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