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by Seth0708

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FAQ/Walkthrough by Seth0708

Updated: 06/18/13

Introduction

WildC.A.T.S. was a comic series created by Jim Lee. The acronym in the name stands for Covert Action Teams. The comic was launched in August 1992. The penciler was Jim Lee, the inker Scott Williams, the colorist Joe Rosas, and letterer was Michael Heisler. Jim Lee was a founding member of Image Comics and launched the series as part of his WildStorm Comics brand.

The game has the full title of Jim Lee's WildC.A.T.S., but elsewhere in this guide it is just refered to as WildC.A.T.S. The game was released in November 1995. The game is based on the cartoon series of WildC.A.T.S. and not directly on the same comic. More information on the series can be found below in the Series Information section.

Grifter

Grifter is the team's small arms expert. His real name is Cole Cash and before meeting Jacob Marlowe he was an international criminal. After learning about the Daemonite threat he joined Marlowe's team. He is the only fully Human member of the team.

Grifter is not playable in the game, although his missions are referenced as you progress. Given the nature of the title, he and the other non-playable members of the team were probably intended to be playable at one point but were dropped for time.

Jacob Marlowe

Jacob Marlowe is the billionaire founder of the Halo Corporation. In the comics he is a Kherubim, while in the series he was a Human who discovered Void and learned of the Daemonite threat. He and Void direct the team from mission control throughout the game.

Maul

Jeremy Stone was a young man who learned he had Kherubim ancestors. This led to the discovery of his ability to change the mass of his body. He joined the team after this revelation. In the comics Maul was a biochemist who fought with the WildC.A.T.s throughout the first two volumes. Eventually he entered into a relationship with Voodoo, but broke up with her when she refused to stop becoming intimate with other men.

In the series he is the son of an archaeologist. He and Voodoo have a relationship here as well, although it does not seem to be romantic. A major change for the character is that Maul cannot take a more humanlike form as he can in the comics, but is always in his large purple form. He also does not become less intelligent as he grows, but simply becomes more angry.

Maul's special attack is a grapple. Pressing the X-Button while close to an enemy will cause Maul to grab them. From here depending on how quickly you press the X-Button again he will either suplex them or throw them to the ground. Both seem to do the same amount of damage and make the enemy land the same distance away when done, so the choice is purely cosmetic. Maul can also do a charging attack by hitting forward twice. This allows him to ram into enemies, causing damage and knocking them to the floor.

Spartan

Yohn Kohl was a Kherubim warrior who served under Majestic. He fought with distinction for over a thousand years, leading to the formation of the Spartan Guards. He took the code name Spartan from this. He was onboard the ship that crashed on Earth and blended into society. He eventually became known as a hero with the alias John Colt. He would go on to become leader of the WildC.A.T.s.

In both the comics and the series Spartan suffered a mortal injury from a Daemonite attack and was forced to have his consciousness transferred to a robotic body. His real body is kept in stasis by Jacob Marlowe. The theft of his real body is a plot device employed in the series, comic book, and game.

Spartan's special attack is a laser projectile. This doesn't drain any health as one might expect, but instead it must be charged. The meter below his health must be charged to full before firing or the projectile will not do any damage. Charging is accomplished by holding down the X-Button, but be warned you cannot do anything else but charge while charging and will be open to attacks. Leaping into the air and hitting the X-Button will cause Spartan to shoot three lasers in a downward arc below him. Any enemies hit by these will take a small amount of damage.

Warblade

Reno Bryce has the ability to produce a biomolecular metal on his body. He uses this mostly to create long blades from his fingers, hence the code name Warblade. In the series he is the newest recruit to the team, being recruited in the first episode, a role held by Voodoo in the comics. His origin is vastly different in the comics, having known about the Daemonites since he was a child and having trained in martial arts in order to avenge his parents who were killed by them when he was a boy.

Warblade's special attack is an arcing long sweep with his arm. This attack will break a block, but it will not knockdown or otherwise stun an enemy. This means that enemies you hit with it can still move around and try to counter you, so be especially careful about using it. Warblade can also scale walls by jumping at them. You need to keep moving once on a wall, however, or you will slip off and fall. Warblade can double jump as well by pressing the B-Button again when in the air.

Void

Void has vastly different origins between the comics and series. In the comics she was Adrianna Tereshkova, a Russian cosmonaut, who was merged with an Orb that had been part of the Mistress of Light Omnia. This granted Void massive powers. She would later discover Jacob Marlowe living as a homeless man with amnesia and restore his memory, leading to the formation of the WildC.A.T.s.

In the series Void is the super computer that was onboard the Kherubim ship that crashed on Earth. Part of her memory had been erased by Majestic and was disabled. Jacob Marlowe discovered and reactivated her, learning of the Daemonites. The two began seeking out Kherubim and their descendants, planning to form a force to battle Helspont and his minions.

Void is not playable in the game, but will function as a mission controller for the other WildC.A.T.S. She will give you mission updates and also appears as the "GO" direction indicator when you defeat enemies and can move on to the next screen.

Voodoo

Priscilla Kitaen was an exotic dancer who was rescued from Daemonite attackers by the WildC.A.T.s. She had the ability to preceive Daemonite possession. This was eventually revealed to be because she had Kherubim, Daemonite, and Human ancestors. She was in relationships with both Spartan and Maul, but was also very sexually active throughout the comics with others as well.

Unsurprisingly none of this made it into the series. Instead Voodoo was a member of the team who possessed the ability to discern if someone was possessed by a Daemonite who had been with the WildC.A.T.s for some time. Her new backstory was that she was an orphan who never knew of her parents. Eventually it was revealed they had died in a boating accident.

Voodoo is not playable in the game, but like Grifter and Zealot she is on mission throughout the Behemoth segments and gives updates on her status. She has been in most every incarnation of the WildC.A.T.s.

Zealot

Zealot was a Kherubim warrior and leader within the Coda. She was onboard the ship that crashed on Earth and spent the intervening time waging a secret war on the Daemonite survivors. This led to the founding of the Human Coda and her repeated participation in many Earth conflicts over the centuries. This backstory is consistent between the comics and series.

Zealot is unplayable, but as with Grifter and Voodoo she is on mission throughout the game. Most likely she was intended to be playable at some point, but this was dropped to release the game in late 1995 as the series had been cancelled prior to its release.

Walkthrough

Most levels are divided into multiple stages with each stage giving you control of a different team member. These stages in turn generally have two parts to them, with the first parts being able to be tackled in any order while the second parts generally require you to complete another team member's stage to proceed. At the beginning of each section these particular requirements will be spelled out here.

Cargo Dock 84

The introductory stage is for Spartan only, so there are no choices to be made. Void will explain that Helspont's forces are engaged in some sort of activity at the docks and Spartan will volunteer to investigate. Void will teleport Spartan to the docks and the action will begin.

This stage is linear in nature, so start heading to the right. You will soon run into a Darkman and a Drone. Finish them off and continue onwards to find a pack of four Drones that will attack you in groups of two. This will be followed by another Darkman and two Bikers.

Continue to the right until you see a forklift. You can use this forklift to claim a bomb behind the fence you just passed. Leap inside, back up all the way to the right, and then move forward to the left and slam into the wall. Doing this one more time will break through the wall and give you the power-up, but it will also cause two Bikers to spawn so be ready.

Continue to the right to face three more Drones and a Biker. This will be followed by two Darkmen and two more Drones. At this point you should come to an open bay with barrels falling out of it. Navigate between these barrels without getting hit and continue to the right to find four more Bikers.

Just past this pack of enemies you will find another bay with barrels coming out of it. This time you need to fight through a Biker and three Drones while dodging these barrels. The barrels will hurt your foes as well, so use this to your advantage. Begin by staying on the left side of the barrel zone and pummeling the enemies there. The barrels should keep those on the right at bay. After this, you can either navigate through the barrels and fight the other enemies on the other side, or you can wait for either the barrels to finish them off or for them to make it through to you.

Just past this barrel zone you will find the first boss, Attica. He is driving a forklift, which makes this fight more annoying then difficult. Attica has a very simple pattern here; he will drive back and forth from the right end of the screen to the left and vice-versa. All you need do to avoid this is walk up or down as he cannot climb in height on the plane more than about half of the screen. Pick a side and hug the wall. When Attica moves to ram or back into you, walk upwards just out of reach. Begin charging your projectile, and hit him as he plows into the other side of the screen. Attica will then try to come back at you, so just repeat this process. He has two bars, one for the front of his forklift and one for the back, so you will need to do this on both sides of the screen.

When Attica's vehicle is destroyed, he will beg for his life and offer to tell Spartan that Helspont has taken some computer data and is transporting it down Route 72. Spartan will let Attica go in return for this information and fly out to get this data. He will then return to the docks and request pick-up from Void further down the docks.

The enemy packs get larger from here on out, although you should never be fighting more than three individual enemies at a time. Initially you will find a pack of Drones, Daemonites, and Bikers. Clear these out and move right to find another set of Bikers and Drones.

Once this second pack is defeated you will come to another barrel zone with a much larger pack then before. Stick to one side or the other and pummel the Drones, Darkmen, and Daemonites as they emerge from your side of choice. The enemy will be better about navigating through the barrels this time, so keep an eye on them to make sure you don't get jumped from behind.

Just past this barrel zone is a small pack of Drones you can mop up pretty quickly. This is followed by a huge pack of Drones, Daemonites, Darkmen, and Bikers. Clean this squad up and continue to the right to find a small concrete building. Smash the door and walk inside to find a 1-Up. Outside some Drones should spawn, so go smash them to bits. These will be followed by two Daemonites and a Biker.

Continue to the end of the docks and clear out the Bikers and Darkmen waiting for you there. Once you do, the WildC.A.T.S. jet will fly in and pick you up. You will receive a password and move on to the next level.

Behemoth

For the second set of stages you have three fighters: Spartan, Maul, and Warblade. You can do each of their first stages in any order, but the second stages require you complete others.

To access Maul's second stage you need to drain the reactor in Spartan's stage. To access Warblade's second stage you need to complete any stage after completing his first stage. To access Warblade's third stage, you need to find a security code in Maul's second stage. To access Spartan's second stage you need to complete Maul's second stage and Warblade's first stage. To access Maul's third stage, you need to complete any stage after completing his second stage.

Spartan Stage 1

Spartan's first stage is somewhat non-linear. You need to destroy five computer terminals spread around this sector of the Behemoth to gain access to the boss. Begin by heading right and fighting a group of Drones, Daemonites, and Baby Daemonites. Defeating them clears the path to an elevator.

Take this up and head left to find the first computer terminal. Destroy it and continue left to see some Drones and three elevators. For now take the far left one up. This goes up a few floors and deposits you in a hallway going right. Follow this path to a group of Darkmen and Daemonites. Defeat them to acces the next computer terminal.

Return to the room with three elevators and take the middle one down. Head left and clear the large pack of Darkmen waiting for you. Just past them is the third computer terminal. Destroy it and return to the three elevator room once more.

Take the righthand elevator up. Head right on the next floor to a pack of Baby Daemonites, Darkmen, and Daemonites. Defeat them to access another elevator up. On the next floor go left to a group of Daemonites and Drones. Defeat them and keep going left to find the fourth computer terminal. Smash it and head back to the right past the elevator you took up here.

A group of Daemonites and Baby Daemonites will block your path. Defeat them and continue right to find an elevator down. Ignore this for now and keep going to the right to find a pack of Coda, Baby Daemonites, and Daemonites. Defeat them to access the fifth computer terminal to the far right.

With all five terminals destroyed, return to the elevator to your left and ride it down. A group of Darkmen and Drones will be on this floor. Defeat them and move to the right to find another elevator down. Take this one down to reach Spartan's biological body which has been possessed by a Daemonite.

The game refers to this boss as Bio. Bio possess enhanced versions of Spartan's moves. At the beginning of the fight Bio will simply try to punch and combo Spartan, while occaissionally throwing out a projectile. Staying slightly lower than him on the plane and combo him as he approaches should do the trick. Alternatively, if he is far away, just charge a projectile and keep zapping him as he tries to walk towards you.

At half health Bio changes tactics. He will leap to the far right-bottom corner of the screen and start walking upwards, shooting a large projectile across the screen every step. He will then leap to the upper-left corner and repeat this process walking down the screen. Standing near bottom-left corner will allow you to avoid his projectiles from the right as he begins slightly elevated.

When he then begins coming down the left side of the screen, begin striking just before he reaches you to catch him in a combo before he can fire. When he hits the ground, he will immediately leap over to the right side of the screen to repeat this pattern. Stick to your strategy and he will go down in no time.

Maul Stage 1

Maul's first stage is a very straightforward affair. Head to the right to fight a pack of Drones. This is followed by a pack of Razors. Continue on to find a pack of Drones and Darkmen. Past these is a large pack composed of Coda, Drones, and Razors. This is followed by a pack of Darkmen and more Razors.

Keep moving right and you will soon come to a Razor on a raised platform. This guy will throw grenades down on you. You need to circle around by the beam holding the platform up to cause the grenades to damage it and drop the Razor down where you can hit him. A bunch of his Razor friends show up when he goes down, so be ready.

Take out the pack of Drones ahead and then you will come to a platform over a shaft. Jump up and down on this platform to make it fall and allow you to keep going. A pack of Darkmen and Razors stand between you and another such bridge on this lower level.

When you fall down to this next level you will be greeted by a pack of Drones. Take them out and head right to a pack of Daemonites. Past these will be another pack of Razors followed by another pack of Daemonites.

When you get past this pack you will find another Razor on a raised platform. Deal with him as you did before and defeat the pack of Razors that follows. Another of those platforms you need to jump up and down on will follow this area. At the bottom is one more pack of Darkmen and Drones and then you will reach the coolant tanks and the end of this stage.

Warblade Stage 1

Warblade teleports into the computer control room. A Tech will flee and a Coda will rush in. Defeat her and a pack of Daemonites, Techs, and Drones will flood in to keep fighting. Clear these out and journey into the more industrial section of the ship.

The path will split. You want to head up as going down leads to a laser field you cannot pass. Avoid or kill the Wall Spider and get to the top. A pack of Drones and Daemonites await on this upper ledge. Clear them out and then snag the 1-Up before moving on.

The path splits again. Going down will lead to another laser field, so go to the right instead. A pack of Techs, Drones, and Daemonites will appear. Clear these out to reveal another split. Go right for now into the medical bay and take out the Bikers there. Get the 1-Up all the way right before going back to the split.

This time double jump and climb up, destroying or avoiding the Wall Turrents as you do. At the top will be a new pack of Drones. Destroy them and keep going to the right to reach a laser field you cannot pass. Warblade will call for Grifter to disable them, ending the stage.

Maul Stage 2

Maul starts at the coolant tanks. Spartan will call to say he has drained them, so do a charge into them to smash the outer wall. Inside a squad of Razors and Daemonites will attack you. Destroy them and charge into the other wall to keep going.

A pack of Drones and Daemonites await you outside the tank. Destroy them and keep going right to run into another pack of Drones and Daemonites. Defeat them to reach another coolant tank. Smash the wall and go inside to find a claw overhead dropping bombs and three Darkmen. Defeat these enemies while avoiding the bombs, and then charge the far wall to get out.

Another pack of Razors and Daemonites is on the other side. Smash them and go right to find another coolant tank. Smash this wall and then immediately charge through to smash through the other wall. You should be fast enough to pass the bombs before they drop and get to the other side.

At this point you will run into the SNR Tech. She will run from one side of the screen to the other, stop, and then throw out three ninja stars in arcs across the screen. She will then repeat this pattern. If you are next to her as she runs, she will drop grenades as she moves to knock you over.

The best way to combat her is to stand about a third of a screen off of one side. If she is on the far side, dodge her stars until she starts running. Do a charge by pressing forward twice and ram into her as she tries to run past you. Back up quickly after hitting her as she will try to drop some grenades as she gets up. Repeat this process until she coughs up the access code.

Keep going right once the SNR Tech flees. One last coolant tank lies ahead. Break into it and defeat the Razors and Darkmen inside. Smash through the far wall and keep going to the right to find a dead-end. Maul will call Zealot to try and find the ship's blueprints to tell him where to go, ending the stage.

Spartan Stage 2

The stage begins with Baby Daemonites and electrified floor panels. To jump over these panels you need to do a jumping kick attack. Keep working your way right until a pack of Daemonites and Baby Daemonites appear. Take them out and continue to the right.

You will soon come to a spawning pit that spits out Baby Daemonites. You need to destroy this with a screen-clearing attack by hitting Select. This seems to be the only way to get rid of this and keep going.

Keep moving through the electrified floor segments until the screen stops and clear out the Baby Daemonites and Daemonites. Repeat this again once you can move once more. Eventually you will come to a full electrified floor. A small platform moves left and right in the center; when it reaches the apex of its lefthand movement do a jump kick to it and ride it across.

Another pack of Daemonites and Baby Daemonites awaits on the other side. Clear them out and continue right to find a checker board pattern of electrical panels. You can jump at a diagonal angle between the safe spots to make it through.

Past this field is another spawning point. Use your screen clearing attack to destroy it and the regular Daemonites guarding it. Just past this is another set of moving platforms over an electrified field. Hop acorss to reach the boss.

The boss is the Big Daemonite that was previously possessing Spartan's real body. On the left and right are electrified panels. The Big Daemonite will leap into the air and move about before crashing down where his shadow stops. As this occurs a Baby Daemonite will leap about trying to kill you as well; killing it will cause a new one to spawn. Wait for the big guy to land and then rush in for a quick combo before he leaps again.

Once you get him down halfway he will change his strategy slightly. The Baby Daemonite will cease to respawn and the big guy will start spewing flames. Each time he lands, he will spew a burst of flames directly in front of him. He will then leap to another spot and spew flames again. This will occur for a third time before he leaps back up high again.

At this point you need to move away from the same plane as the boss before he lands. Whichever direction he is facing, his second leap will make him face the opposite way. You need to move so you will be behind him when he lands and combo him if you are close enough or jump kick him if you are far away. Once he goes down, you will finish the stage and Spartan will call for a pick-up.

Warblade Stage 2

Grifter will begin the stage by contacting Warblade and telling him the only way to shut down the lasers on the door is to cut all power to the deck. He will do this and the door will open. Head right to find a pack of Techs, Razors, and Drones. Clear them out and begin searching the ceiling.

There are two paths: one all the way right and the other in the middle of this hall. You want to take middle path up. Double jump up to the shaft and climb the wall. There is a Wall Spider, so watch out for it. At the top go left and avoid the various lasers moving back and forth. You will soon come to a downward shaft.

Drop down hugging the right wall. Jump over the fan in the floor to the left and quickly attack the Drone on the other side before it pushes you back into it. Continue left to the wall and begin climbing. There are two Wall Spiders and two Wall Turrents in this shaft. Either avoid them or go slow and destroy each on the way up.

At the top head right to find a pack of Coda and Razors. Clear them out and drop down to the next floor on the right. A pack of Daemonites and Techs will be waiting for you, so clear them out. To the right you will find another upward shaft. Double jump up and begin climbing, avoiding or destroying the Wall Turrents as you go.

At the top continue to the right and clear out the squad of Drones waiting for you. Just ahead to the right you will drop down again. Another group of Coda and Techs are waiting here. Defeat them and move to the right to come to the door requiring a security code from Maul to end the stage.

Maul Stage 3

This stage mostly takes place on an elevator. The elevator will begin ascending and a Razor will drop down. Defeat him to cause another Razor and a Darkman to drop in. Clearing them out will cause three more Razors to drop in for some fun. This is followed by a group of two Darkmen, which in turn is followed by a group of two Razors and one Darkman. Defeating this group will cause the elevator to stop and allow you to move to the right.

This small room has a total of ten Drones in it. Smash them all to allow you to move to a second elevator to the right. This elevator begins with a single Razor followed by a Razor and a Daemonite. Beating them spawns to more Daemonites. Taking them out brings in two Razors and one last Daemonite. Once this last pack goes down, the elevator will stop and allow you to move on to the Anti-Gravity generator.

The boss room is two screens wide and the boss poses a threat somewhat unique among enemies in the game. Initially it will attack by moving towards your location from above and slamming down on top of. You should keep moving, staying relatively close to the machine as you do, and wait for it to slam down. When it hits the deck, the plating around its core will momentarily open allowing you to strike it a few times to inflict damage.

As the fight progresses the machine will gain two other modes of attack. The first is to fly from the left side of the screen to the right raining lasers down on the deck. There will be two openings in this movement phase and you need to dash under the machine during one of these openings to avoid getting hit. When it reaches the end of the screen it will turn and go back the other way, necesitating that you dash once more during an opening to avoid attack.

The other form of attack available to the machine is a swan dive. The core will hover in a corner and slowly move towards you. When it gets a few body lengths away it will dive in a U-motion. You need to jump as it is at the bottom of this dive to avoid being hit. You cannot damage it during either of these attacks and need to wait for it to go back to the first form of attack to inflict more damage on it.

Warblade Stage 3

Warblade's third stage starts with a wave of two Razors followed by a wave of two Drones. Once they are down for the count, find the shaft to the right and climb up. Avoid the lasers at the top and approach the next shaft. Drop below the fan as it rises and head right. Two Techs guard a 1-Up down here.

Next return to the shaft and go above the fan this time. Avoid the Wall Spider and navigate through the lasers to the left. Drop down and defeat the Tech and Drone waiting for you. A second wave of two Drones and a Tech will follow. This will lead to a third wave of two Techs and one Drone. Once they are all down, climb up the shaft to the left.

Avoid the lasers at the top again and continue left. Another shaft greets you. There is a fan at the bottom, so climb up instead. On the right wall are Wall Turrents and Wall Spiders, so be ready for them. Trying to attack them will result in you falling to the fan, so just speed past them.

Move right at the top and avoid more lasers. Drop down the next shaft and head to the right to find two Techs. These are followed by two Razors and another Tech. Climb up the shaft to the right and then head right at the top. Defeat the two Daemonites you run into here and the two Drones that follow. Climb up the next shaft and don't fall as there is a fan at the bottom.

Avoid the lasers at the top and jump over the next shaft to the right. Going up leads nowhere and down is a fan. Drop down the second shaft to continue on. (Going right will lead to two Drones and a shaft with a fan.) Drop down two floors, avoiding the lonely Wall Spider, and head right to find the Super Computer.

The Super Computer is an exercise in poor boss design. It will begin by spewing projectiles around itself, starting on the left and moving to the right. It will follow this by shooting homing orbs at you for a time and then repeat the first step. The fight begins with a Daemonite on the left. Killing this will cause a Drone to spawn on the right. Killing this in turn will cause a Daemonite to spawn on the left and so on.

Your best bet is to walk up to the boss from the left and start pummeling on it. If you have a full health bar or at least one life you will destroy it before it can do much. Otherwise you will need to dodge the homing orbs, which is not easy given the timing seems inconsistent, and avoid the rotating spew. The moment it is open is when the spew is on the opposite side of yourself. Hitting this thing without taking a hit is next to impossible, so it really is better to just bash as fast as you can and destroy it by the second homing orb phase.

Orb Temple

Helspont has kidnapped Void and is trying to force her to reveal to him how to solve the Code of Threes and acquire the Orb to power the Behemoth. The Orb Temple allows you to pick between Spartan, Maul, or Warblade, but it is the same level regardless of which you choose.

Right off the bat you will run into a Coda. She has nearly twice the health of her compatriots in the last level. You will find this to be so through much of the Temple. She is soon joined by a pack of Daemonites. Finish them all off and continue right.

A pack of Coda and Drones will await you. Clear them out and move to the bottom of the screen as you head right. Two boulders should careen by you along the upper portion of the screen. Past here is a squad of Drones. Defeat them and continue on to find a downward shaft.

Drop down into the catacombs and head left. A large pack of Coda, Darkmen, and Daemonites will soon meet you. Defeat them and continue left, but be ready for some more boulders. They are spread low this time, so you need to be at the top this time. A third boulder will follow this group just ahead on the bottom of the screen.

You will come to a pit. If you are Warblade you can double jump over it to find two Daemonites. Defeat them to reveal a path. Jump the spike pit to find a 1-Up and a health pack. Return to the pit, or just stand there if you never left, and then jump down. You will be greeted by some Daemonites at the bottom.

Clear them out and head right. Jump the spike pit and fight the squad of Coda and Darkmen on the other side. Once they go down continue right to find the Orb and Helspont waiting for you.

Helspont is by far the most difficult foe you have faced yet and is time-consuming. Helspont will begin by leaping into the air and flying across the bottom of the screen. He will fly in from the side and move across the screen, damaging you if you are in his way. Move to dodge and be ready because he will come in from the other side next. On his third fly-in he will land in the middle of the screen.

You have about a second to land a single Y-Button attack on him. Throws and specials do not work. Right after you do he will activate a shield that will hurt you, so you need to jab and back off. Do not try to combo as the other hits will not connect and you will take damage anyway. If you fail to land a hit, Helspont will summon two rocks and hurl them at you before flying off again.

Usually Helspont will repeat this process from the start at this point, but sometimes he will begin his flying phase by flying into the center of the screen up high and shooting a beam at you. Just keep moving to dodge this. You cannot strike him up high, so don't even bother trying because you will probably get hit. This fight takes a long time, so be patient and whittle him down.

Once Helspont goes down, the WildC.A.T.S. will recover the Orb and return to Halo HQ. The world is declared to be once again safe and the credits will roll.

Series Information

The WildC.A.T.s cartoon series forms the basis for the Super Nintendo game. The series aired from 1 October 1994 to 16 March 1995 as part of the Action Zone on CBS along with Teenage Mutant Ninja Turtles. At this point it was replaced by Skeleton Warriors until June of that year, at which point the last three episodes of WildC.A.T.s were aired.

After Summer 1995 the Action Zone programming block was dropped, although the Action Zone intro for Teenage Mutant Ninja Turtles was kept for its last season that followed. Four episodes of the series were released on VHS in 1995, while the entire run was released on DVD in July 2005 by Funimation. The episode air schedule was as follows:

Episode TitleAirdateDescription
Dark Blade Falling1 October 1994The WildC.A.T.s recruit Warblade after Dockwell attempts to kidnap him.
Heart Of Steel8 October 1994Spartan meets an old flame after the Troika attack a data facility.
Cry Of The Coda15 October 1994Lusitain attacks its neighbor Ugobia with an earthquake weapon, prompting Helspont to hire the Coda to steal it.
The Evil Within29 October 1994Helspont seeks to possess the President in order to access a satellite network to find the Orb.
The Big Takedown12 November 1994Grifter's old friend Lonely is released from prison at the same time the Troika attempt an attack on Halo HQ.
Lives In The Balance19 November 1994A Kherubim stasis pod crashes in the North Pole and releases Majestic, thought lost centuries ago.
Soul Of A Giant26 November 1994The Daemonites recruit Maul's father to find an ancient ruin with a map to the Orb's location.
Betrayed3 December 1994Helspont learns the Orb is located on Themysrica and makes plans to seize the island.
Black Razor's Edge10 December 1994Max Cash is dispatched with the Black Razors to capture Grifter and the other WildC.A.T.s.
And Then There Were None17 December 1994Helspont sends Dockwell to buy concussion bombs from Marlowe's rival to get to the buried Orb.
M.V.P.3 June 1995Daemonite forces are sent to the White House to lure the WildC.A.T.s off Themysrica.
Endgame, Part 110 June 1995Zealot goes on a rampage after Lonely apparently kills Grifter.
Endgame, Part 217 June 1995Helspont plans to eliminate Zealot and seize the Orb as the Behemoth is finally restored to full power.

Nelvana Limited produced the cartoon series while Playmates Toys produced the toyline, including the video game. The toyline featured a Daemonite, Grifter, Helspont, Majestic, Maul, Max Cash, Spartan, Void, Voodoo, Warblade, and Zealot. The Super Nintendo title was released in November 1995, a significant amount of time after the show had already been cancelled.

A number of factors would indicate the game was rushed to completion in order to release it as soon as possible after the show was cancelled. Numerous references are made to the three unplayable members of the team and they even have sprites. There is also a password system, but it is employed in a most peculiar way. The first password you receive will bring you through the first two stages, while the second password is for the last stage some eight stages later.

The choice in enemies is odd as well. The generic enemies are all straight out of the series, but the bosses are almost all unique; Attica and Helspont are the only two who appeared in the series. This is strange when you consider that Helspont commanded a sizable number of minions in the series: Artemis, Attica, Dockwell, H.A.R.M., Karillion, Pike, Providence, Slag, and Taboo.

Anti Grav

The Anti-Gravity generator onboard the Behemoth is the boss of Maul's third stage onboard the ship. This machine poses a threat somewhat unique among enemies in the game. Initially it will attack by moving towards your location from above and slamming down on top of. You should keep moving, staying relatively close to the machine as you do, and wait for it to slam down. When it hits the deck, the plating around its core will momentarily open allowing you to strike it a few times to inflict damage.

As the fight progresses the machine will gain two other modes of attack. The first is to fly from the left side of the screen to the right raining lasers down on the deck. There will be two openings in this movement phase and you need to dash under the machine during one of these openings to avoid getting hit. When it reaches the end of the screen it will turn and go back the other way, necesitating that you dash once more during an opening to avoid attack.

The other form of attack available to the machine is a swan dive. The core will hover in a corner and slowly move towards you. When it gets a few body lengths away it will dive in a U-motion. You need to jump as it is at the bottom of this dive to avoid being hit. You cannot damage it during either of these attacks and need to wait for it to go back to the first form of attack to inflict more damage on it.

Powering the Anti-Grav is a major plot point of the series. Helspont is constantly seeking to reenergize the system throughout the series run, finally succeeding in the twelfth episode. This system is later sabotaged by Grifter to cause the Behemoth to explode.

Attica

You don't fight Attica on foot. Instead he is driving a forklift at the docks, which makes this fight more annoying then difficult. Attica has a very simple pattern here; he will drive back and forth from the right end of the screen to the left and vice-versa. All you need do to avoid this is walk up or down as he cannot climb in height on the plane more than about half of the screen.

Since you will have Spartan under your control, what you should do is to pick a side and hug the wall. When Attica moves to ram or back into you, walk upwards just out of reach. Begin charging your projectile, and hit him as he plows into the other side of the screen. Attica will then try to come back at you, so just repeat this process. He has two bars, one for the front of his forklift and one for the back, so you will need to do this on both sides of the screen.

Attica appears throughout the series with the other two members of the Troika, H.A.R.M. and Slag. In the comics his real name is Maxwell Burns and he is an escaped prisoner of the prison Attica. Attica's main power was the ability to interface with computer systems. The group was not directly associated with the Daemonites in the comics, while in the series they were Daemonites operatives. The three of them always appeared together in the series in a total of eight of the thirteen episodes.

Baby Daemonite

Baby Daemonites are more annoyance than threat, but if you have trouble getting their attack pattern down they can cause a lot of hurt. These pests will hop at you and then latch on to your leg and start gnawing at it. This causes damage and prevents you from doing anything for a second or two.

These young offspring are low to the ground, meaning most attacks cannot hit them on the same plane. You can either move down on the plane and try to punch them as you do, or you can wait for them to do their final hop at you and smack them right before they connect to you. Either way they go down in a single hit. You just need to work on your timing to reduce them to nothing.

Big Daemonite

The Big Daemonite will leap into the air and move about before crashing down where his shadow stops. As this occurs a Baby Daemonite will leap about trying to kill you as well; killing it will cause a new one to spawn. Wait for the big guy to land and then rush in for a quick combo before he leaps again.

Once you get him down halfway he will change his strategy slightly. The Baby Daemonite will cease to respawn and the big guy will start spewing flames. Each time he lands, he will spew a burst of flames directly in front of him. He will then leap to another spot and spew flames again. This will occur for a third time before he leaps back up high again.

At this point you need to move away from the same plane as the boss before he lands. Whichever direction he is facing, his second leap will make him face the opposite way. You need to move so you will be behind him when he lands and combo him if you are close enough or jump kick him if you are far away.

The Big Daemonite never appeared in the series, nor did a red Daemonite appear. Most likely the character is unique to the game, but it does bear some visual similiarity to the Deamonite Defile from the comics. Defile was one of the three High Lords aboard the Behemoth when it crashed on Earth, Helspont being another, and was a major Daemonite foe of Stormwatch.

Biker

Bikers will come at you with their chains, giving them some reach over Drones and Darkmen. That isn't their most unique ability, however. Bikers also possess the uncanney ability to block. They will do this often, blocking your attacks and waiting for the break in your combo to strike back. This block can be meddlesome as well if there are multiple enemies on the screen. While your futile efforts to damage a blocking Biker are continuing, their friends will move up on you from behind and begin their own combos on your back.

If a Biker starts blocking your strikes, it is better to stop your combo and try to pull back then to keep at it. You cannot break their blocks with normal strikes, but jump attacks will generally catch them off-guard. On that same note, if you are playing as Maul you can use his grab to simply snatch them up and slam them into the ground.

The Biker's design is based off a biker who appears in the ninth episode of the series. Grifter returns to his old neighborhood looking for his brother and is attacked by a biker at a local bar. The ruffian is quickly dispatched and never seen again.

Bio

Bio is the boss of Spartan's section of the Behemoth. Bio possess enhanced versions of Spartan's moves. At the beginning of the fight Bio will simply try to punch and combo Spartan, while occaissionally throwing out a projectile. Staying slightly lower than him on the plane and combo him as he approaches should do the trick. Alternatively, if he is far away, just charge a projectile and keep zapping him as he tries to walk towards you.

At half health Bio changes tactics. He will leap to the far right-bottom corner of the screen and start walking upwards, shooting a large projectile across the screen every step. He will then leap to the upper-left corner and repeat this process walking down the screen. Standing near bottom-left corner will allow you to avoid his projectiles from the right as he begins slightly elevated.

When he then begins coming down the left side of the screen, begin striking just before he reaches you to catch him in a combo before he can fire. When he hits the ground, he will immediately leap over to the right side of the screen to repeat this pattern. Stick to your strategy and he will go down in no time.

Coda

Coda wield naginatas, giving them good range with their strikes. Coda seem to fight much more defensively then most enemies, weaving in and out while trying to draw you towards them for a strike. They also can jump attack you. This jump attack has a very large arc, so be especially wary of it.

Playing defensive though has the unintended side effect of making them easy to open up on if you play aggressively. Charging up on them and opening up with some strikes will usually catch them off-guard while they are still trying to get into position.

The Coda only appear in a single episode of the series. The third episode features the Coda as mercenaries working for Helspont to try and acquire an earthquake machine. In the series they are a Human female order founded by Zealot, but she became disenchanted with them and left the order. In the comics they existed on the Kherubim homeworld as well, having been founded there by Harmony, Zealot's mother, and reconstituted by Zealot on Earth as the Amazons. Their Human members would drink Kherubim blood to gain immortality.

The design of the Coda in the game is based off of Artemis, the leader of the Coda in the series. She was a Human woman from Ancient Greece who was still alive and a member of the Coda in modern times. In the comics Zealot and Artemis were sent to kill Aeneas and his fleeing family at the end of the Trojan War, but Zealot refused and fought Artemis, defeating her and earning her former comrade's enmity.

Daemonite

While many of the enemies are Daemonites, these foes are specifically Daemonites that are not possessing another body and instead are fighting you in their own. These foes are not overly strong on their own. They will generally charge at you and slash with their claws. They do possess a high jump attack where they leap off the screen and crash down where their shadow moves to. This attack hurts their friends too, so use this to your advantage.

While a single Daemonite is not much of an issue, they do tend to attack in large packs. They do bee-line towards you, so moving to position two or three in the same spot on the plane and opening up on all of them will go a long way towards negating their strength in numbers. Without their large numbers, they do not offer much resistance.

Darkman

Darkman are the first enemies you run into and will be present throughout the game. Darkmen posses two forms of attack. The first is a basic striking combo that they will try to use if they are near you. They will simply walk towards you and try to punch you. You can counter this by "beating them to the punch," so to speak.

Their other form of attack is a pistol. If they are more than about three body lengths from you this is what they will prefer. Avoid being on the same plane as Darkmen if they are far away from you so you don't get shot. You can dodge their shots by moving up or down the plane, or even by jumping over them.

Numerous Darkmen appear throughout the series, with their leader named Dockwell. They are the primary Human form taken by the Daemonites throughout the run. Dockwell and his ilk appear in eight of the thirteen episodes of the series.

Drone

Drones might be the most common enemy to be encountered. They come in a couple different varieties, although all of them act pretty much the same. They have a striking combo they will try to use on you if they are close by, but punching them while they approach will often allow you to hit them first.

Drones also have a projectile attack they will use if they are more than three body lengths away from you. You can dodge this by moving up or down on the plane or by jumping over it. Avoiding standing on the same plane as them while they are far away also helps.

Drones are the robotic legions of Helspont in the series. While robotic in nature, they fall into the typical cartoon style of having Human mannerisms such as exhibiting fear. They appear in ten of the thirteen episodes of the series.

Helspont

Your first encounter with Helspont will happen in the Orb Temple before the Orb. Helspont will begin by leaping into the air and flying across the bottom of the screen. He will fly in from the side and move across the screen, damaging you if you are in his way. Move to dodge and be ready because he will come in from the other side next. On his third fly-in he will land in the middle of the screen.

You have about a second to land a single Y-Button attack on him. Throws and specials do not work. Right after you do he will activate a shield that will hurt you, so you need to jab and back off. Do not try to combo as the other hits will not connect and you will take damage anyway. If you fail to land a hit, Helspont will summon two rocks and hurl them at you before flying off again.

Usually Helspont will repeat this process from the start at this point, but sometimes he will begin his flying phase by flying into the center of the screen up high and shooting a beam at you. Just keep moving to dodge this. You cannot strike him up high, so don't even bother trying because you will probably get hit. This fight takes a long time, so be patient and whittle him down.

Helspont is the primary antagonist of the series, appearing in all thirteen episodes. He is the leader of the Daemonites who crashed on Earth onboard the Behemoth. Marlowe indicates in the series that the Behemoth may have been the last remanant of the Daemonite race, although in the comics they are still an active species. Helspont seeks the Orb on Earth throughout the series, trying to gain its powers so he can escape the planet and conquer the universe. He is killed in the final episode of the series when the Behemoth is destroyed.

Razor

Razors are an interesting enemy. They do not seem to have any kind of melee attack, instead they run back and forth across the screen and will stop at times to fire three shots at you. Try to catch them while they're running and pummel them into submission.

Sometimes you will come to a room where a Razor is standing on a raised platform and throwing grenades down at you. You need to move near their platforms and make them drop grenades on the ground by the pillar supporting them. A few hits from their own grenades will cause them to destroy their support beam and send them down to your level. At this point they will begin behaving like normal Razors.

The Black Razors are a covert military unit of the US military in the series. Maxwell Cash is the most prominent member in the series, the brother of Grifter. In both the comics and the series they are dispatched to hunt down the WildC.A.T.s as they are believed to be responsible for terrorist attacks. In the series this is worked out and the Black Razors become wary allies of the team. They appear in two episodes of the series.

In the game they serve Helspont for some unknown reason. Oddly enough the blue models retain their American flag insignia on their shoulders. No explanation is offered in-game for why US soldiers are helping Helspont.

SNR Tech

The SNR Tech appears partway through Maul's second stage onboard the Behemoth. She has the computer code Warblade needs in his stage, so Maul is forced to fight her. The Tech will run from one side of the screen to the other, stop, and then throw out three ninja stars in arcs across the screen. She will then repeat this pattern. If you are next to her as she runs, she will drop grenades as she moves to knock you over.

The best way to combat her is to stand about a third of a screen off of one side. If she is on the far side, dodge her stars until she starts running. Do a charge by pressing forward twice and ram into her as she tries to run past you. Back up quickly after hitting her as she will try to drop some grenades as she gets up. Repeat this process until she coughs up the access code.

Super Computer

The Super Computer is an exercise in poor boss design. It will begin by spewing projectiles around itself, starting on the left and moving to the right. It will follow this by shooting homing orbs at you for a time and then repeat the first step. The fight begins with a Daemonite on the left. Killing this will cause a Drone to spawn on the right. Killing this in turn will cause a Daemonite to spawn on the left and so on.

Your best bet is to walk up to the boss from the left and start pummeling on it. If you have a full health bar or at least one life you will destroy it before it can do much. Otherwise you will need to dodge the homing orbs, which is not easy given the timing seems inconsistent, and avoid the rotating spew. The moment it is open is when the spew is on the opposite side of yourself. Hitting this thing without taking a hit is next to impossible, so it really is better to just bash as fast as you can and destroy it by the second homing orb phase.

Tech

Techs appear in operations areas, such as Warblade's first stage on the Behemoth. Techs have little health and are just as likely to run around in a panic as to attack. Their primary means of attack is to reach into their lab coats and chuck a ninja star at you. A couple of swift hits will take them down before they get the chance.

In the series Techs appear in the second episode. They are not allied with the Daemonites here, but are actually working at a data facility that is attacked by the Troika. They do not appear anywhere else in the series.

Wall Spider

Wall Spiders appear in stages with Warblade. These nuisances will climb along walls, knocking you off of said walls if you touch them while climbing. To get past them you have to leap off an oppsing wall and do a downward attack into them by hitting the Y-Button. This will take some practice, but will become necessary as you continue on.

Wall Turrent

Wall Turrents are an even more annoying type of Wall Spider. These ones will move up and down along a wall and shoot at random. After a couple of shots, they will then fly to the other side of the wall. You can kill them as you would a Wall Spider, but usually it is just better to try and move past them.