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FAQ/Walkthrough by Nai255

Version: 1.02 | Updated: 12/20/17

Shantae: Half-Genie Hero
Pirate Queen's Quest

Guide by Ian Watkins (Nai255)
Version 1.02: 12/20/2017


!!! SPOILER ALERT !!!

This guide is technically spoiler-free, though the identity of the final boss
could still be considered a spoiler as detailed in the following sections
of this guide:
     [3g] - Risky's Hideout
     [6f] - Risky's Hideout Enemies


---CONTENTS---

{0. Guide Information}
     [0a] - Version History / Credits
     [0b] - About This Guide
     [0c] - Legal Bits
     [0d] - Contact Info

{1. Game Information}
     [1a] - Story
     [1b] - Controls
     [1c] - Status Display
     [1d] - Inventory Screen
     [1e] - Notes For Speedrunners

{2. Items and Abilities}
     [2a] - Basic Abilities and Items
     [2b] - Jugs and Pickups
     [2c] - Recovery Items
     [2d] - Pirate Gear
     [2e] - Dark Magic
     [2f] - Genie Crystals

{3. Main Walkthrough}
     [3a] - Prologue / Captain's Cabin
     [3b] - Main Street
     [3c] - Mermaid Falls
     [3d] - Tassel Town
     [3e] - Cape Crustacean
     [3f] - Hypno Baron's Castle
     [3g] - Risky's Hideout

{4. Extras and Unlockables}
     [4a] - Ending Pictures
     [4b] - Hidden Achievements

{5. Item Location List}
     [5a] - Main Street Items
     [5b] - Mermaid Falls Items
     [5c] - Tassel Town Items
     [5d] - Cape Crustacean Items
     [5e] - Hypno Baron's Castle Items

{6. Bestiary}
     [6a] - Main Street Enemies
     [6b] - Mermaid Falls Enemies
     [6c] - Tassel Town Enemies
     [6d] - Cape Crustacean Enemies
     [6e] - Hypno Baron's Castle Enemies
     [6f] - Risky's Hideout Enemies



	{{{ 0. Guide Information }}}



		*** [0a] - Version History / Credits ***

* Version 1.0 - 09/14/17 *

Initial Release.

* Version 1.01 - 09/16/17 *

Removed duplicate Genie Crystal listings
in the Notes For Speedrunners collection routes.
Various typos corrected.

* Version 1.02 - 12/20/17 *

Added information on the game's hidden achievement.
Corrected Genie Crystal 2 in Tassel Town
being labeled as Genie Crystal 3 in the main walkthrough.


* Credits *

NONE YET



		*** [0b] - About This Guide ***

This is a general walkthrough for the "Pirate Queen's Quest" DLC mode
in Shantae: Half-Genie Hero, which revisits the story from the view of
Shantae's nemesis: that bodacious buccaneer, Risky Boots.


Looking for a particular section?
Open your browser's search function (Ctrl+F), then just type in the appropriate
bracket code as shown in the Table of Contents.
Example: for "[3d] - Tassel Town", type: [3d]



		*** [0c] - Legal Bits ***

Shantae and all related elements (C) 2002-2017 Matt Bozon, WayForward.
This guide (C) 2017 Ian Watkins.

If you wish to use this guide on your website,
please contact me and request permission in advance.
Hosting this guide without giving credit is a violation of copyright.

Websites currently authorized to use this guide:
* GameFAQs.com
* Shantae.net
* NeoSeeker.com
* CheatCC.com



		*** [0d] - Contact Info ***

Comments and suggestions are always welcome!

E-Mail: DoomedQuaker (at) hotmail.com
Steam: Nai255



	{{{ 1. Game Information }}}



		*** [1a] - Story ***

Risky Boots is the nefarious lady pirate who always attempts to lay claim to
all that encompasses the seven seas, including Shantae's home of Sequin Land.
This time, she'll stop at nothing to take down her half-genie arch-enemy.
Risky's built a powerful new weapon that requires five components
to unlock its full potential, which are in the hands of various villains
throughout Sequin Land. Weigh the anchor, keelhaul these fierce foes,
and show them what it means to be truly risky!



		*** [1b] - Controls ***

(Default controls for XBOX / Windows Gamepad)

Directional Pad 
or Left Stick:  Moves Risky. Press Left or Right to run,
                Up to enter doors and climb up chains, 
                and Down to crouch and climb down chains.
                While crouching, press the Jump button to slide forward
                through small spaces.

A Button: Jump. Hold for a high jump, or tap for a small jump.
          Press while holding Down to drop through thin platforms.
          Press in midair to do a cannon jump (once available).

X Button: Attack with Risky's scimitar.

B Button: Fire Risky's pistol with its currently selected ammo.

Y Button: Use Risky's grappling hook (once available).

LB / RB: Switch between pistol ammo types.

LT: Summon tinkerbats to march forward and attack.

RT: Hold in midair to use Risky's pirate hat to float in midair
    (once available).

Start: Pause the game, opening up the inventory screen.
       Also used to skip cutscenes and character dialog.



		*** [1c] - Status Display ***

Track Risky's status with the displays in the corners of your screen!

* Life *
Your life energy is represented by the three skulls in the upper-left
corner, which will decrease when you take damage. If your life runs out, 
the game is over and you will have to continue from your last save.

* Ammo *
All the different types of ammo for Risky's pistol are located in the
top-middle of the screen, along with the amount you have left for each.
The default maximum is 30.



		*** [1d] - Inventory Screen ***

Press Start during the game to pause and access the inventory screen.
From here you can review all of the items you have collected, and upgrade
your items and abilities using the Dark Magic you've collected.

* Inventory
Risky's Pirate Flare and any recovery items can be used from here.

* Components
The five components Risky needs to collect are shown here.

* Abilities
Shows Risky's abilities and their current upgrade level out of three stars.
Choose an ability from this list to use Dark Magic on upgrading it.

* Treasures
Shows the amount of Genie Crystals and Dark Magic collected.



		*** [1e] - Notes For Speedrunners  ***

100% item completion counts getting all 39 Dark Magics along with the
required 15 Genie Crystals, the components, and pirate gear.

The in-game timer stops while the game is paused
and the inventory screen is open. 
Time also stops while you're in the Captain's Cabin.
Time does NOT stop during cutscenes.

This is not meant to be a pure, fully optimized speedrun guide, but is made
more with simply meeting the unlock criteria for the different ending pictures
in mind (See section [4a] - Ending Pictures).

Listed here are the times I logged while doing these speedruns to give a 
rough idea of how long it should take to clear each section of the game as
outlined in the routes I took below.

(PAR TIMES after each section)	(Any%)	(100%)
Main Street		 	 0:04	 0:04
Tassel Town		 	 0:14	 0:14
Cape Crustacean		 	 0:25	 0:25
Mermaid Falls                    0:33	 0:33
Hypno Baron's Castle	 	 0:42	 0:42
Endgame Crystal/Magic Collecting 0:47	 1:02
Risky's Hideout			 0:54	 1:06


**Starting Collection Route**

--Main Street 2--
Dark Magic 6 (Scimitar upgrade 1)

--Main Street BOSS--
Pirate Hat


--Tassel Town 1--
Dark Magic 2 (Spread Shot upgrade 1)
Genie Crystal 1

--Tassel Town 2--
Dark Magic 7 (Ammo Strap upgrade 1)

--Tassel Town BOSS--
Grappling Hook


--Cape Crustacean 2--
Genie Crystal 1
Dark Magic 2 (Scimitar upgrade 2)

--Cape Crustacean 3--
Dark Magic 4 (Scimitar upgrade 3)
Dark Magic 7 (Spread Shot upgrade 2)
Genie Crystal 2
Dark Magic 8 (Spread Shot upgrade 3)
Genie Crystal 3

--Cape Crustacean BOSS--
Kraken Ball


--Mermaid Falls 1--
Genie Crystal 1

--Mermaid Falls 2--
Genie Crystal 2
Dark Magic 6 (Seeker upgrade 1)
Dark Magic 7 (Seeker upgrade 2)
Genie Crystal 3

--Mermaid Falls BOSS--
Bomb Shot


--Hypno Baron's Castle 1--
Dark Magic 1 (Pirate Hat upgrade 1)
Genie Crystal 1
Dark Magic 2 (Pirate Hat upgrade 2)
Dark Magic 3 (Pirate Hat upgrade 3)
Genie Crystal 2
Dark Magic 4 (Ammo Strap upgrade 2)
Dark Magic 5 (Ammo Strap upgrade 3)

--Hypno Baron's Castle 2--
Genie Crystal 3
Dark Magic 7 (Seeker upgrade 3)

--Hypno Baron's Castle BOSS--
Cannon Jump


**Endgame Collection Route (any%)**

--Main Street 1--
Genie Crystal 1
Dark Magic 4 (Cannon Jump upgrade)

--Main Street 2--
Genie Crystal 2
Genie Crystal 3


--Tassel Town 2--
Genie Crystal 2

--Tassel Town 3--
Genie Crystal 3


**Endgame Collection Route (100%)**

--Main Street 1--
Dark Magic 1 (Cannon Jump upgrade 1)
Dark Magic 2 (Cannon Jump upgrade 2)
Dark Magic 3 (Cannon Jump upgrade 3)
Genie Crystal 1
Dark Magic 4 (Grappling Hook upgrade 1)

--Main Street 2--
Genie Crystal 2
Dark Magic 5 (Grappling Hook upgrade 2)
Genie Crystal 3
Dark Magic 7 (Grappling Hook upgrade 3)


--Mermaid Falls 1--
Dark Magics 1 & 2
Dark Magics 3 & 4

--Mermaid Falls 2--
Dark Magic 5
Dark Magic 8


--Tassel Town 1--
Dark Magics 1, 3 & 4

--Tassel Town 2--
Dark Magics 5 & 6
Genie Crystal 2
Dark Magic 8

--Tassel Town 3--
Genie Crystal 3
Dark Magic 9


--Cape Crustacean 2--
Dark Magics 1 & 3

--Cape Crustacean 3--
Dark Magics 5 & 6


--Hypno Baron's Castle 1--
Dark Magic 6



	{{{ 2. Items and Abilities }}}

     

		*** [2a] - Basic Abilities and Items  ***

* Scimitar
Risky's default attack is a swift sword swing that hits enemies at close range.
Does 5 damage.
Dark Magic upgrades increase its damage and attack speed.
Damage goes up from 5 to 6, 7, up to 8 max.

* Pistol
Risky's default pistol shot is weak but never runs out of ammo,
and is useful for hitting switches from a distance.
Does 1 damage.
Dark Magic can upgrade the default pistol's damage or speed separately.
Damage upgrades increase damage by 1 with each upgrade, up to 4 max.
Speed upgrades increase rate of fire and bullet speed.

* Seeker
A special type of pistol ammo that homes in automatically on the nearest enemy.
If no enemies are nearby, it fires straight ahead instead.
Does 3 damage.
Dark Magic upgrades increase its damage, rate of fire, and bullet speed.
Damage goes up from 3 to 5, 7, up to 9 max.

* Spread Shot
A special type of pistol ammo that fires in a 3-way spread.
Useful for hitting enemies and switches at an angle,
or doing heavy damage to an enemy with close-up shots.
Does 2 damage per bullet.
Dark Magic upgrades increase its damage, rate of fire, bullet speed,
and spread size. Damage and spread size change in the following way
with each upgrade, from 3x 2 damage:
5x 3 damage, 3x 4 damage, 5x 5 damage.

* Tinkerbats
Risky can summon a tinkerbat to march forward and attack enemies in its path,
until it expires a short time later.
Does 3 damage per hit. Can also pick up life hearts and ammo for Risky.
Dark Magic upgrades let you summon more tinkerbats at a time,
increasing by 1 per upgrade, up to 4 tinkerbats max.

* Sliding
Risky cannot crawl while crouched. Instead, pressing Jump while crouching
lets her slide forward through tight spaces.

* Pirate Flare
A reusable item that lets Risky leave the current area
and return to her ship at any time.



		*** [2b] - Jugs and Pickups  ***

The following pickups will sometimes drop from defeated enemies, and can be
found inside jugs when broken open. Bigger jugs tend to have better pickups.

Heart: Restores 1/2 of a life skull.

Big Heart: Restores all life skulls (big jugs only).

Ammo: Ammunition for Risky's Spread Shot, Seekers, and Bomb Shot.
      Small pickups give 5 ammo, and big pickups give 20.



		*** [2c] - Recovery Items  ***

The following items can be used anytime to restore life, which are sometimes
dropped from defeated enemies or found out in the open.
You can carry up to 9 of each:

Rancid Jam....restores 1 life skull
Juicy Melon...restores 2 life skulls
Corndog.......restores 3 life skulls
Tuna Roll.....restores 4 life skulls
Tentacle......restores all life skulls



		*** [2d] - Pirate Gear  ***

Each time Risky beats the main boss of a stage and claims their component,
she'll earn a new piece of pirate gear to use for reaching new places.

* Pirate Hat (after clearing 1 area)
A hat that acts like a parachute, letting Risky float in midair
and slowing down her falling speed, also boosting her upward a bit upon use.
Dark Magic upgrades further slow down her falling speed for even more airtime,
and increases the height of the boost upon use.

* Grappling Hook (after clearing 2 areas)
Shoots a grappling hook above Risky that can attach to ceilings and platforms,
pulling her upwards. Risky can move left or right once attached.
Also attaches to midair hooks, and thin platforms to pull her up and over.
Dark Magic upgrades extend the hook's maximum reach.

* Kraken Ball (after clearing 3 areas)
Allows Risky to move freely underwater.
Dark Magic upgrades increase Risky's maximum jump height while underwater,
but are never required.

* Bomb Shot (after clearing 4 areas)
A third type of special ammo for Risky's pistol. Shoots bombs straight ahead
that explode on contact, and can break through big cracked blocks.
The explosions linger, potentially hitting enemies multiple times.
Does 5 damage.
Dark Magic upgrades increase its damage, rate of fire, and bomb speed.
Damage goes up from 5 to 7, 9, up to 12 max.

* Cannon Jump (after clearing 5 areas)
A cannon Risky can fire off by jumping in midair to jump again.
The cannonball fired below can break through medium-size cracked blocks
and other structures, as well as hit switches and enemies.
Does 5 damage.
Dark Magic upgrades increase the number of times the cannon can be used
while in midair by 1, up to a maximum of 4 jumps.


		*** [2e] - Dark Magic  ***

Dark Magic can be found hidden in chests throughout Sequin Land, and is used to
upgrade Risky's items and abilities at the cost of 1 Dark Magic per upgrade,
up to a maximum of 3 upgrades each. There are 39 Dark Magics total, enough to 
fully upgrade everything. Along with the upgrades previously listed,
Risky can also upgrade the following:

* Health
Increases Risky's maximum life by 1 skull, up to 6 life skulls max.
Upgrading health will also fully restore Risky's life.

* Ammo Strap
Increases the maximum capacity for Risky's Spread Shot, Seeker, and Bomb Shot
pistol ammo: from 30 to 50, 75, up to 99 max.



		*** [2f] - Genie Crystals  ***

Genie Crystals can also be found hidden in chests throughout Sequin Land.
There are 15 total, all of which are required to enter the final stage
and complete the game.



	{{{ 3. Main Walkthrough }}}



NOTE: The stages have been listed below in the order which they are played
as Shantae, but Risky can choose to go to any stage from the beginning
except Risky's Hideout, which requires defeating the main boss in the other
five stages and claiming their components, as well as collecting all 15 
{GENIE CRYSTALS} that are highlighted in this section in curly braces.
[DARK MAGIC] is optional, and highlighted in brackets.

The directions listed assume you do not have access to the Cannon Jump,
which is only available after clearing each of the first five stages.



		*** [3a] - Prologue / Captain's Cabin ***

After the opening cutscene, you'll be inside Risky's ship, your hub of
operations and bubble baths. You will return here any time you clear a stage
or use the Pirate Flare, and your life will be fully restored automatically.
From here you can do the following:

Travel: Select a stage to visit. If it's a stage you've already been to,
you can also choose to start from any of its previously visited areas.

Talk: Get gameplay hints from your crew.

Save: Save your game. You can also save your game between areas in each stage.



		*** [3b] - Main Street ***


		* Main Street 1 *

A pretty simple romp here as Risky sets off to administer discipline to her
crew: a single scimitar slash will take out the regular Tinkerbats that move
about or throw torches from platforms above, but the cannonball pods that
unload extra Tinkerbats take a few hits and can't be jumped over. Most of the
cannonball pods however will simply explode after coming down: watch for their
shadows on the ground and keep moving. Jump across the platforms above the
first body of water before they fall away.

If you have the Kraken Ball and Bomb Shot, use them to reach [DARK MAGIC 1]
under the first body of water, down in the sewer pipe on the left.

Starfish will start to show up past the first body of water. A single scimitar
slash will defeat them, but you'll have to crouch to reach them. If one grabs
you, rapidly tap buttons and directions to shake them off. Past another
Cannonball Pod, hit the eye switch next to the wall with a pistol shot to
make purple platforms appear for a short time. Quickly jump across them and
over the wall. With eye switches that flash when hit, they can be hit again
before the platforms, hooks, etc. they create disappear to reset their timer,
giving you more time to cross.

Tinkerbats will toss torches from above as a Tinkerbeast further down burps
up cannonballs to jump over. Rush in and hit the Tinkerbeast with jumping
slashes. Past it will be plenty more Starfish and Tinkerbats to take out
before you cross a second body of water. Bigger jugs such as those up to the
left may contain more ammo for your pistol, or a Big Heart to fully restore
your life if you're lucky.

If you have the Kraken Ball, look for [DARK MAGIC 2] under the second body of
water, down in the sewer pipe on the right.

A few more Tinkerbats and Starfish between here and the third body of water.
Seeker shots can be useful for picking off the Tinkerbats that hang out of
reach, though they shouldn't be too much trouble either way. If you have the
Grappling Hook, you can catch the platforms over the water from below to
climb up more quickly. They will not start falling if you grapple them from
below, only after you've pulled yourself up and your feet touch down.

If you have the Kraken Ball and Grappling Hook, use them to reach
[DARK MAGIC 3] under the third body of water, down in the sewer pipe
on the right.

Keep moving to avoid the cannonball pods that rain down behind you,
then take out more Starfish before crossing the fourth body of water.

If you have the Kraken Ball and Cannon Jump, use them to reach
{GENIE CRYSTAL 1} under the fourth body of water below some cracked blocks.

A pair of eye switches await up ahead. Hit the lower switch first with a
pistol shot from a distance to create a pair of purple platforms, jump onto
the first platform then jump and slash at the second switch to make a
third platform appear. Use the three platforms to cross the wall
over to the right into the next area.

If you have the Grappling Hook, use it to reach [DARK MAGIC 4]
atop the platform at the end of this area.


		* Main Street 2 *

If you haven't already, try your Seeker Shot on the two Tinkerbats up ahead,
then they won't bug you as you start climbing up this area. Climb the chain
onto the platform where the second Tinkerbat was, then shoot the eye switch
on the right to make two platforms appear. Shoot the next eye switch on the
left to make three more platforms appear. If you need more time to cross,
hit the eye switch above with your scimitar. Past these three platforms,
shoot the eye switch off to the left to make five more platforms appear,
which you can jump across to the top of this section.
All these purple platforms are temporary, so don't dawdle.
If you have the Grappling Hook, you can catch any of the purple platforms
or thin wooden platforms from below to climb up more quickly.

If you have the Grappling Hook, jump to the left from the last of the
five purple platforms and fire the hook to catch a thin platform above where
you can find {GENIE CRYSTAL 2}. If you have an upgraded Cannon Jump and
Pirate Hat, use them to travel across from atop here to the upper-left corner
of this area where you'll find [DARK MAGIC 5].

Up ahead, watch out for a Tinkerbat Flier that will shoot at you past the
flame moving on the ground. Their shots do 1 life skull worth of damage. Use
Seeker shots from a distance, or wait until they shoot and dodge between their
shots before rushing in to slash them. Another Tinkerbat Flier will be waiting
by the stairway to the right. Watch for Tinkerbats to jump in from either side
as you take the stairs down.

Before going down the third set of stairs, hit the eye switch on the right to
reveal a hidden ledge to the left. Jump on and slide left through the secret
passage to find [DARK MAGIC 6]. The switch inside will reset the ledge
so you can slide back outside.

If you have the Cannon Jump, use it to boost over the wall at the top of the
stairs, past the pair of big jugs. Use the cannon to clear away the cracked
blocks nearby to find {GENIE CRYSTAL 3}. From there, hit the eye switch nearby
to create some purple platforms that lead off to the right towards a set of
switches that create more platforms. Use your pistol to trip the switches as
you quickly cross between platforms with the Cannon Jump and Pirate Hat into
the upper-right part of this area where you'll find [DARK MAGIC 7].

A Tinkerbat Flier waits at the bottom of the stairs. Wait for it to shoot from
the wooden platforms on the left before rushing in. Don't worry about the
cannonballs rolling down the hallway, they don't do much damage. Take out the
Tinkerbeast they're coming from and continue right. Slash the switch on the far
right, and jump up the four purple platforms in a zigzag up to the left. From
the wooden platform with a pair of big jugs, shoot the switch off to the right
to create four more platforms leading to the right. The final part of this area
leading down to the right contains a few Tinkerbats perched on platforms above,
and a couple more Tinkerbat Fliers. Stay on the lowest path, taking cover under
the wooden platforms to avoid their shots. Grab a Big Heart from the big jug
at the end of this area before facing the boss.


		* BOSS: Tinkerslug *

This Tinkerslug battle isn't much different compared to Shantae's game.
It's easier if anything since Risky's not there to shoot at herself.
Just stay towards the left away from the cannonballs that are fired, and
ring the bell in the lower-left with an attack to call in a red powder keg.
Hit the keg with your scimitar to knock it into the Tinkerslug, stunning it and
leaving it open to a series of scimitar slashes to the face. Wait for the
crane in the upper-left to return to its ready position, then ring the
bell to call in another powder keg. The Tinkerslug should be toast after
two or three rounds of kegs and slashes, depending on whether your Scimitar
has been upgraded at least once.



		*** [3c] - Mermaid Falls ***

		* Mermaid Falls 1 *

Just across the first body of water, you'll meet two of this area's enemies:
the crabs are simple enough and can be beaten with a single scimitar slash, but
you'll have to be crouched to slice them. The snake-like Naga will stop to
shoot a stream of shots when you get close, but you can rush in and defeat them
with a few scimitar slashes. Risky doesn't have a shield for projectiles, but
Naga shots don't do much damage either. Just don't make direct contact with
the Nagas themselves: it hurts a lot more.

You'll meet a Wetman at the start of the next section, one of many new enemies
exclusive to Risky's quest. As big and bulky as these one-eyed wonders are,
they barely do any damage, and it's pretty safe to just move past them
without fighting if you're in a hurry. If you're going to fight one, quickly
alternate standing and crouching scimitar slashes up close to break through
their guard, and be ready to jump their dash attack when they raise their claw
and clack it four times. Wetmen are tanky and can block most attacks, but also
have a high chance to drop a Tentacle, which fully restores Risky's life when
used. Another Naga, some Crabs, and a second Wetman await to the right as you
start making your way upward.

If you have the Kraken Ball and Bomb Shot, enter the water
just past the first Wetman's location, going left and up. Jump at the highest
point to the left and use the Grappling Hook to reach a free Tuna Roll.
Down to the left is another Tuna Roll above the square stone to the right.
Further right will be a chest blocked off by big cracked blocks.
Use Bomb Shots to break the blocks and reach [DARK MAGIC 1] inside.
Continue towards the lower-right corner underwater to find another big
cracked block. Use Bomb Shot to break it and enter the nearby sewer pipe,
where you'll find [DARK MAGIC 2] inside.

If you have the Kraken Ball, go up as far to the upper-right underwater
as you can (straight up from outside the room with Dark Magic 2),
then jump up and use the Grappling Hook to catch a ceiling off-screen
next to the far right wall. From there, move left to detach and quickly
grapple to the thin platform above to reach {GENIE CRYSTAL 1}.

Back above water, start going up and left from the far right wall. Jump and
shoot the eye switch if you need a platform, then take care of the Naga
to the left. From the solid platform in the middle above where the Naga was,
you can reach a bunch of jugs with ammo refills if you have the Bomb Shot:
jump off to the right with the Pirate Hat and shoot through the big cracked
block.

If you have the Bomb Shot, and the Grappling Hook with at least one upgrade,
jump from the middle platform to the left, then grapple to a ceiling 
off-screen. Drop and use Bomb Shot to break the first of the two big cracked
blocks up to the left, then grapple back up to the ceiling and drop in to
clear away the second block. Further left past the blocks is [DARK MAGIC 3].

Past the Naga, jump and shoot an eye switch far to the left to make a
temporary bridge to cross if you don't have the Grappling Hook. Take on
another Naga past three small platforms. Grab ammo from the jugs on the left
if needed, then shoot the eye switch from the third small platform to create
a pair of purple platforms to climb up to the thin platform above. With the 
Grappling Hook, you may also grapple to this platform by jumping up from the
third small platform below. Up above, jump up off the first blue platform
on the left and shoot the eye switch between it and a second blue platform
above: this switch will shift both blue platforms' positions. With the lower
blue platform on the right, jump from it to the area up to the right, then
shoot the switch again to bring the upper blue platform closer for you to
jump onto to continue higher up to the right. One last Wetman waits ahead:
move past him and jump from the platform on the right up to the left,
taking out the Naga nearby.

If you have the Grappling Hook with at least one upgrade, grapple up to the
thin platform above the nearby eye switch to the left. Jump up to the next
highest thin platform, then grapple to the moving platform above. From there,
let the moving platform take you to another moving platform, and move yourself
onto that one towards the right when they meet up. The second moving platform
will take you to a ceiling, with another pair of moving platforms further
right. From the last moving platform, detach and quickly grapple to the
platform on the upper right with the chest that has [DARK MAGIC 4].

Hit the eye switch next to the Naga to create a pair of purple platforms that
leads right towards another Naga. Past her, shoot the next eye switch on the
right to create a temporary bridge. Watch for a Crab patrolling the last
platform past the bridge, and be quick going across:
you may have to redo a bit of this area if you fall.


		* Mermaid Falls 2 *

Hit the first eye switch to raise or lower the nearby platform if you don't
have the Bomb Shot or Grappling Hook. The yellow Voltbats will shock Risky if
she tries to hit them with her scimitar while they're sparking: use pistol
shots to pick them off safely. Slimegals can also be found here: a few scimitar
swings will finish them off, but if one grabs you, rapidly press buttons and
directions to shake free before they can damage you. Best to attack when
they're in slime form and can't hurt you. You can find a Tuna Roll underwater,
but not much else of interest. Jump across the pair of blue platforms and
meet a Wetman on the right. Past him, shoot the eye switch over the water to
create temporary hooks to jump across leading right into the next section.

If you have the Bomb Shot and Kraken Ball, enter the water from the far right
before the room transition, below the thin platform. Use Bomb Shot to fire a
bomb through the gap below and destroy the big cracked block on the far left.
This will clear a path to [DARK MAGIC 5] on the other side, by the eye switch
that creates the temporary hooks.

The next room is wide open, zigzagging right and left as it leads you upward.
Another Wetman awaits to the right past a single Flying Fish. Ignore the fish
and use the hooks travelling above to jump over it. Jump from a hook travelling
above the second conveyor to the right onto the ledge up to the right.
If you're quick, you can grab a hook towards the right end and jump to the
ledge before that hook goes away into the background without having to deal
with the Wetman below where this conveyor begins.

If you have the Kraken Ball, enter the water left of the Wetman, and slash away
the seaweed blocks blocking the narrow passage on the left with your scimitar.
Slide through to grab {GENIE CRYSTAL 2}, then slide through the passage down
to the right. If you have Bomb Shot, you can also grab 3 Tuna Rolls past the
big cracked block on the right. A fourth Tuna Roll can be found if you enter
the water to the right of the Wetman, tucked away past more seaweed blocks to
the right near some Starfish.

If you have the Grappling Hook, enter the room above the water to the right.
Jump up and grapple the ceiling over the water in this room
to reach [DARK MAGIC 6] on the right.

The Grappling Hook is not required for this room, 
but does make it easier to navigate. 

If you DON'T have the Grappling Hook: 
jump and grab a hook from the conveyor above and ride it up to the left. 
You'll be dropped off onto a thin platform,
past which are a pair of moving platforms you can use to cross left.
Watch for Slimegals and Crabs as you continue up and right.
Take the next conveyor hook up to the left. You'll need to jump off on your
own at the end of the line to reach the midair platform on the left.
From there, jump and shoot the eye switch on the right to lower the square
platform nearby. Jump onto the square platform and shoot the switch again to
raise it back up. Jump and shoot an eye switch on the left to lower another
square platform nearby, then jump from that square platform and shoot the
switch on the left to raise it up so you can continue right. Jump onto the
square platform on the wall to the right and hit the nearby eye switch to
have it lift you upward. An eye switch toward the upper-right controls another
square platform to the left. After hitting it once to bring it to the right
(you can reach the huge jug above from the square platform),
hit it again and quickly crouch down as it takes you back left.
Hit the eye switch on the left to create three temporary platforms. Quickly
cross over and ride a conveyor hook over to the left. Past the Slimegal above
will be another pair of eye switches and square platforms. Hit the left switch
to lower the right square, then jump from the left square and shoot the right
switch to move the left square to the right. Make sure to crouch under the
square above as you move right. Now jump and shoot a third switch further
right to create a purple platform on the left. Shoot the second switch on the
left and crouch under the square above as you return left. Finally, use the
purple platform to jump atop the square above, then crouch and shoot the switch
on the left to be lifted high enough to reach the next level above.

If you DO have the Grappling Hook:
ride the conveyor hook above the lower-right ledge, then jump from the middle
of the straight section past the curve and grapple through the ceiling above.
Look for a floating platform above to the left. Jump and grapple to it from
the floor where the Slimegal is moving above. After using the pair of
eye switches to reach the higher of the two square blocks, jump and grapple
to a conveyor hook above and ride it left. At the next pair of square blocks,
jump from the first block and grapple the ceiling above.
Travel right and drop to the second square block and proceed upward.

If you have the Grappling Hook, go left past the second pair of square blocks.
Above the Slimegal on the left is a thin platform on the wall you can grapple
up to. From there, jump and grapple the rocky ceiling above. Travel right,
then quickly detach and grapple the platform with the huge jug above.
Jump up and grapple one more platform above to reach [DARK MAGIC 7].

Past the Wetman on the right beyond the second pair of square blocks will be
an eye switch that creates a temporary set of hooks you can use to climb up,
going right then left. You'll be below a set of three conveyor hooks, though
the second one in the middle is out of order. Jump from a hook on the bottom
conveyor and shoot the eye switch on the left to create platforms you can use
to climb up and ride a hook from the upper conveyor to the right into the next
area.

If you have the Cannon Jump with at least one upgrade, jump and grapple to the
platform above the hook conveyors, then detach from either side and Cannon Jump
up to reach [DARK MAGIC 8] on the platform above.

A couple Slimegals and Bats await in the next room.

If you have the Grappling Hook, jump up and catch the ceiling through the gap
under where the second Slimegal is patrolling,
then travel left to find {GENIE CRYSTAL 3}.

Grab a Big Heart from the big jug down in the corner, 
then take the slide on the right into the next area.


		* Mermaid Falls 3 *

Risky's trip down the mermaid slide plays out a bit differently from Shantae's,
mainly that there's Bats in place of Gator Guards. Jump over the Bats that fly
low, while letting the ones higher up pass over you. Staying near the top-left
will let you best anticipate the obstacles coming up, since nothing will come
up from behind. The rolling drums do 1/4 of a skull's damage if you
bump into one, while falling into a pit will cost 1/2 a skull and send you back
to the beginning of this area. The Pirate Hat can be useful when jumping
between the drums, but is not needed for the pits. Just be ready to jump a pit
whenever you see yellow and black caution stripes on the slide. Finally, look
for Juicy Melons during the ride, which can be used later to restore health.

The slide's obstacles are laid out in this order:
three drums, high bat, pit, pit (melon), 
high bat, low bat, high bat, low bat, high bat,
pit, high bat, pit (melon), high bat, pit,
low bat, low bat, high bat, high bat, high bat,
high bat, five drums, low bat, low bat, low bat, high bat, low bat, high bat,
pit (melon), low bat, high bat, pit, (melon,) pit, high bat, three drums,
pit, pit (melon), pit, low bat, four drums.


		* BOSS: Giga Mermaid *

This battle has two phases: first, attack and break the six locks
binding the Giga Mermaid in place while avoiding her attacks: she'll shoot a
thunder beam that sweeps across the area, a big lightning ball that moves
towards you from the top of the screen, or a group of small lightning balls
that quickly fly towards you. The Grappling Hook is very useful for this phase,
letting you attach to the platforms and hooks above to avoid the Giga Mermaid's
attacks, and quickly reach the locks in the top corners which you should focus
on first when you've got an opening between attacks. It'll take a decent amount
of scimitar slashes to break each lock, but a fully upgraded Spread Shot
will break them in just 3 shots each if fired right next to them.

Once the locks are destroyed, the Giga Mermaid will face you head on.
From either side of the screen, she'll call down lightning marked by targets
on the ground. Run to anywhere there isn't a target, then she'll crash down
on either side followed by a structure of platforms and hooks that emerge
from the background. She will shoot a beam of lightning shortly after
the structure comes up. The actual hitbox on the lightning beam doesn't come
out until a split-second after, so be ready to jump or dodge as necessary.
When she's not repeating this process, the Giga Mermaid may try to smite you
with her tail from the background. Just run away off to either side when the
tail stops moving and this attack will miss. As for attacking the Giga Mermaid,
upgraded Seekers will make this quick since you can just fire them rapidly
at the gem in her forehead from ground level when she crashes down
from either side. Without Seekers, it'll take a little longer: you'll have to
time a jumping sword slash to hit the gem as she crashes down on either side,
or climb the structures that rise up from the background (made easier with the
Grappling Hook) and attack the gem from atop the structure.
One way or another, this whale of a mermaid will wind up all wet before long.



		*** [3d] - Tassel Town ***

		* Tassel Town 1 *

Many new enemies await Risky in this stage, such as the Mummball. One hit will
knock these mini mummies back, then you can safely move past or hit them
again to knock them out before they recover. Risky can reach them with the
scimitar without crouching despite their small size. The Spikebugs are a bit
more troublesome, and require crouching to reach with the scimitar.
They're easily dealt with if you rush them, but will shoot spreads of spikes
given a chance, which are hard to jump between if you're up close. Birdmen also
fly these skies, dropping enemies or bombs when they draw near. They'll take
more than one scimitar slash if it hasn't been upgraded at least twice, so try
hitting them once with a ranged attack, then finishing them with the scimitar
as they close in. Several platforms high up in this area contain ammo jugs,
though you'd need an upgraded Cannon Jump to reach most of them.

Stand next to the first wall and shoot the eye switch on the left to make a
sand pillar lift you up and over. An Archer awaits on the other side
above the water: crouch to avoid their shots, then jump in close and attack
with crouching slashes.

If you have the Kraken Ball, you can find [DARK MAGIC 1] under the first body
of water, below the platforms the first Archer shoots at you from.
Watch out for the Mines underwater, and shoot them from a distance
to explode them safely from far away.

Past a few more enemies will be a big wall stuck in quicksand (jump rapidly to
escape any quicksand you may fall into). Hit the nearby eye switch to lower the
wall and proceed right. Hit the eye switch again to raise the wall back up,
and jump atop the wall as it carries you up towards a platform up to the right
with a chest that has [DARK MAGIC 2].

A couple more enemies and another Archer await on the other side of the wall.
If you have the Pirate Hat, jump towards the platform over the second body of
water from the right, then use the hat at the peak of your jump to boost up to
the platform and reach the chest atop it with {GENIE CRYSTAL 1}.

If you have the Kraken Ball and Bomb Shot, enter the second body of water and
shoot through the big block to the left to reach [DARK MAGIC 3] past the block
and up above. The Killer Fish won't give you trouble if you simply ignore them.

A Scorpion Queen awaits past the second body of water, and can knock chunks
off Risky's life bar as big as they are if you so much as bump into one
(1 & 1/2 skulls worth of damage). They'll block your attacks if they're not
charging up for one themselves, but are still knocked back a bit when blocking.
Wait for them to lean back and glow before attacking, then back away after
getting in a hit or two before they charge forth with their sword or stinger,
both equally sharp.
If you have the Kraken Ball, you can travel through the second body of water
and pass right under this Scorpion Queen completely. If going underwater,
shoot the mines to explode them safely from a distance
as you jump over the Killer Fish.

Past a pair of Spikebugs will be a wall. If you don't have the Pirate Hat to
boost over, jump and shoot the eye switch nearby to create some stairs.
Past a lone Mummball will be several sand pillars and a pair of eye switches:
Hit the switch up on the left first to lower one of the pillars so you can
crouch on the midair platform and shoot the second switch to the right,
lowering the other pillar. With both pillars lowered, you can slide through
the opening to the right.

The Scorpion Queen nearby can be avoided if you jump and glide over her with
the Pirate Hat from a platform above as she draws her. Or you can take damage
from the Mummball nearby, then use the invincibility from the hit to sneak
past. Beware of Birdmen flying by just past the Scorpion Queen. An eye switch
to the right will raise a sand pillar out of the quicksand nearby if you need
it to cross further right.

If you have the Cannon Jump, use it to jump up and left to the platform above
this eye switch to reach a chest with [DARK MAGIC 4].

Past a Spikebug and some quicksand is another eye switch that raises and lowers
a nearby wall if you don't have the Pirate Hat to boost up onto it.
Past the Spikebug above is a platform with a couple of small jugs. Jump on and
wait for a Scorpion Queen to draw near before you jump and glide over her with
the Pirate Hat. No Pirate Hat? Lure her towards you from below the platform,
then jump back up and onto the platform above before she returns to the right.

An Archer will attempt an ambush near the last eye switch to the right. 
Crouch to avoid the arrows and hit the switch to make a purple platform appear.
If you have the Grappling Hook, you can grapple up to reach platforms with jugs
containing ammo up to the left. Proceed to the right into the next area.


		* Tassel Town 2 *

The Grappling Hook isn't needed to climb Tassel Tower, but does come in handy.
Hit the sandstone block above towards the left with your scimitar to continue
upward if you don't at least have the Pirate Hat. The Bomb Shot can be used to
destroy the Stone Heads that shoot fire, and you may even find secret rooms
behind some of the heads in the walls. The room behind the first Stone Head
just contains two big jugs for refilling ammo, to compliment the other two
big jugs up to the left you'll need the Grappling Hook to reach.

Further up the platforms on the right past another Stone Head and an
Archer, jump up the platforms on the left and hit the eye switch above to
create a pair of purple platforms. Then go right and jump up the platforms up
to the right. Above the Stone Head at the top is a second eye switch. Hit it
to create another pair of purple platforms. With both pairs of platforms in
place, you can climb up them and slash through the small cracked blocks to
slide through to the left. (Two big jugs are behind this Stone Head
in a room with a Bounce Eye).

Going up the chain and slashing through the blocks to the right, you'll meet a
Bounce Eye behind the sandstone block in the way. These big eyes phase in from
thin air before bouncing around the place. You can stun them with any attack,
but pistol and cannon shots will not finish them off. They also respawn shortly
after being defeated, so keep an eye out of your own.

Shove the sandstone block out of the way with your scimitar. Climb up the chain
and look for two eye switches which control the other sandstone blocks to the
left: hit the one on the right by the chain to raise the block in the middle,
letting you reach the switch up to the left. Hit it to move the three blocks on
the left into position, then hit the switch on the right again to lower the
middle block back down. If you have the gear to reach the left switch without
using the right switch, just hit the left switch once.
Either way, continue left and up using the two hooks once the path is clear.

Grab goodies from the three jugs to the right if needed, then take the chain on
the right upward. If you jump up the chain, grab it, and jump again, you can
climb upward fast enough to avoid the fire from the Stone Heads above, and
avoid the Chain Saw moving up and down the chain on the right. Hit the nearby
sandstone block aside, then jump onto the second sandstone block on the right
before hitting the switch: the second block is part of a tall column
that will lift you upward.

If you don't fancy fighting the Scorpion Queen up to the left, jump up and take
a hit from a fireball shot from the Stone Head above if you have 1/2 a skull
to spare on your life bar, then run past her and jump onto the chain while
you're invincible. Continue upward across the chains to the right.

If you have the Bomb Shot, shoot out the Stone Head on the right above the
chains shooting fire into a narrow passage. In the room on the other side, use
the Grappling Hook to reach [DARK MAGIC 5]. A second room behind the other
Stone Head up to the left contains several jugs.

Slide through the narrow paths when there's a break between fireballs from the
Stone Heads, and take the three hooks further upward. Another Scorpion Queen
waits above. Wait for her to go towards the left before climbing the hooks, and
a Bounce Eye will head towards you before she gets too close. Take damage from
the Bounce Eye (1/2 a skull) if you want to safely skip this Scorpion Queen
as well. Or you can use the Grappling Hook to catch the thin platform above,
then glide to the left with the Pirate Hat to safety. The room to the right
by the thin platform just has a few jugs guarded by another Scorpion Queen.

Take the chains on the left up, and through the zigzag path past an Archer and
sandstone block. Continue up the platforms on the right. There are four chains
leading up from here: climb the second chain from the left, then jump to the 
second thin platform in the middle to avoid the skeleton climbing this chain
above. Watch out for one more Skeleton to rush in above from the right once
you're past the chains. Climb the three hooks onto the sandstone block above,
and hit the nearby switch to be lifted upward.

If you have the Bomb Shot, use the Grappling Hook to grapple to the thin
platform up to the right, then shoot out the Stone Head on the right to find
[DARK MAGIC 6] in the room behind it.

Climb up the four hooks on the left, waiting on the third hook for the nearby
Stone Head's fireball to pass. Climb up the chain, then slide through the ditch
on the right to reach [DARK MAGIC 7] in the chest on the other side.

Hide out between the two thin platforms above the ditch past the chain,
and the Skeleton above will harmlessly pass you by. Use the hook up to the
right to jump over to the left, making your way past the three Stone Heads
on the left. You can safely crouch under the second and third Stone Heads,
or destroy them with Bomb Shots.

If you have the Grappling Hook, jump from the hook to the right of the three
Stone Heads and grapple the thin platform directly above to reach
{GENIE CRYSTAL 2} further up.

Past the three Stone Heads will be an Archer and Bounce Eye next to the exit.

If you have the Grappling Hook, jump up and grapple a thin platform up towards
the left of the exit. Then use the Pirate Hat to glide over and grapple another
platform up to the right. From there, jump and grapple another platform
up to the right, then grapple the ceiling above and travel left to find
[DARK MAGIC 8]. Be careful not to get hit by a Bounce Eye on your way up.


		* Tassel Town 3 *

A whole load of bottomless pit here, so the Pirate Hat will come in handy.
Small blocks take turns shifting in and out from the background. Wait on a
block until it starts shaking, then jump to where the next one will appear.
Some of the small blocks will stay in place without moving.
Bounce Eyes are back along with blue Leapers that jump up and down from pits.
The Leapers can't be harmed, just jump past when they retreat. The dark 
rectangular platforms fall away when you jump on them: be quick jumping across.
Rush the first two Spikebugs, but take your time with the other two between
the gaps towards the next section if you can't float over with the Pirate Hat.

If you have the Grappling Hook, drop down past the first two Spikebugs and
grapple under the floor to reach {GENIE CRYSTAL 3} down to the left.

Past the Archer in the next section, shoot the eye switch on the far right to 
raise a column up below to the right. Quickly jump on and shoot the other
switch on the left to raise up three more columns you can use to jump across
to the right before they lower back down. Past the next two Spikebugs are
platforms that zigzag back and forth. Watch for Birdmen flying in from above
while crossing these platforms: use Spread Shot or Seekers on the Birdmen when
you have the high ground, then finish them with the scimitar.
Past the four zigzag platforms is a platform that falls away
next to one that moves up and down near a solid platform below.

By the next group of Spikebugs is an eye switch that raises a column to help
you cross up and further right. The same switch controls a purple platform
up to the right from the switch's location. Shoot it with a Spread Shot from
a crouching position on the left edge of the platform just right of the switch.
If you're out of Spread Shot, shoot it from a crouching position on the left
edge of the next platform down. Take your time dealing with the Spikebugs
and Archers ahead one at a time if you don't have the Pirate Hat
or Grappling Hook, and keep an eye out for Bounce Eyes.

By the next pair of eye switches, shoot the high switch first to raise two
columns up below. Jump to the second column and hit the lower switch to raise
two more columns you can use to quickly cross up to the right
before they lower back down.

Past the Spikebug in the next section are two more eye switches. Hit the first
switch to raise two columns, then jump to the second column and hit the second
switch to raise two more columns. Jump to the fourth column on the right and
shoot the switch on the right from a standing position to raise the two last
columns you can use to finish crossing up to the right. But hurry,
all these columns will lower back down two at a time before long.
More Birdmen will start flying in past the Archer nearby. Take your time with
them as you cross the small block platforms to the right.

If you have Bomb Shot, crouch down on top of the big cracked block and fire
a bomb to the left so the explosion breaks the block below, then use the
Grappling Hook to reach [DARK MAGIC 9] past the block on the left.

Stay on the high road past the small blocks if possible, and shoot down the
Birdmen that fly in past the Archer above. Drop down and take out the Spikebug
below after it fires and moves off to the left. The Birdmen should stop coming
once another eye switch comes into view up to the right. Jump and hit it to
raise three columns to cross right. From the small block past the columns, hit
the higher of the two eye switches to raise a column. Jump on the column and
hit the lower switch to raise two more columns to quickly cross up to the right
before they all lower back down. Grab a Big Heart from the jug next to
one last Archer and the exit to the boss on the right.


		* BOSS: Wilbur *

Wilbur opens up with a round of eye bullets from the background. Stay away
from the targeted areas: unlike Shantae's fight, their locations are random
and will do more damage.

Next, Wilbur will shoot a series of rocks from it's mouth that will rain down
in random locations. Watch for their shadows on the ground to avoid the blue
rocks, and run towards the red rock. Don't touch it or you'll take damage.
Instead, hit the red rock to load it into one of the nearby cannons in the
floor. Then run to either floor switch between the cannons and stay put while
the cannon does the rest. Don't stand on the switch until the rock enters the
cannon and you see a golden glow: otherwise the rock will break and you'll
have to wait for another one.

Once shot with the red rock, Wilbur's eye will fly out and be vulnerable.
Stand off to the side of where the eye comes down, and it will start rolling.
Be ready to hit it as it rolls back towards you on the other side, then again,
and again, getting faster with each attack. You can use Tinkerbats to briefly
cover hitting the eye for you on either side. After enough hits,
Wilbur's eye retreats and this battle routine repeats.
The eye will always start rolling off to the left, and starts rolling
very quickly the second and third times it flies out, so be ready.
Victory is yours once the fourth red rock connects.



		*** [3e] - Cape Crustacean ***

		* Cape Crustacean 1 *

Climb aboard your carpet and get ready to race! And by race, we mean hopping
across everyone else's carpets, slashing them for extra pistol ammo. There will
also be the occasional set of hooks and airships to jump between. For the
multi-tiered airships, just keep jumping upward as they go down, jumping to the
next one in line when possible. If you fall, you'll take some damage before
bouncing back up. The Grappling Hook can be used to catch a carpet from below
if you miss a jump. It isn't necessary, but certainly looks stylish.
The Pirate Hat is also handy for helping in hopping between carpets.


		* BOSS: Twitch and Vinegar *

You'll have a set of three carpets to take on these two as both the girls
and your carpets rotate in place, switching their rotational directions
now and then. Keep towards the front and get in your shots and slashes while
the girls are rotating in place, then be ready to avoid their assaults when one
stops and the other retreats into the background. The girl in the long ship
shoots sets of rapid-fire rounds in a line at varying heights, while the girl
in the tall ship throws bombs towards you in arcs. 

Eventually the two will combine and fire big beams across the screen at varying
heights. The carpets will slow down and alternate directions to help you stay
clear of the beams. The Grappling Hook can be used to catch a carpet from below
if you need to make a quick escape. The Pirate Hat can also help you stay
airborne to avoid some attacks if it's upgraded. Otherwise, get in your attacks
when it's safe and allow a moment to gauge where best to jump to safety when an
attack is coming your way. Once either girl goes down, the other will take her
place attacking non-stop without retreating. After beating both of them,
you're off to the next area.


		* Cape Crustacean 2 *

You've got a whole fleet of warships to hop across from here on. When you reach
the end of one, wait for the next one in line to get close enough to jump on.
Be patient, you may miss your jump if it's still in the foreground or 
background. And where there's warships, there's Soldiers. Most will charge
forward and try to ram you, others will sit in place tossing grenades in an
arc. Charging soldiers aren't too bad if you have at least one Scimitar
upgrade. Against Grenadiers, use upgraded pistol ammo from a distance, or move
in close to attack so their grenades will fly over you. Also, the black floor
hatches like those you'll see Soldiers emerge from can be entered by holding
Down and pressing Jump while over them to access the insides of these ships.
Don't let the Soldiers catch you off guard as they emerge from these ships: 
look through the windows to see where they are before dropping down.

If you have the Cannon Jump, go inside the door in the first ship with hatches.
Inside, Cannon Jump over the solid blocks above the chest to break through and
get [DARK MAGIC 1].

Against Grenadiers that hang out on the tail ends of ships like the one ahead,
wait for them to toss a grenade before jumping over to meet them up close.
Just ahead is a Kitty Cannon: they also sit in place, firing shots in arcs.
As with the Grenadiers, simply rush in and slash them up close as their shots
harmlessly fly above you. Beware the electric beams ahead: if one zaps you, it
costs 1/2 a skull and will send you back to the last airship door you entered,
the same as if you are to fall off the ships into any pits below.
Wait for the beams to stop, then move on. A Flame Cannon will fire at you
as you work between these first two beams: crouch to avoid its shots, then
slide forward and slash it up, or jump on top of it: unlike Kitty Cannons,
touching Flame Cannons won't hurt. Beat back the Soldiers that drop in from 
above, then quickly move ahead once there's an opening.

Inside the second ship with hatches, run under the floating platform to the
right while the electric beam on the ceiling is towards the left. Wait under
the platform until the beam passes over it to the right, then carefully jump
from the corner of the ledge on the right and atop the floating platform 
on the left as the beam touches the ledge corner.
Inside the chest above is {GENIE CRYSTAL 1}.
If you're unable to pull off this ledge jump, return here with the Cannon
Jump, or the Grappling Hook with at least one upgrade, making your approach
at ground level left of the floating platform once the beam goes to the right.

Take the floor hatches down inside the next ship to pass under the next
electric beam, then jump up through the hatch on the other side.
Past the beam is another Flame Cannon, then three Grenadiers atop the next
ship. Carefully attack the Kitty Cannon on the tail end of the next ship with
jumping scimitar slashes between its shots. Past one more Kitty Cannon will
be a set of four electric beams. Move under the first three in turn as they
turn off, then wait under the third beam for the fourth beam to turn off
before moving forward. A Flame Cannon between two Grenadiers wait for you on
the next ship as you approach the third ship with hatches.

If you have the Grappling Hook, enter the door in the third ship with hatches,
then grapple up to the ceiling on the left side of the electric beams. Shoot
the switch in the right corner while grappled to create a skull block that can
provide cover for crossing the beams. Wait near the beams and slide as soon as
they turn off, and you'll be safe under the skull block as they turn back on.
Wait for them to turn off again, and slide forward to reach [DARK MAGIC 2]
on the other side.

Past two more Kitty Cannons is the fourth and final ship with hatches. You'll
need to use the hatches to safely cross under a pair of electric beams that
move back and forth up above without turning off. Wait for them to move aside,
then hurry to the next safe spot.

If you have the Cannon Jump and Pirate Hat with a couple upgrades, go in
the door inside the fourth ship with hatches and use them to jump and glide
over to reach [DARK MAGIC 3] across the big gap.

Past these beams will be a Grenadier and two Flame Cannons before you reach
the exit: drop through the black hatch on the far right into the next area.


		* Cape Crustacean 3 *

If you have the Pirate Hat, hold down its button while holding Left as soon as
you use the save prompt prior to starting this area: you'll float down to a
platform with a big jug, from which you can jump and glide over across the
chains on the right and skip the Soldiers in this room. If you do fall,
jump over the spike pit after taking out the Grenadier on the other side,
and slash the eye switch on the other side to make three temporary platforms
you can climb up to the chains. Some Soldiers will rush in below to the right,
past which are more jugs with extra ammo if needed.

In the next room, Soldiers will charge you at ground level as Grenadiers attack
from platforms above. Slice through the foot soldiers going under the
Grenadiers, then quickly jump onto their platforms and defeat them.

If you have the Grappling Hook, jump onto the thin platform under the gap in
the ceiling lined with spikes. Jump and grapple to an off-screen platform,
atop which is a door leading to [DARK MAGIC 4].

Drop down the gap on the right. Jump from the floor on the far right and
shoot the eye switch in the top-left to remove the skull blocks below. In this
room and the one below are a Soldier and Grenadier between a pair of laser
beams. Wait for the beams to turn off before crossing, attacking the soldiers
with ranged attacks from behind the beams if possible.

In the next room to the right, wait to cross the first two pairs of lasers,
then crouch next to the third single laser to avoid the Grenadier's attacks.
Continue up the thin platforms on the right, or drop below the platform the
Grenadier was on to grab items from the huge jugs down there first.

If you have the Kraken Ball, head right after dropping down the Grenadier's
platform into a room full of water. Dive in, and use your Grappling Hook to
catch a thin platform between the second and third waterfalls. Jump to the blue
floor on the left, then jump and grapple to a platform under the first
waterfall. Jump straight up from the platform and grapple the ceiling above. 
Move right, detach and quickly grapple the thin platform in the ceiling.
Go right, down, slide through to the right, and drop down to find
[DARK MAGIC 5]. If your Grappling Hook doesn't have at least one upgrade, 
use this Dark Magic to upgrade it now. Jump and grapple back up to the platform
on the left of Dark Magic 5, then jump and grapple to the ceiling above. Move
right, detach and quickly grapple the thin platform in the ceiling. A tiny bit
to the right of this thin platform is another platform you can reach with your 
upgraded Grappling Hook. Finally, go left past all the jugs and slide through
to reach [DARK MAGIC 6].

Taking the platforms on the right up to the left, there's another Grenadier
behind a laser. Crouch next to the laser to avoid his attacks while waiting for
the beam to turn off. Shoot the nearby eye switch from the left to give
yourself time to climb up the three temporary platforms it creates.

If you have the Grappling Hook, jump up from the third purple platform and
grapple the ceiling above. Move left, detach and quickly grapple the thin
platform up on the left to reach [DARK MAGIC 7].

The Grappling Hook is handy for moving along the ceiling and dodging the next
pair of lasers and Grenadier behind them. If you don't have it, shoot the
Grenadier from a distance between the first and second pair of lasers, then
shoot the eye switch in the upper-right with a Spread Shot to create a
temporary platform just past the second pair of lasers.

In the next room is another hallway with Soldiers charging forward with
Grenadiers atop platforms. Cut through the ones on foot as you pass below the
grenade tossers between their attacks.

Drop down below and wait for the Grenadier to toss a grenade before jumping
onto the edge of his platform. While you wait, jump and shoot the switch behind
him to reveal a hidden ledge. Jump onto the ledge and slide through to the left
to find {GENIE CRYSTAL 2}.

Down below to the left, hit the eye switch to create a purple platform across
the spikes. Jump forward after the Grenadier attacks to avoid getting knocked
into the spikes below. You're safe under the Grenadier once you're across:
turn and shoot the eye switch again to remove the skull block in the way,
and proceed right.

The next room has several Grenadiers perched on platforms above, making it
tricky to reach the next room up to the right. The Grappling Hook will make
climbing up the platforms easier, just watch out for attacks from above and
that you don't grapple up directly below a Grenadier and bump into them.
Jump and shoot Seekers to clear away anybody in your way up above.
From the platform farthest to the upper-left, you can grapple the ceiling and
safely cross to the exit on the right. If you don't have the Grappling Hook,
shoot the eye switches to create the platforms you need.
A chest in the lower-right corner of this room contains [DARK MAGIC 8].

The last room contains a chest with {GENIE CRYSTAL 3}, and a Big Heart
in the jugs nearby. Jump up the platforms and destroy the engine outside
on the right, then you'll face this stage's boss.


		* BOSS: Ammo Baron *

An upgraded Spread Shot can quickly clear away the soldiers Ammo Baron summons
to his side to keep himself protected as they shuffle and swirl around him.
When the Ammo Baron points, he'll order some of the soldiers to fly towards you
(or simply point in vain if you've wiped them all out already). After taking
enough damage, the Baron will order soldiers to dive bomb you from above.
Move away from the targeted area, then be ready to move away again when the
targeted area changes and there's a break between the air raids. This routine
repeats two times, with the Baron summoning more layers of soldiers each time.
Clear out the majority and go for the Baron once whatever few are left
no longer pose a direct threat. Keep unloading on the Ammo Baron
and he'll soon surrender.



		*** [3f] - Hypno Baron's Castle ***

		* Hypno Baron's Castle 1 *

It's kinda dark your first time through this area, but it takes more than that
to scare off a lady pirate. Make your way right while watching for Bounce Eyes,
and the blue lights that drop from the ceiling as you approach or attack them.
The flames that come from the blue lights do 3/4 of a skull's damage, but will
also damage any enemies caught in the flames.

As soon as you go through the doorway in the wall up to the next room, head
right back through to enter a new room with a chest that has [DARK MAGIC 1],
then head back left.

The passageway to the left contains three chests: the first two are Ikki traps,
but even without scimitar upgrades, a few quick slashes will take care of
these ghostly gals and the chests they emerge from. The third chest on the far
left contains {GENIE CRYSTAL 1}.

From Genie Crystal 1's location, go up the chains on the right, then start
going left at the top. You'll meet your first Batgal: these naughty nightmares
have a long reach with their whips. They'll turn into a bat to escape damage
as you draw near, whipping down at an angle from above. They may also whip
upwards if you try to jump over them when they're on the ground. Slide towards
them when they rise into the air to dodge their aerial whip attacks.
Batgals have a high chance to drop Corndogs if you're low on recovery items.

Keep going left past the first Batgal through a doorway next to some small
T-shaped block formations, then immediately return through the doorway on the
left to enter a dark room that has [DARK MAGIC 2].

Leave the dark room through the right and climb up the nearby chain. If you
have the Grappling Hook, jump from the top of the chain on the right and
grapple up to a ledge by an opening in the ceiling to reach [DARK MAGIC 3]
up to the left.

The doorway up past the chain to the left leads back to the doorway next to the
T-shaped block formations. From there, climb up the nearby chain and use the
Pirate Hat to glide over towards a higher floor with another Batgal. If you
have less than two Pirate Hat upgrades, catch the wooden ceiling with the
Grappling Hook in a spot away from its small cracked blocks, then detach and
continue floating across, grappling the wooden ceiling from another spot
further right if needed.

If you have the Bomb Shot, shoot away the big cracked block to the right, then 
go down through the doorway on the right, ignoring the Ikki chest. Inside the 
next room is a chest with [DARK MAGIC 4]. Return left through the door and
grapple up to the thin platform above.

The chain left of the big cracked block leads up to the castle roof.

If you have the Grappling Hook, go left on the castle roof past another Batgal
to find a platform you can grapple to reach {GENIE CRYSTAL 2}.

Another Batgal waits to the right of the castle roof entrance. Past her,
look for a formation of small blocks shaped like a fat T. Carefully slash
away the blocks on the upper-left of the T, while leaving the blocks on the
upper-right to jump up to. From there, jump and glide with the Pirate Hat onto
a midair platform with a chest that has [DARK MAGIC 5]. If all the blocks are
broken, you'll need to use a Cannon Jump to reach the chest.
The other chest in the room below only contains another Ikki.

Back down and left through the upper-left doorway inside the castle by the
T-shaped blocks, take the nearby chain up and to the right near Dark Magic 3's
location. Keep going right past some blue lights and another Batgal on your way
to the doorway on the far right.

If you have the Cannon Jump with at least one upgrade, jump up to the right 
from the wooden railing by the doorway and Cannon Jump through the gap in
the ceiling to reach [DARK MAGIC 6] up to the left.

Through the doorway, proceed left, down, and right into the next area.
Watch out for Bounce Eyes, Mummballs and blue lights along the way.


		* Hypno Baron's Castle 2 *

Past the first two gaps, shoot the eye switch to create two purple platforms.
Jump up to the upper platform and shoot the higher of two eye switches
to the right which will create a third platform you can jump down to next to
the lower eye switch. Slash that switch to make a fourth platform appear and
jump across to the right. All these platforms are temporary: be quick.

Eye blocks such as the one nearby move in the direction the eye is facing when
you jump onto them, and will flash as they get ready to vanish. Jump onto this
block when it faces right and ride it under the spike wall above. Jump and
shoot the eye switch above the next spike wall to create a bridge you can
cross to reach another eye block. Jump on when it faces right to ride across.

Up ahead is a Bonelegs, a strong spider woman who blocks most attacks and will
swipe you away if you try jumping over her. You can safely jump over a Bonelegs
using a fully upgraded Pirate Hat at the peak of your jump. Otherwise, attack 
to get them into a blocking animation, then start attacking again as soon as 
the animation finishes. Be careful of their short-range swipes and long-range
venom shots.

Beyond the Bonelegs, jump onto the next eye block as it faces right, then jump
and fire a Spread Shot to hit the eye switch above, creating a temporary bridge
to cross. Bats, Birdmen, and Slimegals all await just before the next section,
but aren't much of a threat if you take your time fighting each one.

In the next section, shoot the eye switch to briefly make three platforms
appear next to an eye block. Slash the switch from the second platform to
keep resetting the platform timer as you wait to jump onto the eye block once
it faces right. Past a Bat nearby will be another pair of eye blocks. Jump on
the first one when it faces right, riding it over to jump onto the next one
as it faces right. You don't have to crouch under the spike block above: remain
standing up to shoot an eye switch past it which creates three temporary
platforms. Quickly jump across and take out the two Bats ahead before jumping
over the next gap. Watch out for a Slimegal past the gap.

If you have the Pirate Hat, hit the eye switch near the chest with a Spread
Shot from above to remove the platform blocking off the chest. Jump left and
use the Pirate Hat at the peak of your jump to boost back up to the chest
which contains {GENIE CRYSTAL 3}.

Past a few Bats and Skeletons, you'll meet another Bonelegs
on your way to the next section.

Jump and hit the eye switch to create four temporary hooks. Quickly jump across
onto the dark midair platform, and jump again before that platform falls away.
Ride the eye block to the right, then slash the next eye switch as you get
close to create four temporary hooks to jump under the spike wall. Ahead are
two more eye blocks. Ride the first one as it faces right, then jump onto the
second as it faces right. Shoot the eye switch to the right to create six
temporary hooks for jumping right, left, and back right to the other side.
A Bonelegs waits past the falling platform. Grab a Big Heart from the jugs
near the doorway leading out of this area before fighting the boss inside.

If you have the Cannon Jump or a fully upgraded Pirate Hat,
Cannon Jump above the doorway to reach [DARK MAGIC 7] in a hidden chest.
If using the Pirate Hat, jump and glide from the ledge left of the doorway.


		* BOSS: Hypno Baron's Monster *

The Baron's Monster will run in place, then charge forward, bouncing between
the walls. The Pirate Hat will help you stay above the Monster as it bounces 
about. Then it will bounce around some more while floating upwards, 
shooting projectiles down from one side to another. Use Seeker shots to tack on
damage while it's dropping projectiles from above. After a few passes, it will
bounce around some more on its way back down. Now the Monster will stomp
around, which is when it's most vulnerable to some jumping sword slashes.
Watch for it to jump up high and come crashing down though once it's done
stomping about, and be ready to run underneath to safety if it has you
cornered. It will stomp about and jump up high one more time, then repeat its
routine. The circular shockwave when it crashes down from its high jumps is
only cosmetic and doesn't hurt, just don't let the Monster itself land on you.

Upon it's initial defeat, the Monster will pair up with the Hypno Baron and
attack you together as a team. First, the Baron will fly up high out of reach,
trying to slam his Monster down onto you. Dodge out of the way and attack his
Monster from the side. After a few slams, Baron and Monster will separate.
The Baron will float around the room in a circle, then over to the other side,
alternating between both sides of the room while throwing green flames that
explode into tall pillars of fire, while his Monster alternates leaping down
from one side of the room to the other, sending shockwaves along the floor
when it lands. Focus on attacking the Baron's Monster during this phase.
You can safely crouch or slide under the Hypno Baron if he tries to swoop down
and run into you.

Soon the Baron will retreat to one side while his Monster jumps into the air
and crashes down, sending more shockwaves off to either side. Focus you attack
on the Baron himself now during this phase, but also watch out for him to rise
up into the air and shoot a spread of shots down from the upper corner of the
room before flying off to the other side. Their battle routine will repeat
from here. Once the Baron or his Monster goes down, the other will enrage and
start attacking more recklessly until defeated. Try to defeat the Monster
first: it's arguably more difficult to deal with when enraged. Keep up the
good fight and this gruesome twosome will be sent packing, one-way coach.



		*** [3g] - Risky's Hideout ***

Once you have the five components and all 15 Genie Crystals, you can access
this last stage. A fully upgraded Pirate Hat and at least one Cannon Jump
upgrade will come in handy here as you take on this gauntlet of lava and steel.

		* Risky's Hideout 1 *

Glide over the first pit with the Pirate Hat, under the Tinkerbat Flier. If
you're quick enough, you can jump away to the right before his shots get you.
Rush in and take out the second Tinkerbat Flier nearby, then glide and jump
past two pairs of red Leapers with a hook between them. Remember, the Grappling
Hook works on these circular hooks should your jumps fall short. Past this gap
is a Tinkerbeast. Take it down, then jump the gap and rush the next Tinkerbat
Flier before it fires. Catch the ceiling in the middle of the next gap
with the Grappling Hook, then detach from the right
and Cannon Jump into the next section.

Jump and glide to the hook up to the right, catching it with the Grappling Hook
if you can't quite reach. From the thin platform nearby, drop down and glide to
the next hook under the spikes. From there, jump and glide to the right and
grapple to the section of the ceiling not covered in spikes. Detach from the
right and Cannon Jump over to the right. Two sets of Tinkerbats and Fliers
await further right. Upgraded Seekers can wipe them out before they cause too
much trouble. Otherwise, let the ones on the ground damage you as you run past
the more dangerous Fliers. Use the next thin platform to jump and glide atop
the J-shaped structure. Jump to the nearby hook, then glide forward between the
Leapers. Cannon Jump towards the ceiling without spikes and grapple to it, then
continue to the right past the other Leapers when the coast is clear. Rush the
Tinkerbat Flier past the three Leapers, and run past the cannonballs in the
passage nearby since they don't do much damage. Take out the Tinkerbeast
burping them up, then rush a couple more Tinkerbat Fliers on your way to the
next area.


		* Risky's Hideout 2 *

Wait for the first Tinkerbat Flier to fire before rushing in, or pick it off
with Seekers. After beating him and the second Flier nearby, jump onto the
nearby hook. Drop down from the hook and quickly do a Cannon Jump to shoot the
eye switch below while boosting yourself back onto the hook: hitting the switch
will cause the nearby spike walls to briefly stay open so you can glide between
them to the hook on the other side. Carefully jump and glide to the next hook
when the spike wall above moves up out of the way, then jump and glide to the
next pair of hooks above when both spike walls move away. From the last hook,
jump and glide over the moving spike block once it moves towards the left,
and proceed into the next section.

Jump and glide over the next two spike walls when they move down to catch the
hooks between them. From the second hook, drop, glide, and jump once the
spike wall above moves up. From the third hook, jump and shoot the eye switch
past the pair of spike walls when there's an opening to briefly freeze them
in place. Jump once from the hook and quickly glide between the spike walls,
then grapple to the ceiling nearby. Move towards the right edge and wait for a
spiked block to move towards you. Quickly detach and grapple to the lower side
of the block without spikes. From there, let it take you towards the right.
You can safely detach from the right to glide and jump onto the platform
nearby, where two more Tinkerbat Fliers await before the next section.

Past a lone Tinkerbat is a pair of spiked walls. Glide between them as they
move apart, then grapple to the ceiling nearby. Carefully move along the
ceiling past the spiked wall below the moment it starts moving down, before it
rises up to crush you. On the other side, grapple under a moving spike block as
it moves to the left, and ride it to the right as you shoot the nearby eye
switch to briefly open up the next pair of spike walls. Carefully detach and
glide between the walls, then jump to the nearby hook. From there, drop and
grapple to the ceiling hanging down. Wait for the spike block nearby to move
upward, then detach and glide or jump under the block to grapple it from below.
Detach from this spike block as it moves down and the next spike block moves up
so that you can grapple the second block from below on its way up.
Jump and glide forward, fight past one last Tinkerbat Flier and continue right.

At the end of this area, you'll get one more chance to save your game before
you enter a safe room leading up to the final boss. If there's anything else
you still want to take care of, now or in the future, it is still possible to
use the Pirate Flare to return to your ship, and come back to this room at any
time without doing the entire stage over. Grab a Big Heart and 20 of each ammo
from the nearby jugs, then proceed right when you're ready.


		* BOSS: Shantae *

This half-genie plays with a full deck of dances! Shantae will run a certain
distance off to either side before she starts dancing, which is when she's
most vulnerable to attack. When she stops dancing, she'll turn into one of 8
forms and start attacking before transforming back and repeating this pattern:

Monkey: Shantae spins in place, then darts forward in a random direction,
stopping to spin around and dart off a few more times.

Elephant: Shantae disappears as a big shadow appears somewhere on the floor.
Move away from the shadow, as that's where Shantae will land... hard.

Spider: Shantae leaps off-screen as venom rains from above. Dodge between 
the shots, then be ready to slide out of her way when the venom rain stops
and she drops down from below.

Harpy: Shantae flies up and swoops in from off-screen a few times in random
arcs, from one side of the screen to another. Jump over her aerial assaults,
or crouch/slide if she goes high.

Mermaid: Shantae leaps up high, then shoots three spreads of bubbles
down at an angle before dropping back down. The safe spots alternate between
bubble spreads. Shantae may only take on this form if she's dancing in
the far-left or far-right corner: give yourself time to distance yourself 
from her to avoid the bubbles more easily, and return fire with Seekers.

Crab: A pair of waterfalls flow up on either side as Shantae moves
up and down along one before diving straight across to the other waterfall,
repeating this a few times. Watch for the foam moving up and down to see
where Shantae will dive from, then jump or crouch as needed.

Bat: Shantae bounces around the room as the area goes dark except for a small
spotlight around Shantae. Stay towards one corner and fire Seekers.

Mouse: Shantae quickly scurries left and right along the ground, stopping to
pop up and attack in human form a few times. Keep moving and jump away
from Shantae's pop-up attacks: she can't hurt you in mouse form.

Overall, Shantae isn't too tricky so long as you have fully upgraded weapons
and a few good recovery items. Fully upgraded Spread Shots in particular
work wonders while she's working her hips if you fire them up close,
positioned just right so that each shot connects.
Keep at it and you'll rub out this half-genie soon enough.

CONGRATS! Your pirate queen's quest is complete!



	{{{ 4. Extras and Unlockables }}}



		*** [4a] - Ending Pictures ***

Upon beating the game, you may be presented with one of three bonus pictures
after the credits based on your clear time and item collection:

1. Finish the game with 100% items
2. Finish the game with 100% items within 2 hours (unconfirmed)
3. Finish the game within 1 hour

Finishing the game for the first time or meeting the criteria for pictures
2 or 3 will place one of three stars under Pirate Queen's Quest Mode
on the file select screen.



		*** [4b] - Hidden Achievements ***

Pirate Queen's Quest has one hidden achievement:

* Risky Revolution
Obtain all win screens of Pirate Queen's Quest.

This achievement is earned by unlocking all three bonus pictures
described above in Section 4a - Ending Pictures.



	{{{ 5. Item Location List }}}



The following list details the locations of all the Genie Crystals
and Dark Magics separate from the main walkthrough.

---Main Street---
* 7 Dark Magics
* 3 Genie Crystals

---Mermaid Falls---
* 8 Dark Magics
* 3 Genie Crystals

---Tassel Town---
* 9 Dark Magics
* 3 Genie Crystals

---Cape Crustacean---
* 8 Dark Magics
* 3 Genie Crystals

---Hypno Baron's Castle---
* 7 Dark Magics
* 3 Genie Crystals



		*** [5a] - Main Street Items ***

			--Main Street 1--

* Dark Magic 1 *
Enter the first body of water with the Kraken Ball and go through the sewer
pipe on the left. Use Bomb Shot to break the big cracked block and clear a
path to the chest with the Dark Magic.

* Dark Magic 2 *
Enter the second body of water with the Kraken Ball and go through the sewer
pipe on the right. The Dark Magic is inside the chest nearby.

* Dark Magic 3 *
Enter the third body of water with the Kraken Ball and go through the sewer
pipe located down and to the right. Inside, jump and use the Grappling Hook
to reach the ceiling and move right to the chest with the Dark Magic.

* Genie Crystal 1 *
Enter the fourth body of water with the Kraken Ball and use a Cannon Jump to
blast through the blocks above the chest with the Genie Crystal inside.

* Dark Magic 4 *
At the end of this area, use the Grappling Hook to attach to the platform
with a chest containing the Dark Magic.


			--Main Street 2--

* Genie Crystal 2 *
From the topmost purple platform past the first set of eye switches, jump up
to the left and use the Grappling Hook to catch a platform above to reach a
chest with the Genie Crystal.

* Dark Magic 5 *
From Genie Crystal 2's location, use a combination of Cannon Jumps and the
Pirate Hat to travel all the way to the upper-left part of this area,
where there is a chest hidden away with the Dark Magic.
The cannon and hat will need some upgrades between them both.

* Dark Magic 6 *
On your way down the stairs, look for an eye switch. Hit it to reveal a
platform on the wall to the left, then jump onto that platform and slide
through the narrow opening in the wall to a secret area with a chest
containing the Dark Magic.

* Genie Crystal 3 *
Use Cannon Jump to pass over the wall to the right of where the stairs start
going down. Past the pair of big jugs atop the wall is a row of cracked blocks.
Break the blocks from above with a Cannon Jump to reach a chest below them
with the Genie Crystal.

* Dark Magic 7 *
From Genie Crystal 3's location, hit the nearby eye switch to make some purple
platforms appear, leading to more eye switches that trigger more platforms
going off towards the upper-right part of this area. Use a combination of
pistol shots to trigger the switches and Cannon Jumps with the Pirate Hat to
quickly cross over to reach the chest in the upper-right with the Dark Magic.


		*** [5b] - Mermaid Falls Items ***

			--Mermaid Falls 1--

* Dark Magic 1 *
Use the Kraken Ball to enter the second body of water. Down in the lower-middle
part of this area is a chest blocked off by big cracked blocks. Use Bomb Shot
to break the blocks and reach the chest with the Dark Magic.

* Dark Magic 2 *
Just to the right of Dark Magic 1 is another cracked block towards the
lower-right of the underwater area. Use Bomb Shot to break the block and enter
the sewer pipe up to the right. Inside is a chest with the Dark Magic.

* Genie Crystal 1 *
Just outside the sewer cave with Dark Magic 2, jump up towards the
upper-right portion of the underwater area, and use the Grappling Hook to catch
the ceiling off-screen. Move along it towards the left, then quickly detach
and grapple to the thin platform just above the water's surface. From there
jump to the right into the passage with a chest holding the Genie Crystal.

* Dark Magic 3 *
Towards the middle of this area is a pair of big cracked blocks. From the
platform down to the right of them, use an upgraded Grappling Hook to catch
the ceiling above to the left of this platform, then drop down and use Bomb
Shot to clear one of the blocks. Grapple the ceiling again, then drop in to
where the first block was to Bomb Shot through the second. Past these blocks,
crouch and slash through a row of smaller cracked blocks on the left, then
slide through the passage to a chest on the other side with the Dark Magic.
You could also use a Cannon Jump in place of the Grappling Hook.

* Dark Magic 4 *
Towards the upper-left part of this area is a pair of thin platforms sticking
out of the wall with a Naga just to the right. Above the thin platforms is a
moving platform you can use your Grappling Hook to latch onto. Ride the
platform to the right, then move from this platform over to the next midair 
platform on the right when they meet together. That platform will stop at a
ceiling to the right. From there, move over across another pair of midair
platforms to the right. At the far right on the last platform, quickly detach
and grapple to the thin platform above with a chest holding the Dark Magic.
The Grappling Hook will need at least one upgrade to reach the chest.


			--Mermaid Falls 2--

* Dark Magic 5 *
Use the Kraken Ball to enter the water from just left of the transition into
the wide-open part of this area. At the bottom of the water, fire a Bomb Shot
to the left through a narrow opening so it hits the big cracked block on the
other side. Return to the surface and enter the water from the left where the
eye switch is nearby. A path should now be clear for you to pass through where
the cracked block was, down to the left at the bottom of the water. Slide
through the narrow space further left to reach a chest with the Dark Magic.

* Genie Crystal 2 *
Use the Kraken Ball to enter the water in the wide-open part of this area.
Use your scimitar to slash through the seaweed blocks blocking the narrow
passage on the left, then slide through to reach a chest with the Genie
Crystal.

* Dark Magic 6 *
Through the lower-right passage in the wide-open area just above the water's
surface, use the Grappling Hook to attach to the ceiling and move along it to
the right to reach a chest with the Dark Magic.

* Dark Magic 7 *
Towards the top-left of the wide open part of this area is a Slimegal moving
along a platform, the left half of which is thinner and has a pair of jugs
below. From the thin part of that platform, jump up and use the Grappling Hook
to reach another thin platform above. From there, jump up a bit to the right
and grapple to another platform above with a huge jug atop it. From there,
jump up and grapple to another platform above where you'll find a chest
with the Dark Magic.

* Dark Magic 8 *
In the middle of the uppermost portion of the wide open area is a platform with
a chest between two torches, just below the last set of three conveyor hooks.
Use the Grappling Hook to catch the bottom of the platform, then detach from
either side and use the Cannon Jump (with at least one upgrade)
to reach the chest above with the Dark Magic.

* Genie Crystal 3 *
Towards the end of this area, jump up towards a gap in the ceiling and use the
Grappling Hook to attach to the ceiling above. Open the chest to the left for
the Genie Crystal.


		*** [5c] - Tassel Town Items ***

			--Tassel Town 1--

* Dark Magic 1 *
Use the Kraken Ball to enter the first body of water.
A chest with the Dark Magic is waiting below near a group of mines.

* Dark Magic 2 *
Look for an eye switch past the first body of water. Hit it to lower the wall
nearby, then hit it again to raise the wall back up while you're standing atop
it to reach a chest above to the right with the Dark Magic.

* Genie Crystal 1 *
Above the second body of water is a chest with the Genie Crystal. Jump up from
the right side of the chest and use the Pirate Hat at the peak of your jump
to gain the extra height needed to reach the chest.
The hat does not need to be upgraded.

* Dark Magic 3 *
Use the Kraken Ball to enter the second body of water. Down and to the left is
a big cracked block. Use Bomb Shot to break the block and jump up to a platform
on the upper-left with a chest containing the Dark Magic.

* Dark Magic 4 *
Past the pair of eye switches controlling the long sandstone blocks that you
slide through once lined up, look for a platform high up with a chest between
two big jugs. Cannon Jump up to the platform to get the Dark Magic inside.


			--Tassel Town 2--

* Dark Magic 5 *
Past the column of sandstone blocks you ride up to reach a Scorpion Queen to
the left, climb the chains above and to the right. Use Bomb Shot to break
through the stone head shooting fire through a narrow passage. Past where the
stone head was is a room with a chest containing the Dark Magic. Use the
Grappling Hook to catch the ceiling above and reach it on the other side.

* Dark Magic 6 *
Past the sandstone block you ride up through a narrow shaft towards the end of
this area, use your Grappling Hook to catch a thin platform up to the right.
Use Bomb Shot to break through the nearby stone head that shoots fire. On the
other side is a room with a chest containing the Dark Magic.

* Dark Magic 7 *
Not far from Dark Magic 6's location is a chest enclosed in a small space just
above to the left. Move into the ditch just left of the chest and slide through
to grab the Dark Magic inside.

* Genie Crystal 2 *
Towards the end of this area are three stone heads in a stair formation.
Use the Grappling Hook to latch onto the thin platforms just above to the right
to reach a chest with the Genie Crystal.

* Dark Magic 8 *
Near this area's exit, jump up and use the Grappling Hook to catch a platform
above towards the left. From this platform, jump towards the right using your
Pirate Hat for the extra distance needed to grapple to the next platform above.
From there, jump up and grapple another platform above to the right, then
grapple to the ceiling and move along it to the left to reach a chest with the
Dark Magic.


			--Tassel Town 3--

* Genie Crystal 3 *
Look for a chest just past the first set of shifting block platforms. Go right
and attach to the ceiling down to the left with the Grappling Hook, then move
along it to the left to reach the chest with the Genie Crystal.

* Dark Magic 9 *
Towards the end of this area is a chest blocked off from the right by a big
cracked block. Crouch down on the block and fire a Bomb Shot to the left so
the explosion breaks the block below. Then use the Grappling Hook
to cross left along the ceiling to reach the chest with the Dark Magic.



		*** [5d] - Cape Crustacean Items ***

			--Cape Crustacean 2--

* Dark Magic 1 *
Inside the first ship with black floor hatches, use a Cannon Jump to break
through the big blocks above the chest below that contains the Dark Magic.

* Genie Crystal 1 *
Inside the second ship with black floor hatches, wait for the moving electric
beam to pass towards the right, then use an upgraded Grappling Hook or Cannon
Jump to reach the chest up to the left that has the Genie Crystal. It is also
possible to reach this Genie Crystal without the hook or cannon, but you'll
need to time a near-perfect jump from the edge of the far-right platform 
up towards the left just as the electric beam moves as far right as it can.

* Dark Magic 2 *
Inside the third ship with black floor hatches, use the Grappling Hook to
attach to the ceiling left of the electric beams, and hit the switch above
to the right with your pistol. This will create a skull block in the middle of
the beams you can use to safely cross to the other side. As soon as the beams
turn off, quickly slide underneath the skull block. Wait for the beams to turn
off again, then quickly slide once more towards the chest with the Dark Magic.

* Dark Magic 3 *
Inside the fourth ship with black floor hatches, use Cannon Jumps and/or the
Pirate Hat to cross the gap to the chest on the other side with the Dark Magic.
The cannon and hat will need some upgrades between them both.


			--Cape Crustacean 3--

* Dark Magic 4 *
Look for a hole in the ceiling lined with spikes, past the first wave of Ammo
Soldiers that charge forward on foot. Jump up from the platform with a jug and
use the Grappling Hook to catch a platform with a door off-screen. Move to
either side, then jump and grapple to the ceiling above to reach the door.
Inside is a chest with the Dark Magic.

* Dark Magic 5 *
Past a set of laser beams is a Grenadier kneeling on a thin platform in the
ground. Drop through this platform and enter the watery room down to the right.
Use the Kraken Ball to enter the water, then jump up and use the Grappling Hook
to catch a platform between the second and third waterfalls. From there, jump
to the left and grapple to another platform above lined up with the first
waterfall. From there, jump to the right and grapple to another platform above
between the first and second waterfall. Continue right, down, and slide through
the narrow space further right, then drop down to a chest below with the Dark
Magic.

* Dark Magic 6 *
From Dark Magic 5's location, grapple back up onto the thin platform next to
the narrow space you slid through to get here, then grapple the ceiling above.
Move along it to the right until you detach near the thin platform above, and
quickly grapple up to that platform. Now jump up a bit to the right and grapple
to another platform off-screen (the hook needs at least 1 Dark Magic upgrade to
reach this platform). From there, head left past some jugs and slide through to
reach a chest with the Dark Magic.

* Dark Magic 7 *
Above and left of the thin platform you drop through to reach Dark Magic 5 & 6,
hit an eye switch to make three purple platforms appear. From the highest of
these platforms, jump and use the Grappling Hook to catch the ceiling above.
Move along it to the left, then detach and quickly grapple to the platform
in the upper-left with a chest that has the Dark Magic.

* Genie Crystal 2 *
Past the second wave of Ammo Soldiers that charge forward on foot, look for an
eye switch between a narrow passage and a Grenadier on a platform. Hit the
switch to make a small ledge extend from the narrow passage. From there, slide
into a room with a chest containing the Genie Crystal.

* Dark Magic 8 *
In the last wide-open area full of Grenadiers and eye switches, drop down from
the upper-right corner of this area and use the Pirate Hat to glide into a nook
towards the lower-right to reach a chest with the Dark Magic.

* Genie Crystal 3 *
This Genie Crystal is inside the chest in the middle of the final room that
leads outside. You can't miss it.


		*** [5e] - Hypno Baron's Castle Items ***

			--Hypno Baron's Castle 1--

* Dark Magic 1 *
From the start of this area, go into the doorway on the right, which will take
you to the room above. Go right back through the nearby doorway you came out of
to be taken to a different room with a chest that has the Dark Magic.

* Genie Crystal 1 *
Outside the room with Dark Magic 1, go left past the first two Ikki chests.
In the third chest on the far left is the Genie Crystal.

* Dark Magic 2 *
From Genie Crystal 1's location, go back right and up the chains. Continue left
and through the doorway past the pair of T-shaped cracked blocks. Once through,
immediately return left through the doorway you just came out of to enter a
dark room with a chest that has the Dark Magic.

* Dark Magic 3 *
Just outside the dark room with Dark Magic 2, go up the chain on the right,
then jump off to the right and use the Grappling Hook to catch a platform above.
To the left in the room above is a chest with the Dark Magic.

* Dark Magic 4 *
From Dark Magic 3's location, jump back down and go through the doorway on the
left past the chain leading up here, and you'll be back at the doorway next to
the T-shaped blocks. Go up the nearby chain, jump off to the right and use the
Pirate Hat to glide across to the floor with a small rectangular stone.
If your Pirate Hat has less than two upgrades, use the Grappling Hook to catch
the wooden ceiling between the purple blocks above for extra distance.
On the other side is a big cracked block. Use Bomb Shot to break the block and
proceed right and down, past the Ikki chest below and through the doorway
on the right, which leads to a room with a chest containing the Dark Magic.

* Genie Crystal 2 *
From Dark Magic 4's location, return left of where the big cracked block was
and climb the chain nearby onto the castle roof. To the far left is a platform
you can grapple onto and reach the chest above with the Genie Crystal.

* Dark Magic 5 *
To the right of the castle roof entrance, look for a group of cracked blocks
in the shape of a T. Carefully break away the blocks on the top-left, leaving
the blocks on the top-right for you to jump onto. From there, jump and glide
with the Pirate Hat to the right onto a nearby platform with a chest that has
the Dark Magic. If the blocks are broken, you'll have to Cannon Jump to reach
the platform instead.

* Dark Magic 6 *
From Dark Magic 5's location, continue down and right past the chain. Keep
going right until you reach a doorway. Jump from the wood banister on the left
and Cannon Jump up through the opening in the ceiling on the upper-right into
the room up to the left with a chest containing the Dark Magic. 
Your Cannon Jump will need at least one upgrade.


			--Hypno Baron's Castle 2--

* Genie Crystal 3 *
Look for a chest midway through this area blocked off by a purple platform
from above. Hit the nearby eye switch down to the right of the chest with a
Spread Shot fired from the switch's right side to remove the platform and
reach the chest with the Genie Crystal.

* Dark Magic 7 *
Just above this area's exit is a chest with the Dark Magic. You can reach it
with a Cannon Jump, or a fully upgraded Pirate Hat glide from the ledge 
on the left.



	{{{ 6. Bestiary }}}



Listed here is detailed information on the game's enemies and bosses, ordered
in the areas where they first appear. Below each enemy's name is the following
information:

HP: The enemy's life points. For reference, Risky's default scimitar attack
does 5 points of damage.
Damage: Damage done by the enemy with its various attacks. For reference,
1 point of enemy damage equals 1/4 of a skull on Risky's life meter.
Drops: The recovery item the enemy may drop when defeated, if any.

HP and Drop listings may not be 100% accurate.

Please refer to the main walkthrough for in-depth boss strategies.



		*** [6a] - Main Street Enemies ***

* Tinkerbat 
HP: 4
Damage: 1 (contact, torch)
Drops: Rancid Jam, Corndog, Tuna Roll, Tentacle

A common grunt in Risky's pirate crew. Some of them jump in to ambush from
the foreground or background. Others sit in place tossing torches in an arc
that burst into flame upon hitting the ground.


* Cannonball Pod
HP: 30
Damage: 1 (contact)
Drops: Tuna Roll

Fired down upon you from above, unloading Tinkerbats in sets of three after
crashing down. Destroy them to prevent more Tinkerbats from coming out.


* Tinkerbeast
HP: 50
Damage: 1 (contact, cannonball)
Drops: Juicy Melon

A big beast with a ship full of Tinkerbats atop it.
Sits in place while burping up cannonballs that roll forward.


* Starfish
HP: 5
Damage: 0 (contact)
Drops: Juicy Melon, Corndog

Colorful one-eyed starfish. You won't take damage if they latch onto you,
but your movement will be hampered until you can shake them off
by rapidly pressing buttons and directions. Dies after being shaken off.
Too small to hit with Risky's scimitar unless she's crouching.


* Tinkerbat Flier
HP: 15
Damage: 4 (contact, pistol)
Drops: Juicy Melon

Tinkerbats that float in place using a propeller pack,
shooting a 3-way spread shot from above. Pretty strong for a Tinkerbat.


* Tinkerslug [BOSS]
HP: 200
Damage: 2 (cannonballs)

Impressively enormous scourge of the seas, though more bulk than bite.
Ring the bell in the lower-left with an attack to call in a powder keg
up top you can hit at the Tinkerslug to stun it, leaving it open to a good
series of scimitar slashes to the face.



		*** [6b] - Mermaid Falls Enemies ***

* Crab
HP: 2
Damage: 2 (contact)
Drops: Tentacle

A basic red crab that moves back and forth on land.
Too small to hit with Risky's scimitar unless she's crouching.


* Naga
HP: 25
Damage: 4 (contact), 1 (projectile)
Drops: Tuna Roll

Snake women clad in red armor that shoot a rapid-fire stream of projectiles
when they stop moving.


* Wetman
HP: 40
Damage: 1 (contact)
Drops: Tentacle (high chance)

Big, blue water warriors. Quickly alternate between standing and crouching
scimitar slashes to break through their guard, then be ready to jump their
charge attack after they raise their claw and clack it four times.
Not much trouble to simply take a bit of damage and run past them
if you're in a hurry.


* Bat
HP: 4
Damage: 2 (contact)
Drops: Juicy Melon

Purple bats that float towards you when you approach their perches.


* Voltbat
HP: 2
Damage: 2 (contact)
Drops: Tentacle

Yellow bats that float in place and periodically surge with electricity,
which will shock Risky if she tries to hit them with her scimitar while
they're sparking. Pick them off with pistol shots if you can't avoid them.


* Slimegal
HP: 20
Damage: 2 (contact, grab)
Drops: None

Pink and squishy, they move quickly along the ground in slime form, becoming
human-shaped when they get close to grab hold of Risky if she doesn't retreat.
If grabbed, rapidly press buttons and directions to bust free and prevent them
from doing more damage, defeating them in the process.
Can't harm you while in slime form.


* Flying Fish
HP: N/A
Damage: 1 (contact)
Drops: None

Jumps out from the surface of the water in the second area of Mermaid Falls.
Cannot be defeated, so avoid them instead.


* Giga Mermaid [BOSS]
HP: 75 (locks), 120 (Giga Mermaid)
Damage: 2 (small lightning ball)
	4 (big lightning ball)
	2 (thunder beam)
	2 (contact)
	1 (tail)
	2 (lightning column)

Gigantic and electric. Destroy the six locks binding her, then aim for the
jewel in her forehead once she's free, ideally with upgraded Seekers.



		*** [6c] - Tassel Town Enemies ***

* Mummball
HP: 1
Damage: 2 (contact)
Drops: Juicy Melon, Corndog, Tentacle

Small, round, and bandaged. More cute than dangerous. Hit it once
to knock it back, then move past or hit it again before it recovers.


* Spikebug
HP: 12
Damage: 2 (contact, spike)
Drops: Tuna Roll, Tentacle

Small spiky critters that shoot a spread of spikes when approached.
Too small to hit with Risky's scimitar unless she's crouching.


* Birdman
HP: 7
Damage: 3 (contact, bomb)
Drops: Corndog

Winged warriors that fly overhead, dropping bombs or enemies down
from above once in range.


* Archer
HP: 15
Damage: 3 (contact), 2 (arrow)
Drops: Tuna Roll

Female fletchers that unload arrows in a straight line, three at a time.
Crouch under their arrows, then move in to attack.


* Scorpion Queen
HP: 40
Damage: 6 (contact), 4 (sword, stinger)
Drops: Rancid Jam

Giant female scorpions with a sword as sharp as their stinger.
Is vulnerable to attack when they lean back and glow, but make sure
to retreat before they charge forward.


* Killer Fish
HP: 7
Damage: 1 (contact)
Drops: None

One-eyed fish with sharp teeth that lurk underwater,
moving forward in a wavy pattern.


* Mine
HP: 1
Damage: 2 (contact, explosion)
Drops: Juicy Melon

Round and spiky. Sits in place underwater, exploding when defeated.
Their explosion will damage you unless you keep your distance.


* Stone Head
HP: N/A
Damage: 2 (fireball)
Drops: None

Statues in the shape of dragon heads. Sits in place while shooting fireballs.
Break through them with a Bomb Shot.


* Bounce Eye
HP: 1
Damage: 2 (contact)
Drops: Tentacle
A big eye that phases in and bounces around. Can be stunned with any attack,
but cannot be defeated with the pistol or cannon. Respawns when defeated.


* Skeleton
HP: 10
Damage: 3 (contact)
Drops: Tuna Roll

Armored undead that run straight ahead, jumping when they reach a ledge.
Also climbs and jumps from chains.


* Chain Saw
HP: N/A
Damage: 2 (contact)
Drops: None

A trap that travels up and down along certain chains.
Cannot be defeated: use caution when climbing.


* Leaper
HP: N/A
Damage: 1 (contact)
Drops: None

One-eyed creatures with pincer-like jaws that leap up and down out of pits.
Cannot be defeated, so jump past as they fall back down.
The red ones native to fiery places don't hurt any more than the blue ones.


* Wilbur [BOSS]
HP: 4 hits
Damage: 4 (eye projectile)
        4 (falling rocks)
	1 (rolling eye)

A massive sandworm. Dodge its attacks, then attack the red rock when it lands
to load it into one of the floor cannons, and move onto one of the switches
on the ground to strike back. When its eye flies out, hit it back and forth
until it retreats and repeats its routine.



		*** [6d] - Cape Crustacean Enemies ***

* Carpet Rider
HP: 2
Damage: N/A
Drops: Rancid Jam

Not so much an enemy as they are something to hit while jumping across
their carpets. You're the villain of this story, so why not?


* Twitch & Vinegar [BOSS]
HP: 210 (Twitch, wide ship), 250 (Vinegar, long ship)
Damage: 1 (contact)
	1 (Vinegar blaster, Twitch grenade)
	4 (combo beam)

These two take turns attacking before combining to fire powerful beams.
Return fire with your own upgraded pistol ammo.


* Ammo Soldier
HP: 12
Damage: 2 (contact)
Drops: Rancid Jam, Corndog, Tentacle

Soldiers of Ammo Baron's army that charge forward, usually in groups. 
They don't fire their guns, making a point with their bayonets instead.


* Ammo Grenadier
HP: 12
Damage: 3 (contact, grenade)
Drops: Corndog

Soldiers that sit in place throwing grenades in an arc. Get in close
between their grenade attacks so they'll harmlessly sail past you.


* Kitty Cannon
HP: 30
Damage: 2 (contact, cannonball)
Drops: Juicy Melon, Tentacle

Stationary cannons that sit atop some airships, firing cannonballs in an
arc similar to the Grenadier's attacks. Get in close to attack so their shots
will miss you.


* Flame Cannon
HP: 30
Damage: 2 (fireball)
Drops: None

Pops up from the surfaces of some airships to shoot fireballs two at a time.
You can safely crouch or slide under their shots.
Jumping on top of these cannons won't hurt you, either.


* Ammo Baron [BOSS]
HP: 765 (Ammo Baron), 4 (soldiers)
Damage: 2 (Ammo Baron, soldiers)

Lets his surplus of soldiers do all the dirty work, which swirl and shuffle
around him when he isn't ordering them to fly into you. Spread shots will
help thin out the herd and give you clearance to unload on the Baron himself.



		*** [6e] - Hypno Baron's Castle Enemies ***

* Ikki
HP: 40 (chest), 18 (Ikki)
Damage: 2 (contact), 3 (projectile)
Drops: Juicy Melon (chest)

Ghostly gals that lurk inside most of the chests inside Hypno Baron's Castle,
hovering about and tossing projectiles once you draw near or attack the chest
they dwell in. Also phases out to avoid attacks. The same chest will spawn
additional Ikkis unless it is destroyed quickly.


* Batgal
HP: 55
Damage: 2 (contact, whip)
Drops: Corndog (high chance)

Naughty nightstalkers with a long whip and a short fuse. Turns into a bat
to escape damage and flies away to whip at you from a downward angle above.
Slide towards them to avoid their midair whips.
Also whips at an upward angle from the ground.


* Bonelegs
HP: 40
Damage: 2 (contact), 4 (swipe), 3 (venom)
Drops: Rancid Jam

Half-woman, half-spider, all trouble. Can easily block most attacks, shoots
venom from a distance, and will swipe at you if you get close or jump over.
If you must fight one, let her blocking animation finish completely
before resuming your attack.
Can be safely jumped over with a fully upgraded Pirate Hat


* Hypno Baron's Monster [BOSS]
HP: 400
Damage: 2 (contact), 3 (projectile)

Bounces around the Hypno Baron's chamber, floating up into the air to drop
projectiles down from above before bouncing back down. Will then start to stomp
around which is when it's most vulnerable.


* Hypno Baron & Monster [BOSS]
HP: 900 (Monster), 500 (Baron)
Damage: 2 (contact)
        2 (Monster shockwave)
        2 (Baron spread shot)
        2 (Baron fireball)
	3 (green flame)

Baron and Monster attacking in tandem.
Once one of them is gone, the other will enrage and attack more recklessly 
until defeated. Try to defeat the Baron's Monster first.



		*** [6f] - Risky's Hideout Enemies ***

* Shantae [BOSS]
HP: 3000
Damage: 2 (contact: default form)
        3 (monkey bullet)
        6 (elephant stomp)
        2 (spider venom)
        4 (spider drop)
        3 (harpy dive)
        2 (contact: mermaid form, mermaid bubble)
        3 (crab dash)
        3 (bat dance)
        2 (mouse dance)

A half-genie with a whole lot of moves. Get in your attacks when she pauses
to dance, then be ready for anything once those hips stop shaking.



                                                                           ~Fin

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