the testicular fortitude
to make their sequels different. While Don Doko Don 2 has similar gameplay to
the original, it's a totally different game. But it FEELS like Don Doko Don.
That is what a good series is. A FEELING _and_ _not_ a _formula.

So, it's a great game. My only complaints are that it is rather short
(especially compared to the first game) and relatively easy. But that doesn't
mean it's a fun game. If you haven't tried this one yet, you're missing out.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|                               DDD2: Gameplay                               |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Don Doko Don 2's gameplay is actually quite different from the first game.

                           ---DDD2.1: Basics---

Control Pad: Move your character.
A: Jump
B: Hammer

The sequel plays much differently than the original. Yes, the basic controls of
Don are the same, but going to a straight up platformer has made this game much
different in design.

Essentially, you have to find your way from the start of an area to the door to
the next area. This door might have a key or special task to open. This usually
isn't hidden too well, so no worries.

Now, there are 4 or 5 sections in every world, and afterwards you fight a boss.
The boss enemy will drop a bag which ends the stage.

So, basically you have to clear the levels like any other platformer.

To fight, you need to swing your hammer at an enemy. This hammer may, in
classic Don Doko Don style, only smash an enemy and not kill it. If an enemy is
just crumpled to the floor, we pick it up and throw it.

Throwing an enemy will kill or stun others, too.

There are also bonus games hidden throughout the main game. These can be very
useful, letting you earn multiple new bars of life or free chances.


                    ---DDD2.2: Manipulating Enemies---

We can defeat enemies by bopping them with our hammer, picking them up and
throwing them. An enemy may also be defeated by getting hit with another enemy
though this may only knock them out.

There are more enemies still that will be destroyed with a single hit, or can
only be stunned with a hit from another enemy. Give everything a try.

You can move with enemies, though the speed at which you move is influenced by
how many enemies you have.

-----  .-.                *Holding only one or two enemies, you can move at
----- .'__\                your leisure and throw them.
-----  ('V')<(X___x)>
----- <(\_/)>
-----  // \\

--  .-.  <(X___x)>        *You can hold many enemies, but it's not suggested.
-- .'__\ <(x___X)>
--  ('_')<(X___x)>
-- <(\_/)>
--  // \\

But what difference does this make? I mean, aren't they under your influence
now?

Well, sort of. A projectile of four mushroom enemies is stronger and wider
than that of one. So why not use it? Well, you should, within reason...

              .---.
       .-.   /_____\ *WAKE!*
*BLOP*.'__\  (|O_O|)
       (X,X)  |   | ----<Don't let me sleep through the party man, I'm a 
      <(\_/)>/ '-' \     FUN GUY after all!!!>
       // \\ '-' '-'

Enemies eventually come to their senses. No matter how many you carry, they
will wake up after a set time. Hence the consideration of load. If you're so
concerned about getting mor epower, you will waste time to the extent of
getting hit.

Actually, there's very few chances for you to hold this many enemies anyways,
so don't worry about it.

Now, when an enemy dies it will release a gem. This gem is red or blue. Usually
the blue gems are when an enemy is killed outright and the red are for when one
enemy is thrown into another. This is not an absolute rule, of course.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|                                DDD3: Items                                 |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

There are many items to collect in this game. While there aren't as many weapon
items (books and hammers from Don Doko 1) this time around, nor are there as
many collectibles (lots of fruit in the first game) the items that are here are
more suited for a platformers.

                            -=@  Collectible  @=-
                               '-------------'

*Bag:

Ends the stage and tallies the flyer icons into points. For example, one icon =
500 points at the end of a stage, and are added to a 10000 bonus overall.

*Blue Gem:

Worth 100 points.

*Flyer Icon:

Blue squares with little flyer dudes on them. Collect 20 for an extra life dot.

*Key:

Needed to open a door.

*Heart - Big

Restores three blocks of your life meter.

*Heart - Small:

Restores one block of your life meter.

*Invincibility Bag:

Temporary invincibility. Make tracks while you can.

*Red Gem:

Collect 10 of these to restore one block of your life meter.

                              -=@  Weapons  @=-
                                 '---------'

*Kendama:

Ka ka ka ka Kenda Man!

The kendama is a strong weapon with a little more range than your normal
hammer. Don't sweat the technique, brother, it's not the greatest upgrade but
it's better than nothing.

It's just like your weapon in terms of knocking enemies unconcious - not
instant kill.

*Magic Staff:

A curved staff which gives you the temporary ability to throw fireballs, much
like the pink mushrooms can. These fireballs travel across the screen and can
normally destroy an enemy on contact.

*Winged Hammer:

Slows the rate at which you fall. Seems to be automatic most of the time, but
hold jump to be sure.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|                              DDD4: Bonus Game                              |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The bonus game is accessed by jumping into an invisible portal at different
points in a game.

This is almost a slot machine. The icons will quickly cycle through and you
have to hit that button in front of you with the hammer in order to stop the
currently cycling slot.

Three Monster: Nothing
Three Taito Icons: Extra Life Spot
Three Hammers: 10 000 Points
Three Gems: 1up

These are the prizes, but it's not just three of a kind. No. You have to get
three in a line, be it vertical or horizontal or diagonal. There's no new
bonus for four corners or any of that.

Getting multiple of the same line type means more bonus for instance,
7 gems is a 5up.

+--+--+--+
|  |  |  |
+--+--+--+
   |  |
+--+--+--+
|  |  |  |
+--+--+--+

Has five overall possible lines, after all:
1. Diagonal from top left to lower right.
2. Diagonal from top right to lower left.
3. Vertical up through the middle.
4. Horizontal across the top.
5. Horizontal across the bottom.

It's not the easiest game to predict but it can have HUGE payouts.

What should you -try- to get? The life bars seem like the obvious choice but
you can get those through normal gameplay. The best is 1up.

I played from start to finish without ever earning a free man and I killed a
lot of enemies and collected every one of those icons with the flying guys on
it. No dice.

So this is the best way to earn extra lives.

Hammer -> Gem -> Taito -> Monster seems to be the cycle.

Since it goes so fast, it's probably best to intiate your press a little before
what you want and not just before like in Mario 2. But either way, you have
nothing to lose by playing this game.

So even if you don't do well at it, mash that sucker and see if you can get
something. everything helps, ha ha ha...

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|                              DDD5: Walkthrough                             |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

After a short cutscene, you will be thrust into the first area of the game.

------------------------------------------------------------------------------
                                DDD5.1: World 1
------------------------------------------------------------------------------

                             ---Part 1: Forest---

The first world of Don Doko Don 2 is the typical forest area. If you've played
Don Doko Don you may be surprised to see a mix of enemies in this zone, but
never fear - they're a non-issue.

Starting to the right, hammer the first light orange mushroom and toss it into
the next. Take their gems - and this going to be an assumed task for the rest
of the walkthrough - to start your gem collecting off. Smash the blue box and
read the message from the witch.

To the right, there are a few plateaus. Jump up and strike the orange shroom
and throw it at the pink one. The pink mushroom fires fireballs, so if you miss
get ready to dodge and smash.

Either Way, jump up the plateau and up to the log platforms. Jump to the uppper
left platform and swing your hammer to play the bonus game. The bonus game
requires you to stop cards on the image you want. It's easier said than done,
but the payoff could be amazing so there's no reason not to.

afte rthe bonus game, head toward the upper right log platforms. Wait for the
fire mushroom to spit, jump up next to it. Jump over its next fireball, then
destroy it. Take the flyer icons.

Head back down to the plateaus, destroy the orange Mushroom and head right.
Jump on the log while the geyser is low, then leap to the right. Smash the blue
box. Take the magic staff here and use it to detsroy those little jumping
mushrooms. Head right.

Hit the mushroom across the gap with a fireball, then pass the rising log. Keep
striking down the mushrooms until you come to a sloped area. Stay on the low
path until that flying pig drops its rock and leaves, then jump to the upper
path, kill the mushrooms and take the flyer icons. Start across the bridge to
the right.

If you have any fire left, strike the pink mushroom from afar, otherwise jump
over his fire and run up and strike him. Be careful as the bridge will give
away at certain points, but not under the blue box. When the mushroom is
destroyed, take the heart from the blue box.

Jump and strike the flying pig to the right before it reaches you. Take him out
and head right and destroy the small jumping mushrooms. To the right there is a
blue box, open it for a key and proceed through the door.

                             ---Part 2: River---

From where you exit the door, climb the small platforms and strike the orange
mushroom, destroy it. As soon as you see the log start to flow down the
waterfall... jump to it and jump to the right.

Alright, now there is a Pink Mushroom here. After it fires, let the fireball
pass and jump and swing at it. Use it to destroy the next orange mushroom. Keep
on climbing, dodge the next pink's fireball and jump close to it and clobber it
so you can throw it at the orange mushrooms. When they're all defeated, collect
the flyer icons.

To the right, the upper path converges with the lower. At this point, you can
backtrack to get a heart from the blue box - if you need it. Otherwise, climb
to the top of the plateaus near the next waterfall.

As soon as the log appears at the top of the next waterfall, jump to it and
then to the next. Try to collect as many of the flyer icons as possible. So you
can stay on one log and keep trying to get them. Jump to one of the rocky
platforms and wait for the next logs to the right. Jump to it and jump right.

Even if you miss the upper plateau, hold right and you will land on some ground
beneath it. Actually, this is the preferred route.

So, down on this ground, jump on the log and ride it to the right. Jump to the
door and go inside. When you come out, take the Kendama from the blue box.

Drop down to the left, head right and kill the pink mushroom... Enter the door
here to the cave area.

                             ---Part 3: Ice Cave---

There are two flurries (or their closest cousins) approaching from the right,
hopping up and down. Predict where the nearest will land, hit it and toss it
at the next one.

Keep going right. The gangster penguins will stop before they throw a knife,
and even then - only when they see you. So either jump their knives and strike
them or hit them from behind/below, and throw one into the next one.

If the ice queen above you drops down, just keep moving right. You'll be
jumping up to her level momentarily. When confronting her, try to jump and
strike her. She will pause before she waves her freezing wand. Thankfully, it's
not as brutal as in the first Don Doko Don - it was so frustrating there as
it was almost unavoidable when she swung it near you. If the other one drops
down, just keep heading left and destroy the flurries.

This is why it's useful to get the Kendama first, range is a kifesaver in this
game.

Collect all the flyer icons here and start to the right along the highest path.
Do not stop moving until you pass all of the icicles, which fall as you pass.
Destroy the final ice queen and enter the door at the far end.

                             ---Part 4: Big Tree---

Head right from the start. there's some walking mushrooms here. They're purple
but won't fire at you. striek them and toss them and continue right until you
see the grey squares. stop and some log spikes will come down. Run past them
as they rise and before they can fall, If a bunny is approaching, hit him as he
jumps at you, then throw it right. Pass the next log spikes in the same
fashion.

Jump up to the platform on the right, then jump to the upper left. Break the
blue box for a message from the witch. Jump across the gap and to the left.
Kill the bunny, then break the blue box beneath the log for a key. Now, keep
heading left for a heart in a box, but when you're done, let's start back to
the right.

Jump to the log on the right, then to the upper right platform. Destroy the
bunnies and jump onto the springboard. Press the jump button to go higher and
collect the flyer icons.

Jump up next to the rock monster and strike him until he crumbles. When he
takes a big jump, run off the egde onto the springboard again. He'll be downed
eventually.

Jump across the gap to the left and knock out the mushrooms. Use them on the
next rock monster if possible, but if you can't just approach him just like you
did the last one: keep hammering it and run off back to the springboard beneath
it when it takes a big jump.

From here, leap across a few gaps to the right. You will come to the grey
squares and log spikes. Again, as they rise - pass them. Enter the door you
come to.

                          ---Part 5: Rising Tree---

This tree scrolls vertically as soon as you enter. From the get go, run right
and jump up and hammer the mushroom. Jump now to the platform on the left and
toss the Mushroom against the wall.

Climb up to that corss-sectioned log and keep climbing those small blocks. Stay
away from the front of that caterpillar. If it gets close enough it will grab
you with its tongue and instantly devour you - life lost.

Wait for the fire shroom to launch its attack, then jump up and clobber it. The
blue box up ahead has a heart, if you don't need it then stick to the left. You
want to get up to those log spikes as soon as possible so you can activate them
and give yourself enough time to pass them.

Passing these, hit the small jumping mushroom. Jump and throw it left past the
next set of log spikes. Wait for them to rise, pass them, and open the blue box
for a heart. From here, jump up and to the right.

Clobber the mushroom here, then get up and to the left. Wait for the
caterpillar to turn away before jumping up. Jump on top of the caterpillar then
jump onto the blocks. Stick to the left for the four flyer icons.

From here, head right to the middle then up to where the small green dragon has
flown. You may get harmed if you try to hit him but it might be for the best in
the long run. When you are below the door, the safest path to it is the left.

Jump up to the door, and enter it.

                                *** Boss 1 ***
                                   ********

A block of wood with thorn vine arms and a flying tophat. Alright, no problem!
When the block of wood pauses in midair, it will release two walking mushrooms.
These will be your ammo. But not just yet. He will launch a wooden spiked
tentacle down his right or left side. This moves toward you, on a diagonal if
it has to. There are always two strikes. But it will never go beneath him.

What does this mean? If you stay beneath the boss, his tentacles will never
reach you. Once both tentacles recede, smash a mushroom and throw it at the
boss. Try to use both mushrooms, at two different junctures.

It's best to throw the mushrooms when the boss is at the low point of its
arcing flight. It always does a dip after its tentacle strike, so if you can
only hit it once, this is the best time to try.

Grab the red gems it releases before you take the bag, the bag ends the stage.

------------------------------------------------------------------------------
                                DDD5.2: World 2
------------------------------------------------------------------------------

This stage is represented by a large ship.

                       ---Part 1: From Cave to Water---

Ahoy! Start this salty stage off by jumping into the water. Head right and you
will see a fish with a trident. It moves slowly until it sees you, at which
point it rushes towards you. Bop it before it reaches you. It should be noted
that you no longer have the kendama. This means you need to let him get close.

Keep heading right. There will be a jellyfish on its way slowling moving and
"jumping toward" you. Just bash it as it slowly drifts toward you, or as it
heads away. Keep to the right until you find the clam. Throw the jellyfish at
it to open it up.

(If you used that jellyfish up, lure one of the ones above you down to use.)

Since we can't swim, we will have to ride the bubbles the clam makes while its
open. There's just a crab and jellyfish to the left, we want to go right for
the time being.

Heading right from the bubbles, we will find eight flyer icons. Swig them all
and keep going right.

Go beneath the moving rock and start smashing through the blocks here. The robo
fish will charge toward you. Smack it to stagger it, then smack it twice more
to destroy it. It will keep appearing, and you should ALWAYS take the time to
destroy it.

When you've made your way through the blocks, you cna get the blue box. This
has a winged hammer - useful. Hold the jump button in to slow the rate at which
you fall.

Ride the rock up. There's a locked door here, we can't enter that yet.

Head left from the locked door and take the big heart from the chest. Move left
and destroy the robo fish while at the same time taking out the trident fish.
They will be on top of one another so this is no grave task. Keep to the left,
destroying any new robo fish that catch up to you.

Jump left. This is where the original left path from the clam lead to. Anyways,
smack a trident fish or jellyfish and open the clam. Ride it up next to the
crab.

The crab is a peice of crabcake. It stops and leaps straight upw hen it nears
you, so hammer it and be done with it. Break your way through te rocks to the
right and hammer that robofish for all its worth. Take the four flyer icons and
break the chest for the key.

Just head right from this point and enter the unlocked door.

                         ---Part 2: Bubbling Canyon---


A canyon with multicoloured bubbles rising from the depths... You can stand on
these bubbles. The red ones move faster. Don't ride these ones all the way up,
there are spikes on the ceiling. Instead, use them to pass the hermit crabs.

Climb the platforms, then head left again. Take the flyer icons here, then head
left and deal with the robo fish. Jump on the platforms to the upper right
section to play this area's bonus stage.

When you leave it, quickly run over the green hill to the right. It is a
volcano and will start erupting. Jump over and grab the flyer icons and then
jump to the next volcano.

Use the bubbles after this volcano to reach the chest above. There's a big
hear in here. After you take that, use the bubbles to reach the next chest to
the right - which holds a kendama. You will lose your winged hammer, but you're
gaining a ranged weapon.

There are octopi to the right. Use an enemy projectile to stun them and pass
them. Their tentacle is harmless when they're stunned. Take the flyer icons,
and pass the octopi. The chest at the top of the hill holds a small heart.

Jump down and enter the door.


                           ---Part 3: Pirate Ship---

Awesome jolly roger on this pirate ship. A skeletal mushroom! Let's proceed. To
the right there is a chest with a small heart. There's also a cannon firing at
you. You CAN hammer it to turn it around, but not this one. LEave it be and
climb the platforms on the mast to the left.

The sailor pig up here will swing its blade at you. If you have the kendama -
no problem. Otherwise, hit him in the back if possible. We will want to collect
all of those flyer icons here. The guillotines should be passed as they rise.
You may get hit here - no worries, you may have extended your life meter in
return.

Now, we want to jump across to the next set of mast and platforms. Climb this
mast and ride the cloud platform left collecting flyer icons. There are _24_
in total. Nothing to sneeze at. Collect them all then head back to the platform
above the cannon.

Drop down to the right of the cannon. This is why I urged you not to turn it
around. But it's not a big deal, just move right and jump onto the boat.

Ride the boat right and disembark as soon as you can. The small fish on the
boat ride can be avoided by jumping.

Walk up the sloped part of this next ship's deck. You will see a pig kicking
barrels. Jump up to his level when the coast is clear. Jump over its next
barrel then strike the pig. Destroy it, then open the blue box to the left for
another key.

Go beneath the cannon on the mast, just off to the left of it. After it fires,
jump up and smack it to turn it around. Climb the mast and defeat the pig
sailor here. Open the blue box chest for a big heart. Jump to the next mast to
the right.

There will be three cannons lined up on some stairs to the right. Jump to the
__second__ cannon after it fires and strike it. Jump up immediately and strike
the higher cannon. Stand on that golden square on the corner so as not to get
hit while you plan your next move.

Jump up to the right and strike the pig sailor here. If you have the key, enter
the door up here.

Boss time.

                                *** Boss 2 ***
                                   ********

A sexy mermaid in a clamshell. She will alternate between a sexy mermaid and
a sexy creature from the black lagoon look-alike. When she is the mermaid, she
will toss out some jellyfish - this is your ammo. When she is a monster, she
will spit bubbles. Stay away from the shell at this point because those bubbles
hurt.

Please note that the monster form can toss jellyfish as well, but due to the
general strategy, there's usually jellies in play at the time anyways.

The jellyfish should be kept alive as long as possible. Don't try hitting the
green dude, because he's usually too high. Only THROW the jellyfish when the
mermaid appears OR if the monster in uncharacteristically low on the screen.

So in general, stay away from the shell. Keep the jellyfish around until you
can throw them at the pink mermaid form.

It's not Monster -> Mermaid > Monster -> Mermaid either. It varies, and you can
get the same form multiple times in a row. Please note that they flash when hit
but the enemies will be destroyed if they hit the shell (no damage) or the boss
herself.

Again, take the red gems she leaves before the bag.


------------------------------------------------------------------------------
                                DDD5.3: World 3
------------------------------------------------------------------------------

A floating castle. This could lead to serious vertigo. Leave the mushrooms in
world one, thank you :).

                        ---Part 1: Up in the Clouds---

We start on some bubbly clouds, there's a cyclops to our right. He will try to
stomp your toes, so just hammer him when he gets near. Throw him at the clouds
to the left, take the gem, and climb the cloud platforms above you.

Head up to that fan and destroy the cloud that is coming toward you. They
regenerate but you don't want it raining lightning on you nonetheless.

Get onto the fan and jump up and smack the cyclops before the cloud revives.
There's a big heart in the chest if you need it, otherwise, smack the cloud
again, then jump up near the next cyclops.

Jump up and smack the next cyclops. Throw him at the small dragon. Drop down
and collect the 20 flying icons. Make multiple trips if you have to. There is
a locked door up here so get back up here again and pass it before getting the
key. Dodge the fireballs from the little dragons then strike them down.

Jump over to the next set of cloud platforms. Keep going down the righthand
side of the area until you find a chest. This has a winged hammer. With the
winged hammer in hand, collect the  rest of the flyer icons. You should have 40
in total.

Phew. Alright, let's get below the locked door. There's a chest here - it has a
key. Ride the cloud platform around and jump down on top of the chest. Hammer
it to get the key, then jump down and to the right. Use the upper right
platforms to get to the locked door again.

It's unlocked now, enter it.

                        ---Part 2: Scrolling Clouds---

Some airplanes will fly by, creating platforms with their vapour trails. Do not
stand directly below them at any time - they drop bombs. The stage is scrolling
upwards, so we need to make immediate use of those trails. Start climbing.

When you see the diagonal cloud, start to try and jump to the far left side of
it. The vapor trails will be vanishing, after all. Some paratrooping pigs will
arrive presently, smack them as they land.

Heading up, avoid the bombs and jump on the next vapor trail of an airplane.
For the second that arrives, jump over it and onto the trail to avoid the bombs
altogether. Jump to the next diagonal cloud.

Start to leap to those green biplanes. They act as platforms. There is a pig
with a hammer here. Either hit it with a paratrooper or hit it from behind.
Only hit it from the front if absolutely necessary.

And so it goes for this assortment of coloured biplanes. If possible, throw
paratroopers and hammer pigs. To speed things up, make the pig charge you, then
get out of its way, it'll more quickly reach the edge and then you can jump up
and crush him from behind.

When you get to the larger air house structure, there will be more hammer pigs.
These ones are more simplistic. Just jump up behind them and strike them down.

Enter the door beneath the blimp.

                           ---Part 3: Door Maze---

From the door jump over to the right, next to that door. If you feel this is
too far, you could jump up and to the left, enter the door, then take the door
to the far right of the passage. That leads to the same place.

Either way, pass the door here and take the next one, on the right.
-Attack the cyclops just in front of you. Trhow him into the next cyclops and
 leave through the next door.

When we are outside again, wait for the paratrooper to land and jump to his
death. Jump up and left when the hammer pig is walking away from you. Smash it,
and throw it at the next hammer pig, near the next door.

Enter this next door.
-There are pigs with swords looking very much like they want to dice you up.
 Strike the one that charges you before it gets the chance to thrust its blade
 at you. Wait for the one up on the platform to turn around, and crush her from
 behind.

 Skip that door, it leads backwards. Wait for the next pigs to have their back
 turned, jump up and hammer one and throw it into the other. Proceed through
 the door in the upper right.

From here, jump up and to the right. Wait for the hammer pig to turn and jump
up and to the left. Strike the pig. there are two door here. Take the one on
the left.

                        ---Part 4: Giant Fan Room---

Strike the paratroopers and hammer pigs all around you and dispose of them
before you continue. When the coast is clear, head to the left.

Stay to the floor, you don't want a flamethrower to get you. Jump up and get
the magic staff from the chest. Climb the left side of the room and use the
fireballs to kill the hammer pigs. Get all of the flyer icons here before you
continue.

When you're ready, jump above the giant fan. Let the air push you to the top of
the building. Destroy the paratroopers, and across the next fan. Land, and kill
the hammer pig.

Jump down and grab the flyer icons. Use the giant fan to the lower right to get
the rest of the icons.

Head to the right of that giant fan and break open the next blue chest for this
room's key. Pass below the chest to the left. There will be a door with a
flamethrower above it. Wait for it to move away then jump up and enter the
newly unlocked door.

                        ---Part 5: Teleporter Room---

The pigs in here can block your attacks from the front. Jump over them and
strike them from behind. Otherwise, just jump into the teleporting stream to
face the boss.

                                *** Boss 3 ***
                                   ********

A large paratrooper monster. Notice that you are also wearing a parachute...
Hold in the jump button to rise through the sky.

The safest place is in the lower left corner. Basically, let the boss throw out
some of his little dudes, and smack them. Drop as they drop and grab the little
guy. Try to do this when the boss has moved to the other side of the screen.

Then, enemy in hand, move to one side of the scren, rise on up, and toss it at
the boss.

It might be best to float under him during the downtime. He _CAN_ hurt you if
he drops his little guys on top of you. So it might be best to float past him.

Either way, he's justa  test of patience. When there's small guys onscreen, he
won't drop anymore, so it's easy to set up some good hits.

Stay beneath him as he dies so so you can get the gems that fall. The bag has
a parachute, thankfully, so get it after the gems are gone.

------------------------------------------------------------------------------
                                DDD5.4: World 4
------------------------------------------------------------------------------

This area seems to be based on the undead. 

                          ---Part 1: Haunted Woods---

Head to the right and crack open the chest. Take big heart to restore some hp
from the previous stage.

Pass the chest and keep moving as the bat falls. Take it and jump up and throw
it at the mummy mushrooms. Open the blue chest here for a message form the
witch. After reading that, there will be some mummy mushrooms down and to the
right. Now, hit it twice to smash it into a ball, then proceed to throw it at
the next one. Head on right and you will find a slop heading upwards.

Alright, let's head up this slope. See that Frankenstein's Monster? It looks
like he is kicking pumpkins at you, but in actuality this is two different
monsters. The pumpkins are generated from some space behind a tombstone.

-Please note: You can destroy the tombstones.

Basically, you will want to swing your hammer as the Monster approaches you.
This constant swinging will also destroy those poumpkins that bounce down
after you. When Franky is downed, smash the next pumpkin and run past its
spawn point.

Pass the tombstone just after you destroy the pumpkin and before the next
pumpkin can jump out. Pass the bridge. Walk under the skeletal witch and it
will drop a fireball. Just keep walking and it will fly away.

You can get the inncibility for your straight run to the finish. Instead for
now, climb the hill to the right, and jump over the tombstones at the upper
left to play the bonus game.

Crack open the chest for a bag that grants invincibility. While invincible, run
right and climb the hill. Run to the right and jump off the right side of the
hill. Run and jump across the platforms over the water.

Alright, when you see the blue chest, wait until the bat is flying over the
door and chest. Jump over and run under the bat so it drops. Pick it up, get
on top of the door, take a tiny jump and throw the bat at the moon. If you jump
too high, the Moon __will__ fly out of the way.

If you miss, go back left until you see a Frankenstein's Monster, then head
back to the right and the bat should be back.

When you hit the moon, the door opens. If you leave this area, the door will
shut again and you will need to toss the bat all over again. So make sure you
are ready to proceed.

And when you are ready to proceed, hurry up about it because the door will
eventually close on its own.

                              ---Part 2: Castle---

Entering the castle you will see one of the axe knights from Don Doko Don. It
slowly moves forward before attackign with its axe. It blocks most attacks from
the front with its shield. It's a little toned down from the first game though,
if you jump over it, you have a clear shot at its back - dies in one hit.

Either way, deal with it and move on.

Pass or destroy two more axe knights and you should be beneath a conveyer belt.
This conveyer isn't carryign anything, and it;s actually the enemy up near the
belt that's the point of interest. A ghostly wizard will be up here, and it
will launch a small fireball at you. With that, it turns into a fireball and
flies downa  short ways before turning back to a ghost and shooting another
fireball.

But I digress, these are important targets. Lure him down, and smash him just
as he turns back to his wizard form. Continue to the right.

Make sure you throw him because he drops down as a hat.

There's a door to the far right, Enter it.

                            ---Part 3: Castle 2---

From the start you drop down and collect some flyer icons. Make sure you get
the rest of them. Right now, you should be faced with a door and a set of
blocks.

There's a risk here. If you take the door from here, you can get a big heart
but when you come back through that door, there will be two axe knights and a
fire ghost not far behind. Either way, you'd have to face them if you went
to that heart for a refill later. So let's assume you grabbed the heart, shall
we?

After grabbing the heart, you're closed in by two axe knights. Immediately move
toward and jump over the knight on the right. Crush him from behind. Wait for
the left knight to get close to you, jump over him and kill him. Now, the ghost
will soon be transforming from fireball to wizard, clobber it as soon as it
transforms.

REMEMBER - it drops as a hat. Get rid of it right away or it may cause more
trouble yet.

Now we come to a split, you can go up or you can go down. The upper right
leads to that heart. If you need that heart, get it via the doorway. It's
faster, safer, and you can't leave via this upper split anyways. You will be
forced to take the door.

And there's a witch up there that throws brooms at you. It's best to take the
door.

Basically, it's like this:


(K) 1         (B) 2       ***K= Key    B = Big Heart   LD = Locked Door
      | LD  |             ***1= Door between these two points.
------       -------      ***2= Door back to near the start of Castle 2.
  1               From start of castle 2
------       -------
      |     |

  Back to Castle 1

So you can fall back to the lower area. Basically, what you want to do is come
down the escalator, jump to a conveyer belt and climb to the upper left. Break
the blocks up here and grab the key. Take the door.

Destroy the axe knight after taking the door, then climb back up to the locked
door. It's unlocked now, so we can open it.

                            ---Part 4: Castle 3---

Head up the stairs to the left, destroy the fire ghost that appears. You will
be faces with big sections of breakable blocks here, and some flyer icons in
the gaps above. rather than falling multiple times from above, how about we get
tricky?

+--+          To set the blocks up like this, you will need to jump up and
|  |          break the second block from the bottom.
+--+--+
|  |  |       Jump to this position and then jump out and back in towards the
+--+--+       blocks and smash the top block in the stack.
|  |
+--+--+       get up to this new gap and from here, it is easy to collect a
|  |  |       group of flyer icons or even skip part of the level.
+--+--+

But, I have got to assume you just plough on though to the left after getting
the icons, or would prefer to drop down on them. Either way, let's go left.

When you get near the broom tossing witch, break most of the blocks before her.
After she trhows a broom, jump down, knock her out, and destroy her.

Climb the conveyer belts at the far left of the area. There's a small hear at
the top. If there's a fire ghost here (may have followed you). Destroy him
befor eyou even think about moving on. Once the ghsot is downed, it's time for
us to get this show on the road.

Break the blcoks to the right and wait for the axe knight to start walking
right. Drop down and clobber him. There's another axe knight across that gap.
Again, when it is walking right we jump across the gap and crush that sucker in
the back. It's a good thing we get sneak attack as a class feature... er,
either way - sneaky is good here.

Break through the blocks to the right and you will be above the entrance to
this area. Nice, except for our old friend the fiery Casper. Let him fly up
through the wall until you have a clear shot at him. Again, better to destroy
it __now__ thent o have it dog you for a while. Once he's down, climb the
staircase to the right and jump up and left.

There's axe knights here, of course. So head left, jump over any axe knights
and hit them from behind. You will eventually come to a conveyer belt.

There's a witch throwing brooms here. What youw ant to do is walk in, then
swing furiously when she throws her broom. You -can- destroy the brooms, but
it's inaccurate so swing a lot of times. As soon as you see her move her hands,
she will throw one. So, even let the conveyer take you a little bit back to
line up some good shots for the broom.

If you are close to her, clobber the broom and jump in and take her out asap.
From here, make sure you throw her againsta  wall as she will be picked up.

Once the Wicked Witch of the Conveyer belt is vanquished, head through that
next door.

                            ---Part 5: Castle 4---

Alright, here we go again. You start right in front of a mummyshroom. Smack it
twice in quick succession and use it to destroy the one jumping through those
blocks to the right.

Fantastic, they're gone. Let's break the blocks to your immediate right and
pass on through.

Destroy the mummyshroom on the escalator and take it up. There's a bat over the
escalator and conveyer here, so it -will- be dropping for us. There's other
bats and a skeleton witch here. The best thing to do is kill any bats that
dropped near you on the conveyer and then jump up and strike the blue chest.

This blue chest puts a key onto the conveyer belt above the chest. For you?
Jump off the conveyer onto that yellow block. Be careful - the spiked floor
_will_ _kill_ _you_. So stay on this top yellow block and you will catch the
key as it falls.

With the key in hand, jump up and left then continue up and left to the next
escalator. There will be more bats, maybe let them hit the conveyers instead?
They aren't carried by it, either way.

Take care as you go up the conveyer, there;s a spiked piston up here.
Interestingly enough, you can only be hurt if it closes in on youw hen it's
going back... at least in my experience, it moves slow enough I don't recommend
testing it. It will damage you from front on when it comes out. Either way, as
it recedes, jump up to the yellow block above it.

From here, jump up and right and hammer the chest. Take the small heart here.

Don't go down the right path as it leads back to the start of the section. So,
they're tricking us?

Yes, the classic walk-through-wall deception. Go back to above the spiked
piston and jump up to that little alcove. Through that wall is the door to the
boss. I hope you have the key.

If you couldn;t get it, you will probably _have_ to take that righthand path to
reset the section.

                                *** Boss 4 ***
                                   ********

This jester greets you as you enter his chamber. the clown jumps up and down on
a ball. There are two ways to pass him - either jump beneath himw hen he takes
a high jump up. You will take a small jump over the ball before he crashes down
on top of you. The other is to climb to the upper paltform and jump past him.
Usually, brushing his arm won't be enough to hurt you.

So, he also releases bats. These bats will evenually fid there way to you. Stay
in one of the lower corners of the level and let the bats come to you, you're
safe here for now.

Let a bat drop and toss it at the clown's heart when it's farthest away from
you. This gives you plenty of time to respond. You have to pass him, if you
stay in the corner a ball will hit you and if you try to jump over the ball in
the corner, the clown will hit you.

I find he usually makes a larger jump after a very short one if you prefer to
jump between the clown and the ball.

Either way, keep it up and if you're accurate and patient, this strategy will
take the clown down.

Try to hit the clown on the high point of his jumps. This is very important.
Eventually, his heart will leave his chest cavity. When it does, it's on the
side opposite of you. Jump over and smash the hell out of it. A bat might get
you, but it;s worth it in the end and the clown will probably die.



------------------------------------------------------------------------------
                                DDD5.5: World 5
------------------------------------------------------------------------------

This is an odd stage with a few cameos. Let's proceed.

                           ---Part 1: Toy Castle---

Alright, there's card soldiers marching towards you, and a crane machine
dominates the ceiling. Try to knock the cards out (do not destroy) while the
crane machine drops its little bubble bobble doll. After that disappears, take
the soldiers and throw them at the large, pirhana plant style enemy to the
right. Once he's knocked out, jump over it before it wakes up. Move fast, it
does not sleep for long.

Either clobber the card here to use on the pirhana plant or wait between them
for some to march in from the left. Make sure to dodge the crane machine if you
have to do this!

Either way, pass the second pirhana plant.

There's a door marked EXIT and a blue chest. Let's break that blue chest open
before we do anything else. There's a small heart in here. Fine, take it and
head through the door.

                          ---Part 2: Toy Castle 2---

It take sa long time for the platformt o come back if you miss it, but those
saws are deadly - instant kill - so you're going to be waiting for it either
way.

Ride it all the way to the right. As you approach the next floor, jump over
the boomerang. The boomeranger is your target, As the boomerang returns, jump
over it again then come in and clobber that elfish puke before he can throw
another.

Head right and approach the staircase. There's a boomeranger here. Let him
toss the boomerang and catch it, and when he does you shall jump up and hammer
him in the face. Dispatch him, and be on your merry way.

At the top of the stairs, jump up to the next platform. That gumball machine
cannot be destroyed and its payload of gumballs in infinite.

Either way, head up and to the left. The man in the tall cap is a hunter or a
royal guard or royal hunter or something. When he sees you, he aims his gun and
fires. It's easy to dodge this, but do yourself a favour and approach him from
behind if possible.

Ride the platform across the rop to the left. If you're on the platform and you
see the Hunter take aim, jump over next to him if he's close enough. Only if he
is close enough, you don't want to jump down to those saw blades.

Ride the next platform to this Hunter's left. There will be a UFO approaching
you... no problem, smack him. When you swing your hammer on one of these
platforms it changes direction. So swing your hammer again and move to the left
end of the room.

Climb up here, and up on level with the boomeranger as his boomerang flies back
to him. Jump onto the yellow platform. Crack that UFO down and use it to
destroy the Boomeranger from afar.

Ride the platform to the right, there;s no apparent threat on this ride.

There's a robot mushroom to the right. The first hit smashes it and makes it
move faster, the second stuns it. Hit it twice quickly, then throw it away.
Move to the far right, climb up, and head left.

There's a hunter on the way to the left. You need to let this one fire. Jump
over his shot and crush him.

Enter the door to the far left.

                          ---Part 3: Toy Castle 3---

This is a full house. Anyways, let us start n the platforms with the
boomeranger, just near to the giant face. Let the enemy catch his boomerang
then jump up and kill him. Jump up to the red slope above these paltforms.

From here, head left past the locked door (note its position) and ignore the
UFO until you collect all of the flyer icons. Then, smash the UFO and throw it
at the Hunter approaching from the right. Nice.

Heading up the slope again. Head up and to the left. There's a blue chest over
there - this is the key. Jump near the box and let the boomeranger near it
catch his boomerange. Jump over, kill him, then jump back over and take the
key.

Head along the top now, and drop down the righthand side. Make your way to the
lower right and drop down on these flyer icons to get them. Get them all. It's
time to find a door.

Take either one, they lead to the same room albeit at different sides.

                         ---Part 4: Clock Tower---

No matter which door you took, make your way to the centre of the level to see
the clock and moustache. For the boomerangers, let them catch their weapons and
crush them.

Now, you can climb up above the face of the clock and go left or right to
either tower, and find the blue chests for small hearts. The only point is to
refill before the boss.

The boss door is kind of different, the trick is the Clocks hand will point to
it. But what's the difference? Stay at one of the blue towers just off the
side of the clock and eventually a clock door will appear next to you. This is
the door to the boss. Or even beneath the clcok's face. It's just when the
clock completes a cycle, the door moves to a new position. You;ll encounter it
eventually, and might not reach it if you chase it.

                                *** Boss 5 ***
                                   ********

The giant clock in the middle of the room houses the boss, a giant cuckoo. It
lets loose some more powerful enemies than previous bosses, but if we're smart
it shouldn't matter.

The clock will spin, and the cuckoo will emerge. It lets loose two gumballs to
either side and two roboshrooms to either side. The roboshroom should reach you
first. Strike it twice, quickly, and toss it at the cuckoo.

You should jump over the gumball and fire the roboshroom. When you hit the
cuckoo it is temporarily stunned and lets another gumball fly. It's the only
time you have to crush the other roboshroom and hit the boss with it too.
Otherwise, it will duck back in the clock. In fact, if you can't hit it quickly
it ducks back in the clock anyways. It's recommended to just trash the
roboshrooms if this happens...

Stay under the middle clock, in the middle at all times. If he pops out of the
side, move to the side opposite of him. He may toss one or two roboshrooms at
this point. If it's one and it;s away form you, just focus on avoiding him.
Otherwise, get one shot in. The other shroom's probably too far away to make
it a double shot.

When all three appear, it's going to die but it will still toss out Roboshrooms
as well. So look out for those, but you're otherwise done.

------------------------------------------------------------------------------
                                DDD5.6: World 6
------------------------------------------------------------------------------

You will talk to the witch and there will be a cutscene. Get ready, because
the game goes straight into another boss fight.

                                *** Boss 6 ***
                                   ********

Alright, this guy is in his little robot thing. He moves back and forth while
waving his arms. There's no option, justs tay in the lower left corner.

When he grows large legs, the witch will fly by and drop a crystal ball. Pick
this up. This crystal ball can be tossed at the boss' head in order to damage
him.

Now, while he is using the tall legs, it is impossible to hurt him. Instead,
move toward him as he moves toward you and move under his foot as it raises up.
Now, you will be between his legs. When they start to recede, just stand next
to one of the legs and the boss will lower and not harm you at all.

But you can only move to this position if yous tay right below him, or else he
will jump down and it will be impossible to pull it off.

When you go to throw the crystal ball at his head, you need to wait for the his
arms to come down from around his head.

And when the arms go down, he's going to raise his legs. So you can throw, and
get in close to the boss before it rises up in order to get in between its legs
right from the get go.

This take s along time, but less hits than you'd imagine. Patience is the key,
as well as familiarity with his patterns.

                                *** Boss 7 ***
                                   ********

The boss emerges from his little robo walker, sports a snazzy staff and can now
fly. Oh dear? Well, let's get to it.

The witch flies by to give you another crystal orb (you lost the old one). The
boss isn;t hard if you just stay away form him.

He floats near you, then launches some beams from his eyes. When he launches
the beams, he drops to the ground, jumps toward you, launches some more beams,
then flies again.

So it;s easy. You run to the opposite side of the screen, and toss the crystal
ball when he drops. Collect it after he rises up again, and repeat the pattern.
He does not take many hits at all.

Collect the gems before you collect the potion.







At this, point watch the ending. Those spaces are a buffer in case you read
section 6 rather than use the walkthrough.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|                                DDD6: Bosses                                |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Quick access to all bosses...

Just be 

                                *** Boss 1 ***
                                   ********

A block of wood with thorn vine arms and a flying tophat. Alright, no problem!
When the block of wood pauses in midair, it will release two walking mushrooms.
These will be your ammo. But not just yet. He will launch a wooden spiked
tentacle down his right or left side. This moves toward you, on a diagonal if
it has to. There are always two strikes. But it will never go beneath him.

What does this mean? If you stay beneath the boss, his tentacles will never
reach you. Once both tentacles recede, smash a mushroom and throw it at the
boss. Try to use both mushrooms, at two different junctures.

It's best to throw the mushrooms when the boss is at the low point of its
arcing flight. It always does a dip after its tentacle strike, so if you can
only hit it once, this is the best time to try.

Grab the red gems it releases before you take the bag, the bag ends the stage.






                                *** Boss 2 ***
                                   ********

A sexy mermaid in a clamshell. She will alternate between a sexy mermaid and
a sexy creature from the black lagoon look-alike. When she is the mermaid, she
will toss out some jellyfish - this is your ammo. When she is a monster, she
will spit bubbles. Stay away from the shell at this point because those bubbles
hurt.

Please note that the monster form can toss jellyfish as well, but due to the
general strategy, there's usually jellies in play at the time anyways.

The jellyfish should be kept alive as long as possible. Don't try hitting the
green dude, because he's usually too high. Only THROW the jellyfish when the
mermaid appears OR if the monster in uncharacteristically low on the screen.

So in general, stay away from the shell. Keep the jellyfish around until you
can throw them at the pink mermaid form.

It's not Monster -> Mermaid > Monster -> Mermaid either. It varies, and you can
get the same form multiple times in a row. Please note that they flash when hit
but the enemies will be destroyed if they hit the shell (no damage) or the boss
herself.

Again, take the red gems she leaves before the bag.





                                *** Boss 3 ***
                                   ********

A large paratrooper monster. Notice that you are also wearing a parachute...
Hold in the jump button to rise through the sky.

The safest place is in the lower left corner. Basically, let the boss throw out
some of his little dudes, and smack them. Drop as they drop and grab the little
guy. Try to do this when the boss has moved to the other side of the screen.

Then, enemy in hand, move to one side of the scren, rise on up, and toss it at
the boss.

It might be best to float under him during the downtime. He _CAN_ hurt you if
he drops his little guys on top of you. So it might be best to float past him.

Either way, he's justa  test of patience. When there's small guys onscreen, he
won't drop anymore, so it's easy to set up some good hits.

Stay beneath him as he dies so so you can get the gems that fall. The bag has
a parachute, thankfully, so get it after the gems are gone.





                                *** Boss 4 ***
                                   ********

This jester greets you as you enter his chamber. the clown jumps up and down on
a ball. There are two ways to pass him - either jump beneath himw hen he takes
a high jump up. You will take a small jump over the ball before he crashes down
on top of you. The other is to climb to the upper paltform and jump past him.
Usually, brushing his arm won't be enough to hurt you.

So, he also releases bats. These bats will evenually fid there way to you. Stay
in one of the lower corners of the level and let the bats come to you, you're
safe here for now.

Let a bat drop and toss it at the clown's heart when it's farthest away from
you. This gives you plenty of time to respond. You have to pass him, if you
stay in the corner a ball will hit you and if you try to jump over the ball in
the corner, the clown will hit you.

I find he usually makes a larger jump after a very short one if you prefer to
jump between the clown and the ball.

Either way, keep it up and if you're accurate and patient, this strategy will
take the clown down.

Try to hit the clown on the high point of his jumps. This is very important.
Eventually, his heart will leave his chest cavity. When it does, it's on the
side opposite of you. Jump over and smash the hell out of it. A bat might get
you, but it;s worth it in the end and the clown will probably die.





                                *** Boss 5 ***
                                   ********

The giant clock in the middle of the room houses the boss, a giant cuckoo. It
lets loose some more powerful enemies than previous bosses, but if we're smart
it shouldn't matter.

The clock will spin, and the cuckoo will emerge. It lets loose two gumballs to
either side and two roboshrooms to either side. The roboshroom should reach you
first. Strike it twice, quickly, and toss it at the cuckoo.

You should jump over the gumball and fire the roboshroom. When you hit the
cuckoo it is temporarily stunned and lets another gumball fly. It's the only
time you have to crush the other roboshroom and hit the boss with it too.
Otherwise, it will duck back in the clock. In fact, if you can't hit it quickly
it ducks back in the clock anyways. It's recommended to just trash the
roboshrooms if this happens...

Stay under the middle clock, in the middle at all times. If he pops out of the
side, move to the side opposite of him. He may toss one or two roboshrooms at
this point. If it's one and it;s away form you, just focus on avoiding him.
Otherwise, get one shot in. The other shroom's probably too far away to make
it a double shot.

When all three appear, it's going to die but it will still toss out Roboshrooms
as well. So look out for those, but you're otherwise done.



                                *** Boss 6 ***
                                   ********

Alright, this guy is in his little robot thing. He moves back and forth while
waving his arms. There's no option, justs tay in the lower left corner.

When he grows large legs, the witch will fly by and drop a crystal ball. Pick
this up. This crystal ball can be tossed at the boss' head in order to damage
him.

Now, while he is using the tall legs, it is impossible to hurt him. Instead,
move toward him as he moves toward you and move under his foot as it raises up.
Now, you will be between his legs. When they start to recede, just stand next
to one of the legs and the boss will lower and not harm you at all.

But you can only move to this position if yous tay right below him, or else he
will jump down and it will be impossible to pull it off.

When you go to throw the crystal ball at his head, you need to wait for the his
arms to come down from around his head.

And when the arms go down, he's going to raise his legs. So you can throw, and
get in close to the boss before it rises up in order to get in between its legs
right from the get go.

This take s along time, but less hits than you'd imagine. Patience is the key,
as well as familiarity with his patterns.





                                *** Boss 7 ***
                                   ********

The boss emerges from his little robo walker, sports a snazzy staff and can now
fly. Oh dear? Well, let's get to it.

The witch flies by to give you another crystal orb (you lost the old one). The
boss isn;t hard if you just stay away form him.

He floats near you, then launches some beams from his eyes. When he launches
the beams, he drops to the ground, jumps toward you, launches some more beams,
then flies again.

So it;s easy. You runt o the opposite side of the screen, and toss the crystal
ball when he drops. Collect it after he rises up again, and repeat the pattern.
He does not take many hits at all.

Collect the gems before you collect the potion.





-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|                               DDD7: Enemies                                |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

As with many of my guides, the names of enemies here are mere approximations -
I have no idea. They're just descriptive and not nearly official.

The interesting thing about Don Doko Don 2 is that level 1 has many of the
first game's enemies, then as you go on there's a lot of new entries into the
fold which do with with the overall theme of the series. Neat.

                              ___***********___
                     ************  World 1  ************
                              '''***********'''

*Bunny:

A small rabbit that hops toward you. Move back and trike them as they land.

*Caterpillar:

Though you can ride it, get onto it from the back and not the front. When close
enough, it will reach out for you with its tongue. If it ctaches you - instant
kill.

*Flying Pig Bomber:

Flies through the sky, stops and drops a rock on top of you. It stops before it
drops, so use this as an opportunity to run out of the way. The rock smashes
against the first floor it contacts, so you can sometimes find cover.

*Flurry:

Very much like Flurries of a certain other series. Except in behaviour - they
approach youw hile leaping. Either try to predict where they'll land or throw
something at them.

*Gangster Penguin:

Moves back and forth. When it sees you, it throws a knife. Either leap over the
knife and strike it or hit it from behind. Throw something into them if at all
possible.

*Ice Queen:

Not nearly as powerful as her Don Doko Don incarnation, still fairly dangerous.
She can drop down through higher platforms after you, and follows you pretty
steadily. When she gets near, she swings her wand to damage you. It's best to
make a small jump and strike her in the face.

*Icicle:

Drops from the ceiling when you pass beneath. Just keep moving.

*Light Orange Mushroom:

Walks towards your carpenter. Smack them and toss them into one another.

*Light Orange Small Jumping Mushroom:

Small mushroom that jumps in place. They shouldn't be too difficult. Stand
next to it and swing.

*Log Spike:

Logs extrude from grey squares when you approach. Wait for them to recede
before you pass. Their rate will become constant.

*Orange Fireball Mushroom:

Stationary mushrrom that fires shots at regular intervals. Either jump and
strike it after it fires or throw one of its friends at it from a distance.

*Pink Fireball Mushroom:

Stationary mushrrom that fires shots at regular intervals. Either jump and
strike it after it fires or throw one of its friends at it from a distance.

*Purple Walking Mushroom:

Walks towards your carpenter. Smack them and toss them into one another.
-Probably just a palette choice thing...

*Rock Monster:

Jumps back and forth before taking a large leap. Stand next to him swinging.
When it takes the super jump, move past underneath it, or run away.

*Small FLying Dragon:

Small dragon that flies around and pauses to shoot fire. Try to jump and strike
it after it shoots fire or just when it pauses.

                              ___***********___
                     ************  World 2  ************
                              '''***********'''

*Cannon:

Fires cannonballs in arcs. Hammer it to turn it around.

*Clam:

Large clam that just sits there. Hit it with an enemy and it will open...
ride its bubbles to new heights.

*Crab:

Stops next to you and jumps straight up. Easy. Hit it when it pauses and toss
it away.

Don't get above them if you can help it though, or their jump might actually
hit you.

*Guillotine:

Blades that move up, then drop. Pass them as they rise.

*Hermit Crab:

Small crab that moves forward and will pause before leaping. Get it on the
pause if possible.

*Jellyfish:

Slowly moves abck and forth while "leaping," hit it as it approaches you. Too
slow to be any rewal threat on its own.

*Octopus:

Large stationary enemy with a dangerous tentacle. Hit it with an enemy to stun
and render the tentacle harmless for a little while. Pass it while you have the
chance.

*Robo Fish:

Metal fish with a propeller. It will swim down to your level and swim forward,
stop, adjsut the height again and come back after you. Star whacking it as soon
as it approaches and you should stun it enough to get all three hits in.

They are normally near a generator which keeps making them. So while it's
certainly important to destroy them, you have to put some distance in too.

*Sailor Pig:

This dude strolls about the ship flaunting his sword, taking a swing at foolish
carpenters. No problem, hit him in the back. It's a pirate's life for you, so
nevermind the honourable way.

If it runs after you, hit it when it pauses, before it swings its sword.

*Sailor Pig with Barrels:

Stationary big that regularly rolls barrels at you. Jum over the barrel and hit
him.

*Small Jumping Fish:

Jumps out of the water. Best avoided. Either let it jump over you, or more
commonly make a jump yourself to avoid it.

*Trident Fish:

This fishy warrior happily swims up and down until it notices our intrepid hero
wading through the water. At this point, he opens his mouth wide (I guess he is
hungry) and swims right after you.

Essentially, get back enough tha the will be in line with you and smash it
before it can hit you.

                              ___***********___
                     ************  World 3  ************
                              '''***********'''

*Airplane:

The vapor trail they leave behind can be walked upon. Otherwise, try not to
stand beneath them as they drop bombs.

*Cloud:

Not the variety that has headaches. Approaches you and drops thunderbolts. Jump
and smash them as they arrive.

They can fire the lightning in any direction, so they are a priority.

*Cyclops:

Plods towards you and tries to step on your toes. Smash it as it pauses before
it stomps.

*Flamethrower:

It moves back and forth along the ceiling, and will spew fire when you approach
it. You should just run away, let it recede, then try to run past.

*Hammer Pig:

Charges you while swinging a hammer. While you _can_ take it out from the
front, it's best to strike it from behind. Or better yet - throw a paratrooper
at it.

*Paratrooper:

Pigs with parachutes. The biggest danger is the risk of them landing on you.
Smack them as they land.

*Sword Pig:

Rushes at you to strike with its sword. Hammer it before it gets the chance, or
better yet get it from behind. If it sees you, as per usual it charges.

*Sword Shield Pig:

Only vulnerable from behind. He'll block your attacks form the front.

                              ___***********___
                     ************  World 4  ************
                              '''***********'''


*Axe Knight:

Slow moving knight with an axe and shield. It's useless to attack it from the
front - it will block every attack. However, it's a simple matter to jump over
it and strike it from behind. Drop that sucker in one shot.

*Bat:

Drops from above. Move out of the way and throw it before it can get back up.

*Broom Tossing Witch:

Throws brooms that bounce toward you, otherwise a stationary enemy. You will
need to catch her unawares if possible, or at best hit her from afar. Your
hammers can break the brooms, but it can be inaccurate.

*Fire Ghost:

Follows you as a fireball, before turning into a wizard ghost to launch a small
fireball at you. Jump and smash it just as it turns into the ghost form. It's a
priority target.

*Frankenstein's Monster:

The Monster has a reputation in games of being large and sturdy. He is usually
one of the creatures with the mosts tamina and strength you fight. Not quite so
here. The Monster lumbers towards you and crumples under a single hit. Just
smack it as it approaches.

*Mummyshroom:

Moves toward you. Takes two hits, after the first it shrinks and runs faster.
Just hit it twice in succession or just throw something at it.

*Pumpkin:

These guys are produced from some zone of space, usually near a tombstone. They
pop out and bounce toward you. They require only one hit to destroy, though
they become an issue when other enemies are nearby.

Because of this, try to lure other enemies into an area where you can hit the
other enemy and the pumpkin.

Tou can destroy the tombstones, by the way.

*Skeletal Witch:

Flies through the air, and stops above you. At this point she drops a fireball
straight down. It's best to just keep walking past them if you can't reach her
to destroy her. She speeds off after attacking.

*Spiked Piston:

A large spiked piston. Ideally, you will let it recede befor eyou try to pass
it.

                              ___***********___
                     ************  World 5  ************
                              '''***********'''

*Boomeranger:

Stationary enemy that tosses a boomerang. Best to jump in and strike him after
the boomerang returns.

If you have to jump over next to him, jump over after he tosses the boomerang,
then jump over the boomerang as it returns, then kill the enemy.

*Card Soldier:

Marches toward you. Hammer and toss.

*Crane Machine

The crane machine drops random taito stars onto you, which hurt and disappear
soon after. It's best to provoke it to drop.

*Gumball Machine:

A large, invincible gumball machine. The gumballs cannot be destroyed either.

It will expel gumballs at regular intervals. These bounce and roll forward and
are always thrown your way. So, learn their timing if you want to pass the
machine. The gumballs are easy enough to jump over, but you don;t want one shot
out justa s you pass the hatchm no?

*Hunter:

When he sees you, he will stop and fire a shot at you. This shot is plainly
visible and easy to dodge. If you're attacking from the front, jump over the
shot and hammer the Hunter in the face.

Of course, it;s best to take them out from behind.

*Pirhana Plant:

A large carnivorous plant. Hit it with an enemy to put it to sleep very
temporarily. Pass it ASAP!

*Roboshroom:

A tall mushroom that once its hit, it gets faster. However, hitting it again
will smash it and allow you to throw it. Much like the mummshrooms from World
4, it's best to hit it twice quickly and throw it away right away.

*UFO:

A small flying saucer that pulses after you. Swing at it as it approaches.

                              ___***********___
                     ************  World 6  ************
                              '''***********'''


There are no new standard enemies in World 6.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|                               DDD8: Credits                                |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Thanks to my younger brother for being such a Don Doko DOn fan. His enthusiasm
for the games got me interested in them, and that's not bad in the least.

Thanks to Taito, for this game and more. Thanks for taking the game in a new
direction and giving us a legitimately solid game. I just wish it had a release
over the sea, in the great white north. It's the kind of game that would have
garnered some kind of following.

Thanks of course go out to my hosts, as without them you would not be reading
this guide.

Websites with permission to use this Guide:
www.GameFAQS.com
www.neoseeker.com
faqs.IGN.com
www.1up.com
www.honestgamer.com
www.gamesradar.com
www.cheatplanet.com
http://www.cheathappens.com

Game by Taito

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