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     R#RR#*%j~=!==~==jj==!`!!j~=~!'` `  '!==j4
     RRRHRS4j~!`''!!!j%jj~!!!==j~'`      !%$$S
     RRRRRS$%~!```''!!j%j%~===j=~!'     '=*SS#
      RHHR4jj===!'' !'~%j$3$$%=j=j~!`   '4#R#R
       HRSS44*SSS*#44j$4S*S##SSS*##S$~`  ~SR#
        ##4S#HHRHRRHR##S##S####RHHHRR#*' `3#
        S##@@#*#H#4SH@H##*4S#H@#4*RS4#@@#3%*        mr. Bones
        ###@@R*4R44#@@H##Sj34H@H4#HR4#@@@SSR        A Useless Walkthrough
        #SSH@@S$44*#@HRS*$~!!#@HS4S4SR@@@S*R        by Benjamin Paul Galway
       R#3j*R@@@@@@H#'=%jjj'  SH@HHH@@@@H4~%#       benjamin@platformer.com
     #HHRRS4$3SSS$$$4$$%HHHH*  `=4SSSS3j==!!''R     May 15, 2000
     HHHR#RHHRRHR#SS3==S@HS@@$ ``!=$%jj=j=!` 'R     Version 0.9
      @RSH@H@HHHRS$~=jRH@H4#HH4!!*SSRHHR#S4$SR
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              HRS*4*=   !!!!!  !=$4#RR
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            R#RRjSS#S3*$%4*4%$$~!===~!34
               HH4%SS4S4SS*S*S44j$#4'
                  R###S#SS##RHHHR





----------------------------   TABLE OF CONTENTS   ----------------------------

     Introduction                 I.
     The Story                   II.
     Controlling mr. Bones      III.
     Walkthrough                 IV.
     Extra stuff                  V.
     F.A.Q. History              VI.
     Credits                    VII.

==============================================================================

                                    I.
                         I N T R O D U C T I O N


mr. Bones is an action/adventure game by Angel Studios available exclusively
on the Sega Saturn video game system.  The game, released winter of 1996,
tells its humorous story via several full motion video clips and a combination
of many different game engines.  Thus, almost every level is a completely new
experience.  The graphics and animation also fluctuate with each level but are
very well done for the most part.  The soundtrack is a mixture of blues, rock,
and electronic styles, which suit the game well.

This is my first walkthrough, so please... be gentle.  :^)  I've found myself
defending mr. Bones a lot on the USENET group rec.games.video.sega lately, so
I thought it would make a good choice to attempt my first one.  Hopefully,
this walkthrough will answer any question and then some that the reader may
have concerning mr. Bones.  Although the game can be a challenging and even
frustrating at times (usually the result of several quick, successive deaths
on a particular level), it is hardly impossible.

This walkthrough was written with Windows' Notepad and is meant to be viewed
at a fixed width font.  This document is viewable with MS-DOS Edit, Notepad,
or most major web browsers -- which should be obvious enough for those reading
this.

Far too detailed and unnecessarily lengthy, "A Useless Walkthrough" is born.

==============================================================================

                                    II.
                           T H E   S T O R Y


The freaky looking scientist DaGoulian (who looks remarkably like Mr. Good
Body) has discovered skeletism, a force which can revive dead skeletons...
well, skeletons are always dead, it's the creatures who die.  Anyhoo,
DaGoulian reanimates a graveyard of skeletons with the newly found energy
force, all with eyes glowing red and ready to assist the good doctor and
conquer the world -- all except mr. Bones.

mr. Bones eyes are blue and he has a soul unlike the rest.  He sees what
Dagoulian is up to and know that whatever it is must not be good. DaGoulian
singles out mr. Bones, an "impurity" in his army, and sends the other
skeletons to stop him.  After mr. Bones escapes, he reluctantly realizes that
has been given the job to put a stop to this new evil.


==============================================================================

                                   III.
                 C O N T R O L L I N G   m R .   B O N E S


Since mr. Bones incorporates many different game engines, a variety of control
schemes are used although they are all structured similarly.  I've chosen not
to diagram every minor derivative since 1) it would spoil some of the later 
game environments and 2) be too lengthy to include.  The following is the 
general control layout for the 2-D, usually side-scrolling levels which make
up most of mr. Bones, and any major derivatives will be diagrammed in that 
section's walkthrough.


          START               Pauses the game/freezes the on-screen action.

          D-Pad               Moves mr. Bones in that direction
                              Pulls mr. Bones up onto a ledge he has grabbed
                              Makes mr. Bones duck

          A BUTTON            Generates skeletism power
                              Reattaches missing bones when found

          B BUTTON            Shoots beam weapon

          C BUTTON            Makes mr. Bones jump upward
                              With DOWN, mr. Bones will drop
                              With UP, mr. Bones will grab onto ledges

          X BUTTON            Disassembles mr. Bones
                              Reassembles in the long legs configuration

          Y BUTTON            Disassembles mr. Bones
                              Reassembles in the long arms configuration

          Z BUTTON            Disassembles mr. Bones
                              Reassembles in the slim jim configuration

          L BUTTON            Not used.

          R BUTTON            Not used.


==============================================================================
  
                                   IV.
                         W A L K T H R O U G H


Upon completion of each level, the game will allow that level and/or
accompanying video clip to be selected right from the start via a level
select.  The walkthrough provided will be ordered according to the level
select screen [see "Extra Stuff" (Section V) for more details].  Note that
stage 19, "Underwater Ride," begins disc two, so to play any of the stages
or watch any of the videos from then on require you to swap the disc.  Be
warned that reading any further may spoil certain points about the game if
you've never played it before!  With that said, on to the useless
walkthrough!


01 - GRAVE ESCAPE

     The game begins with mr. Bone running away from the chasing skeletons
     while dodging their projectiles and other barriers in this somewhat
     lengthy forced scrolling level.  Stay near the center of the screen to
     give yourself sufficient opportunity to see and avoid oncoming obstacles
     and keep the approaching enemies in sight.  Holding down the C button
     allows mr. Bones to jump higher and farther than normal, so keep that in
     mind.  Fences, tombstones, fire pits, and other objects must be leapt
     over, while mr. Bones needs to duck under certain tree branches while
     running.  If mr. Bones takes a hit, remember to rapidly push the A button
     to charge him up in order to recapture the lost body part, if any.  Blue
     butterflies can be picked up to recharge mr. Bones, so make sure to keep
     his energy up by gathering them as needed.  The level ends once mr. Bones
     runs through the large fence and reaches the mausoleum.

02 - MAUSOLEUM

     mr. Bones has made it to the top of the mausoleum to avoid the skeletons,
     but they still haven't given up yet.  The skeletons, hanging from the
     "front" and "rear" of the ledge, first attack by swiping at mr. Bones.
     As time progresses, the speed and "length" of the skeletons' slapping
     gets faster, higher, and longer, so be ready to jump in rapid succession.
     Remember that you can adjust the height and duration of mr. Bones' jumps
     by holding down the C button.  Also, try and leave the blue skull
     power-up for the next obstacle, since there are more than enough blue
     butterflies passing overhead.

     After the skeleton's stop swiping at mr. Bones in waves, a new challenge
     will present itself.  mr. Bones will be flanked by skeletons on top the
     mausoleum roof who will charge at him and the skeletons hanging from the
     edge will swipe directly where mr. Bones is standing before plummeting
     off the edge.  Guide mr. Bones to the right near the edge of the
     mausoleum, being ready to dodge those skeletons hanging by the edge.  You
     can leap on a skeleton's head with no harm inflicted to make your to the
     right.  You must defeat all of the standing skeletons to complete the
     level; there are two ways to accomplish this:

     1) Use your beam to kill the approaching hoard or,
     2) Entice the skeletons to charge at you and leap over them before they
        strike.  The skeletons will run off the edge.

     Once all skeletons are disposed of, mr. Bones can run off the roof and
     fall to the right himself to enter the valley.

03 - THE VALLEY

     [ walkthrough ]

04 - BLIND MAN'S CABIN

     [ video clip ]

05 - GUITAR SOLO

     Using his new guitar, mr. Bones plays some riffs for the skeleton crowd
     to calm them down.  In this game, the A, B, C, X, Y, and Z buttons are
     all used to activate a specific short guitar rhythm, which play to its
     entirety as long as the button stays pressed.  Anyone with the slightest
     sense of rhythm should be able to string the riffs together well enough
     to please the crowd.  The skeletons' eyes will gradually change from red
     to blue as long as mr. Bones plays well.  Just listen to and play along
     with the background rhythm while holding down a button and stringing
     together a song.

06 - WHERE'S MY GUITAR?

     [ video clip ]

07 - NIGHT OF THE BATS

     Night of the Bats is the first of the bat trilogy, all sidescrolling
     levels focusing on reassembling mr. Bones after some bats steal his body
     from him.

     Some general tips about these three stages:

          ALWAYS KILL THE BLACK BATS!
          One or two black bats will usually descend either when a bone has
          been picked up or when mr. Bones defeats a monster.  Brown bats are
          merely annoying; black bats will not only hurt you, but also steal
          your bones as well!

          KILL FROM A SAFE DISTANCE!
          Don't run into a monster or bat. Take them out from afar if
          possible, behind some rock or above a ledge.  You can increase the
          reach of mr. Bones' beam by tapping A, so use that to your
          advantage.  Also, always duck when attacking bats.  mr. Bones is
          less likely to be struck by a swooping bat when ducking.  Only stand
          to add reach for killing monsters from below.

          WATCH OUT FOR LOOSE BONES!
          If mr. Bones is struck too many times and has consequently lost some
          skeletism, then a drop longer than his jumping height could shake
          a bone loose.

     Surprisingly, mr. Bones has a very agile spine and can leap
     well enough with it.  Exiting this stage requires mr. Bones secure a rib
     cage and his right arm back from the bats. The replacement bones can be
     found scattered throughout the levels.

     Begin by moving left and positioning mr. Bones atop the second tree
     stump.  Lure the monster over and leap above it, jumping your way to the
     left. Right before the safety of the ledge, you'll see a rib cage on the
     ground. Tap the A button to pick it up before jumping and evading the
     monster.

     Some brown bats will fly out of the log as mr. Bones advance to the left.
     Duck and keep right to avoid them, and they will shortly return to the
     log.  You can use the branches to leap over them.  The hip bone located
     in the hole in the log is not needed for this level, so there is no use
     in risking energy picking it up.

     There are two paths to take: left above ground on down into the cave.
     Drop down into the cave but try to stay high on the ledges to avoid the
     monsters below.  Be wary of falling debris, as it indicates that a
     monster is about to fall onto the area.  An arm can be found by a rock 
     obstruction that blocks a monster.  If you missed it and the monster is
     nearby, just fill the skeletism gauge and mr. Bones will obtain the 
     bone.  Once you have the arm, quickly kill the black bat that descends.

     If you continue left past the exit above ground, you'll encounter a
     monster and a couple of black bats, but you'll also have an extra arm to
     pick up.  While not necessary to exit the level, a second arm would make
     a good spare in case one of the final black bats makes off with
     mr. Bones's arm at the end.

     Remember to press and hold C after jumping to grab onto ledges and press
     UP to climb.  A spare bone can be found on the top ledge in the surface
     break halfway through the cave while another is located to the left of
     the cave's exit above ground.

     The exit is at the top left of the level located above a giant log.  The
     tree to the right may be used to climb up higher and leap to it, though
     the log itself can be climbed and leapt from as well.  Nearing the exit
     will release a swarm of brown bats and two black ones. Quickly dispatch
     of them or touch the exit.  If you're unable to exit the level, it could
     be because you either have too many or too few bones.  If you have more
     than a rib cage and a right arm (or if your only arm is on the left), use
     the X, Y, or Z buttons to disassemble and reassemble mr. Bones until he
     is configured properly to exit the level and move onto Dawn of the Bats.

08 - DAWN OF THE BATS

     The exit here is to the top right of the map.  Avoiding the brown bats,
     use the branches to bounce mr. Bones upward and move to the right.
     Although you should already have a rib cage, you'll find a second arm
     just a bit to the right.  Another arm is hidden behind the large tree's
     roots on the ledge above.

     Proceeding to the right, mr. Bones will encounter a long wall with a skull
     engraved in it.  At the bottom of this wall and on a ledge on the wall
     itself are leg bones -- be sure to grab one.

     There's an arm on the ledge near the base of the huge right tree and a
     hip in the hollow log to the right of it.  Finally, a rib/arm can be
     found next to the giant stump at the bottom to the right of the slanted,
     thin, small ledge.

     The second long wall to scale is made difficult thanks to a monster and
     bats waiting on the top left ledge, which is needed to reach the right.
     Climb onto the left and jump quickly, holding C to increase the distance
     of the jump while being ready to grab onto the ledge if needed.  The exit
     requires mr. Bones to have a rib cage, a right arm, a hip bone, and a
     right leg.
                                           
09 - DAY OF THE BATS
 
     Unlike the two levels prior to this one, the challenge is not is not so
     much in keeping the black bats from stealing your bones as it is to
     simply remain alive and whole.  Swarms of brown bats make this stage
     particularly challenging; remember that the weaker mr. Bones is, the more
     difficult it is to keep the bones attached.

     Begin by picking up the leg right by mr. Bones' starting point and get
     the arm near the right being careful to avoid the brown bats.  Now that
     mr. Bones is complete, you must climb your way up and to the right to the
     exit.  Jump on and climb up the thin tree, heading right and dodging the
     brown bats.  There's a hip/leg replacement to the right next to the huge
     tree stump near the long right wall.

     The ledge above the wall with the skull is a bit difficult to pass over.
     Bounce on the branches to make your way to the top.  To reach the right
     ledge, you'll need to jump from the left ledge which is conveniently
     guarded by a monster and black bats.  Grab onto the left ledge, pull
     yourself up and jump off as soon as possible before the monster strikes.
     Leap to the right and grab onto the ledge.  Pull yourself up quickly and
     rush and attack the monster waiting for you there, being sure to kill the
     black bat as well.

     The area with the dozens of teeny tiny platforms houses two replacement
     bones.  A leg bone and be found at the bottom heading to the right, and
     climbing up and right on the ledges will reveal a rib cage/hip bone
     replacement as well.  An arm/leg replacement can also be found on top the
     small ledge above ground with the small vines hanging underneath.  A leg
     lies next to the exit, guarded by a monster atop a log pile and a black
     bat.  Remember that mr. Bones can only exit the level if he is complete,
     so be sure to have all bones attached when touching the door.

10 - ROLLING LOGS

     This is the second of four different full motion video stages.  The stage
     begins when a bat removes a stick holding back the log pile, sending
     dozens of rolling logs after mr. Bones.  It is a good idea to stay a bit
     right of center on the screen during this segment since that will allow
     enough time to react to the rolling and bouncing logs.  Since this is a
     video stage, there are no variables present; if a section is proving to
     be too great a challenge, then just look for a pattern to avoid the logs.

     This is a difficult stage is mr. Bones is stuck, since it can be very
     difficult to regain energy and bones without legs.  Remember that a weak
     skeletism bar will allow bones to be shaken loose, so if you're struck by
     a log, then be sure to pick up one of the blue butterflies passing by.

     The bouncing logs' shadows help indicate when they will strike the
     ground, so keep an eye on them.  When the shadow is large, the log is
     high in the air, allowing mr. Bones to run underneath it safely.

     Rocks then to cause rolling logs to leap and bounce.  Generally, running
     near them on the right will protect mr. Bones as the logs are sent up and
     over his head.

     In the autumn section of the stage, two bouncing logs will be sent after
     mr. Bones -- just work your way left, passing under the first log then
     the second.  Once mr. Bones crosses the log bridge, many of the logs will
     only lightly bounce when striking a rock.  Be ready to jump over them
     instead once they have landed and begun rolling again.

     You may be pushed to the left during the latter section of this stage
     while dodging the logs.  That's not a problem.  Just move back to the
     center-right when possible.

     mr. Bones does not need a complete skeleton to exit the stage (contrary
     to the exit door), though he will likely die at the start of the next
     stage if he exits with too little energy remaining... so grab that blue
     skull right before the exit!

11 - DRUMATIC DISCOVERY

     [ video clip ]

12 - DRUM SOLO

     Unlike the guitar solo, the drum solo plays more like the game "Simon,"
     being based on quick reactions more than melody.  By hitting all the
     beats, the volts on the antennae gradually raise, with the level ending
     once they reach the top and open the portal to the wraith world.  Notice
     the red cables on the ground -- they correspond to the four individual
     drums.  Red lights travel from the edge of the screen, along the cable,
     to the drum to be played.  When you see lights entering a certain drum,
     make sure to point mr. Bones in that direction and hold the D-pad so that
     he can play that drum.  mr. Bones will only play the right drum, so if
     nothing is being played, he is obviously facing the wrong one. 

13 - TO THE WRAITH WORLD

     [ video clip ]

14 - GLASS SHARDS

     mr. Bones must find the exit by leaping from glass shard to glass shard.
     There are four types of glass shards: regular platforms, blue skeletism
     platforms, breakable platforms, and spinning platforms.  The breakable
     shards appear split in the middle and will collapse if stood on for a few
     seconds.  The spinning platforms (which often enlarge to view) increase
     the height of mr. Bones's jumps and are needed to reach the exit.

     This stage is relatively easy with it being near impossible to die.  The
     enemies are easy to avoid or destroy, and falling will at worst just hurt
     mr. Bones a bit if he touches the smokey bottom ground.  Reaching the
     exit requires movement in a "Z" pattern.  There are several "blind" jumps
     near the end, meaning that the platform you need to reach will not be in
     view while attempting to leap to it.  Still, these aren't too bad; just
     leap from the edge when there is no place else to go and hold the C
     button to increase the length of the jump.  Disassemble mr. Bones when in
     front of the exit since the doorway specifies that just his head and
     spine may enter.

15 - BIG BONES

     This is a bizarre stage which requires you to bounce mr. Bones himself on
     his own skull while attempting to reassemble him.  You must deflect mr.
     Bones off his skull by moving the skull left or right, which will move
     his body in that direction.  Use the C button to increase the height of
     the bounce when appropriate.  Note the two different skull obstructions
     in this level: stationary skulls will temporarily dissolve when struck
     while spinning skulls will deflect mr. Bones like a pinball bumper.  If
     mr. Bones falls past his skull, he loses some skeletism as well as a
     bone.

     During the first section, move left to acquire the spine or go right
     first if you need the blue power-up skull available there.

     During the second section, move left to pick up the rib cage. (There is
     nothing of interest on the right.)

     During the third section, move left to acquire the hip bone or right to
     pick up the arm.  When going after the arm, you must bounce mr. Bones
     over the heads after destroying the leftmost one.  This section repeats
     twice so that both bones are captured.

     During the fourth section, move mr. Bones over to the right after the
     arm.  You must deflect mr. Bones off near the edge of his skull to pass
     beneath the small parallel vertical walls of spinning skulls.  Once mr.
     Bones is in between, use the center of his skull bounce between the walls
     and nab the arm.  (There is nothing to the left of this stage.)

     The fifth section is quite similar to the fourth except that there is a
     low horizontal wall of spinning skeletons which mr. Bones must pass
     before getting to the area where the leg is.  Moving right, deflect mr.
     Bones off the edge of his skull and dribble him along.  (There is nothing
     to the left.)

     Two legs are found in the sixth section.  Getting the one on the right
     means dealing with several scattered skulls.  Be careful to not lose mr.
     Bones if he strikes a spinning skull and is deflected too far.  The other
     leg is to the left just past a short horizontal wall of stationary skulls
     flanked by spinners.  Try launching mr. Bones over the spinning skull,
     destroying a stationary one, and then doing a high bounce over the rest.

16 - WRAITH SERENADE

     [ video clip ]

17 - VORTEX

     A relatively simple game that requires mr. Bones to piece himself back
     together again.  The vortex spins counterclockwise, so pushing LEFT will
     slow mr. Bones down while pressing RIGHT speeds him up.  Keep an eye on
     the pattern of the red crystals as them move closer through the vortex
     and make sure to dodge them.  It is much better to let a bone go than to
     risk getting hit, since being struck also means giving up a bone.  Also,
     remember that mr. Bones can leap to the center during this section, which
     is a good tactic to avoid getting hit and/or picking up things coming up
     through the center of the screen.

18 - FALLING HOME

     [ video clip ]

19 - UNDERWATER RIDE

     Another full motion video segment has mr. Bones trying to avoid smashing
     into the walls while drifting in an underwater cavern.  Try to not get
     distracted by the video, since you should be concentrating on dodging
     the walls at the edge of the screen which can hurt mr. Bones.  A good
     general strategy is to try and keep mr. Bones over the lighted sections
     of the screen; that is to say the light blue tinted video indicating the
     path through the cavern.  Later on this becomes difficult to do thanks to
     several hairpin turns, but the four swarms of blue jelly fish should help
     recover any energy lost during these later sections provided that the
     earlier parts were handled well.  Note that the UP and DOWN controls are
     reversed in this section.  Like every other video stage, everything is
     set to a pattern, so keep that in mind if a section seems too difficult.

20 - LILLIPUTIAN NIGHTMARE

     [ video clip ]

21 - LITTLE PEOPLE VILLAGE

     "They're taking me away!"

     You must save the little people from the spiders either by killing the
     spiders with the skeletism beam or by jumping and touching the web they
     use to descend with, causing them to fall or die.  Since the beam weapon
     is takes a few seconds to kill, it is best to stop the spiders by
     breaking their support string, though doing so requires the spider to be
     relatively low to the ground (and thus posing more of a risk).  Note that
     touching the spider causes no damage unless mr. Bones leaps up directly
     under one.  Don't worry about the houses, either, as crushing them causes
     no harm as well.

     Simply save 21 Lilliputians to exit the level.  The meter at the bottom
     of the screen shows 20 figures -- saving one will add to the meter while
     letting a spider capture one will deduct from it.  Keep an eye on the on
     screen indicator hands pointing to the locations of the descending
     spiders, and try and stay in the middle of the screen (preferably atop
     that little ledge) at all times.

     The slim jim configuration bonus is available on this stage at the left,
     allowing mr. Bones to reconfigure himself to be taller though losing the
     ability to attack.  Unfortunately, this configuration proves to be quite
     useless and serves no use during the remaining levels of the game.

22 - TO THE ICY LAKE

     [ video clip ]

23 - THE ICY LAKE

     [ walkthrough ]

24 - FROM BENEATH THE ICE

     An amazingly short stage (lasting roughly 20 seconds) has mr. Bones
     running from a quickly collapsing icy lake.  The view is from beneath the
     ice, which does make the stage initially awkward to control.  Simply run
     up without stopping to avoid falling in, lightly shifting to the right
     to dodge a slightly protruding wall.

25 - SHADOW MONSTER

     The goal here is to unlock the door against the wall by leaping on the
     raised "doormat" in front of it.  The problems is that once mr. Bones
     moves closer to the door and thereby further away from the fire, the
     shadown monsters appear from behind the statues to attack mr. Bones.
     Simply rush to the platform and jump on it, dodging the projectiles as
     best as possible, then running back toward the flame to scare the
     shadows away.  You'll notice that one of the statues beside the flame
     rises and its eyes turn blue.  Hop on the blue eyed statue to reset the
     switch in front the door and repeat the process.  If mr. Bones is
     injured, simply wait for the blue butterfly shadows to appear to the left
     and right, grabbing them with your own large shadow.

26 - THE GUARDIAN

     [ video clip ]

27 - DRY MOAT

     [ walkthrough ]

28 - EVOLUTION

     [ video clip ]

29 - HALL OF PANE

     This is the final FMV segment of the game and possibly the most
     difficult.  The dragon skeleton carries mr. Bones and flies him through
     DaGoulian's cathedral-like fortress.  There are twelve segments in this
     level, each ending with a large stained glass window depicting the life
     of DaGoulian.  Note that each time mr. Bones smashes through a window
     pane, he loses about "a letter" or so of his life bar.  Thus, it is very
     important that his energy level remains as full as possible by 
     gathering as many blue energy spheres as possible.

     Section 01 - The beginning (no image)

                  This is an obstacle free area with several blue energy 
                  spheres waiting to be collected.  There is also a blue skull
                  at the end of the area which completely restores life, so
                  there is no excuse not to leave this section without a full
                  energy meter.  Use this area to get accustomed to the way
                  mr. Bones moves and sways through this level.

     Section 02 - Baby DaGoulian wrapped in blue looking at the sun

                  There is a blue sphere immediately on the right just after
                  crashing through the window, so be sure to keep right near
                  the end of section one to pick it up.  Simply glide around
                  the spiked poles while gathering enough spheres to refill
                  mr. Bones' life.  Go right, left, right, and left to collect
                  them all.

     Section 03 - Mother holding the baby DaGoulian picking a rose from a vine

                  Smash through this window on the left to pick up the blue 
                  sphere at the left.  This is an easy section; just move
                  around the three poles refilling your life collecting
                  spheres.

     Section 04 - DaGhoulian as a child experimenting with dark magic

                  Head right before hitting the window to collect two blue
                  spheres.  Steer mr. Bones right and then left after moving
                  as far down the center as possible.

     Section 05 - Teacher scolding DaGhoulian for his behavior

                  Smash through the left to pick up the blue sphere there. 
                  This area is basically a repetition of section three.  Use
                  it to completely restore mr. Bones' life.

     Section 06 - Now older, DaGhoulian is banished from his town

                  mr. Bones can smash through the right side to collect an
                  energy sphere there.  Fly down the center, then left, then
                  right through the poles, collecting as much life as needed.

     Section 07 - Bats fly at night while DaGhoulian surveys his new fortress

                  Smash through the left to collect two blue spheres.  This 
                  section is the same as section six without all of the blue 
                  spheres lining the middle. Just be careful not to swing into
                  the poles and collect the four blue spheres at the end.

     Section 08 - A sinister looking DaGhoulian holds a skull

                  Head right before slamming into the window to collect the
                  energy at right.  While it is possible to weave through the 
                  poles to collect all of the spheres lining each side, it is
                  safer to just stick to one side and pick up the six blue
                  spheres already there.  mr. Bones should have entered this
                  area with full health (before smashing into the window), so
                  it will not take much to restore his life meter.

     Section 09 - DaGhoulian makes a concoction in a large pot

                  Aside from the blue sphere at the entrance being on the
                  right this time, this stage is another repetition of the 
                  sixth section.  Use this area to completely restore the
                  life meter.

     Section 10 - DaGhoulian adds stuff to potion in skull

                  This is the hardest section, so make sure to collect the two
                  energy spheres at the immediate right.  mr. Bones must weave
                  between the poles, and it is difficult to see when and where
                  because of the view point.  Wait for a break in the center
                  like of poles and use the opportunity to send mr. Bones to
                  the other side. 

     Section 11 - Skeleton rises from grave

                  Get the blue sphere at left.  While there are no obstacles
                  in this section, smashing through the window at the end will
                  kill him if he has taken enough damage in section ten.

     Section 12 - Trio of skeletons with red eyes

                  Collect as many blue spheres as possible.

     Section 13 - Arachnid seizing a Lilliputian

                  An easy section which has mr. Bones just collecting more
                  energy and dodging a handful of poles.

     Section 14 - DaGhoulian holds the world in his hands

                  The end of the stage.

30 - WHAT'S THAT RED STUFF?

     [ video clip ]

31 - SKELETISM GENERATOR

     One of the easier stages has mr. Bones floating in the skeletism
     generator attacking evil red skeletism.  The goal here is to completely
     fill mr. Bones' energy level by firing at the red blobs with the B button
     and passing over the blue skeletism residue left behind.  Constantly move
     and fire, aiming the best you can while revolving.  Red skulls appear
     after enough time has passed and will track mr. Bones for a bit; they
     only hurt mr. Bones slightly, while the blue skull will fill the meter up
     completely allowing him to exit the level.  Note that the gray L and R
     buttons can be used in this level to control and speed up mr. Bones' 
     movement.

32 - JUNIOR

     [ video clip ]

33 - FUNNY BONES

     The oddest level in any game has mr. Bones telling eight jokes to get by
     a monsterous skeleton guard named Junior.  The six main buttons are used
     to trigger three to five lines to form a joke.  The meter at the bottom
     left will rise when a correct line is initiated and correctly followed
     up.  If the joke isn't said in time, mr. Bones will get smashed and have
     to try again.  Remember that while the order of button presses are
     important, each line must be fully spoken to continue.

     Below is a list of all jokes possible:

          1) "There were two ships...
          2) "one was painted red...
          3) "and the other blue.
          4) "They collided.
          5) "At last report, the survivors were marooned."

          1) "How many zombies does it take to play...
          2) "hide-and-seek?
          3) "One."

          1) "Knock knock." (Who's there?)
          2) "Boo." (Boo who?)
          3) "Aww, don't cry. It's only me."

          1) "This horse walks into a bar,...
          2) "and the bartender says,...
          3) "'Hey, why the long face?'"

          1) "You want to make a zombie laugh...
          2) "on Monday mornings?
          3) "Tell him a joke on Friday night."

          1) "Why'd the dinosaur...
          2) "cross the road?
          3) "Because chickens hadn't evolved yet."

          1) "What do you call a fly...
          2) "buzzing inside a zombie's head?
          3) "A space invader."

          1) "How do you get two drummers...
          2) "to play in unison?
          3) "Shoot one."

          1) "Why'd the chicken...
          2) "cross the playground?
          3) "To prove he wasn't a chicken."

          1) "Why didn't the chicken's skeleton...
          2) "cross the road?
          3) "He didn't have any guts."

          1) "You know that math exam was a piece of cake,...
          2) "which was a kind of surprise because...
          3) "I was expecting some questions on a piece of paper."

          1) "These two eskimos in a kayak were freezing butt-cold.
          2) "So, they lit a fire in the boat and it sank,...
          3) "proving once and for all...
          4) "you can't have your kayak and heat it, too."

          1) "What did the zen master say...
          2) "to the hot dog vendor?
          3) "'Make me one with everything.'"

          1) "Knock knock." (Who's there?)
          2) "Orange." (Orange who?)
          3) "Orange you glad I came?"

          1) "Knock knock." (Who's there?)
          2) "Hands." (Hanz who?)
          3) "Hands up! You're under arrest."

          1) "Now, why is...
          2) "the frog green?
          3) "Because he eats peanut butter."

          1) "You want to make a zombie's...
          2) "eyes light up?
          3) "Shine a flashlight in his ear."

          1) "Knock knock." (Who's there?)
          2) "Abby." (Abby who?)
          3) "Abby birthday to you."

          1) "Two boweevils grew up in South Carolina.
          2) "Now one went to Hollywood and became a famous actor.
          3) "The other stayed behind in the cotton fields and never amounted
                  to much.
          4) "The second one naturally became known as...
          5) "the lesser of two weevils."

          1) "Why'd the turkey...
          2) "cross the road?
          3) "To prove he wasn't a chicken."

          1) "You guys are so skinny,...
          2) "if you were wearing white shirts and red ties,...
          3) "you'd look like thermometers."

          1) "How do you know...
          2) "when a drummer...
          3) "is knocking at your door?
          4) "The knock is out of time."

          1) "Why did the zombie...
          2) "drive into the ditch?
          3) "To turn the blinker off."

          1) "You know how people say...
          2) "'Time flies when you're having fun?'
          3) "Well, frogs say...
          4) "'Time's fun when you're having flies."

          1) "Knock knock." (Who's there?)
          2) "The interupting cow. (The interupting cow who?)
          3) "Moooooooooo..." [Note that this line must be triggered while
                  the skeletons are asking "The interupting cow who?"]

          1) "What's purple...
          2) "and robs banks?
          3) "Al Ca-plum."

          1) "What's green...
          2) "and sings?
          3) "Elvis Parsley."

          1) "How do you get...
          2) "a guitar player...
          3) "to stop playing?
          4) "Give him some sheet music."

          1) "Why did the siamese twins...
          2) "move to England?
          3) "The other twin wanted to learn to drive."

          1) "Why did the chicken...
          2) "cross the road?
          3) "To get to the other side."

          1) "Why do guitar players dance...
          2) "while they play?
          3) "To get away from the noise the drums are making."

          1) "Three tomatoes were walking down the road: ...
          2) "a pappa, a momma, and a baby tomato.
          3) "Pretty soon the baby tomato started falling behind,...
          4) "so the pappa tomato went back,...
          5) "squashed him flat, and said, ...
          6) "Ketchup!"

          1) "What do you call a fish...
          2) "that's missing an eye?
          3) "Fshhhhhh..."

          1) "What happens...
          2) "if you play the blues backwards?
          3) "Why, your wife returns to you, your dog comes back to life, and
                  you get out of prison."

          1) "What do you get...
          2) "when you cross a snowman...
          3) "with a vampire?
          4) "Frostbite."

          1) "Now what do you call 100 rabbits...
          2) "in a row...
          3) "all hoppin' backwards?
          4) "A receding hare-line."

          1) "I found this violin and this picture in the attic the other day.
          2) "I took them to the auctioneer, and he says,...
          3) "'What you got there is a Stratavarious and a Rembrant.
          4) "'Unfortunately, Stratavarious was a rotten painter, and Rembrant
                  couldn't make violins.'"

          1) "How why did the monkey...
          2) "fall out of the tree?
          3) "Because he was dead."

          1) "Now what do a vacuum cleaner...
          2) "and an electric guitar...
          3) "have in common?
          4) "Both suck when you plug them in."

          1) "What do you get...
          2) "when you offer a zombie...
          3) "a penny for his thoughts?
          4) "Change."

          1) "Now,...
          2) "why are we here?
          3) "Because they don't want us there."

          1) "Knock knock." (Who's there?)
          2) "Andy." (Andy who?)
          3) "Andy bit me again."

          1) "I went to the doctor for a check up.
          2) "It was okay.
          3) "He was there."

          1) "Why did the cow...
          2) "cross the road?
          3) "To get to the udder side."

          1) "A string walks into a bar, sits down, and orders a drink.
          2) "The bartender says, 'We don't serve strings in here.'
          3) "So the string goes outside, ties himself up, roughs himself up
                  in the head, goes back in the bar, and orders a drink.
          4) "The bartender says, 'Hey, aren't you the same string who just
                  came in here?'
          5) "The string answers and says, 'No, I'm a frayed knot.'"

          1) "Now, why couldn't the zombie...
          2) "write the number eleven?
          3) "He didn't know which one came first."

34 - HEART OF DARKNESS

     [ video clip ]

35 - LOS ENDOS

     mr. Bones must use his guitar to absorb the red skeletism shots fired at
     him and use them to fire back at the red skeletism field surrounding him.
     mr. Bones' guitar can only absorb one shot at a time; if mr. Bones hasn't
     fired off an absorbed burst and takes in another on, mr. Bones will be
     injured.

     The skulls engraved around the pit light up around and around, flashing
     when a shot is about to fire.  Thus, keeping an eye on the swirling
     lights will indicate the direction mr. Bones can anticipate the direction
     to block.  You have a couple of seconds to fire before having to block
     again, so plan your shots.

     Shooting the rotating red energy field with a blue skeletism shot will
     dissolve a small piece of the energy field.  Shooting a shoot into an
     empty section of the energy field will regenerate that section, so it is
     very important to not only fire as quickly as possible, but also make
     sure that the shot makes contact with the field.  Near the end of the
     game when only one piece of the field remains, it may be wiser to absorb
     a second shot and allow mr. Bones to be slightly injured rather than
     firing it off and rebuilding the energy field.

36 - SUNRISE

     [ video clip ]



==============================================================================

                                   V.
                         E X T R A    S T U F F


Stereo audio:        Note that the game stupidly defaults on the "mono"
                     setting.  You must go into the option menu and change it
                     each time the game is played.

Level select:        As described in the walkthrough (Section IV) above, the
                     game begins with the level select active, available in
                     the options screen.  However, one must complete the level
                     before being allowed to access it.  This level select may
                     also be accessed without completing the game via the
                     following code:

                     At the title screen, press:

                                 R, L, R, R, L, R, L, L, R, L, R, R.

                     This will unlock every level and video clip listed on the
                     level select.

Loading text:        While the game loads, the title of the level appears on
                     screen for a short time. The controller buttons and be
                     used to play around with the text.

Memory requirements: The game consumes two blocks of the Saturn's internal
                     memory, used to saved the player's completed levels.
                     Although the save file can be copied to a back-up
                     cartridge, the game will not access it from there.

Hidden audio tracks: The game contains a few "hidden" audio tracks, pieces
                     that can be listened to directly from the CD but do not
                     play during the actual game.  The last three tracks on
                     the second disc are not heard during the game at any
                     time: track 10 is an instrumental evil sounding song
                     backed with powerful drums, track 11 is a speech by
                     DaGoulian on the nature of evil and morality, and track
                     12 is a narrative blues song sung by mr. Bones.


==============================================================================

                                   VI.
                      F . A . Q .   H I S T O R Y


Version 0.9 -- The first edition of this walkthrough which will hopefully see
               the end soon.  This document was started January 13, 1999, and
               submitted May 15, 2000.  I've grown sick of having this guide
               remaining unfinished and hope to resolve that soon.              


==============================================================================

                                   VII.
                              C R E D I T S


All content in this useless walkthrough other than what is specified below is
the work of Benjamin Paul Galway.  This FAQ is intended to and may be 
distributed freely if and only if:

     1) no profit is garnered from its use or sale unless the author has given
            written consent to do so, and
     2) it is not altered in any fashion. 

The name, character, and game "mr. Bones" are copyrights of Angel Studios and
SEGA.  Any input or corrections may be sent to the e-mail address specified
below.

This walkthrough may be found at the following sites:

      PLATFORMER                   www.platformer.com
      Video Game Strategies        vgstrategies.about.com
      GameFAQs                     www.gamefaqs.com

Copyright 2000 by Benjamin Paul Galway [ benjamin@platformer.com ]

