BATTLETOADS
By Rare Coin-It
Published by TRADEWEST
Copyright 1991 All rights reserved
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
Dzzy Strategies #6
By James Dziezynski
Bruplex@aol.com or Bruplex@thesimpsons.com
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
LEGAL DISCLAIMER: THIS FAQ IS COPYRIGHT 2001 JAMES DZIEZYNSKI; ALL WORK 
IS THE ORIGINAL PRODUCT OF THE AUTHOR. THIS FAQ MAY ONLY APPEAR AT 
WWW.GAMEFAQS.COM AND WWW.VGSTRATEGIES.COM; IF YOU WISH TO HOST THIS FAQ 
SIMPLY SEND ME AN EMAIL AND, AS LONG AS YOU ASK FIRST, IT SHOULD BE NO 
PROBLEM. IF YOU ARE MEGAGAMES.COM DON'T BOTHER.
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
Version 1.0-1/13/01= Everything but the walkthroughs for the warp-bypass 
levels.
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~

Table of Contents
INTRODUCTION

I-The Battletoads Story
	A-Cast of Characters
	B-Enemies
	C-Controls
II-Tips N' Tricks
	A-The Five Toad Code
	B-Warp Zones
	C-Little Oddities

III-The WALKTHROUGH
	Level 1-Ragnarok's Canyon
	Level 2-Wookie Hole(Impact Crater)
	Level 3-Turbo Tunnel
	Level 4-Arctic Caverns
	Level 5-Surf City*
	Level 6-Karanth'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

	*= Included at end of WALKTHROUGH due to use of warps.
	**=Included until warp zone in normal WALKTHROUGH; full strategy 
at the 	end of the WALKTHROUGH.

IV-Appedixes of FUN!
	A-Talkin' Trash with the DARK QUEEN: List of Insults
	B-Why I love the Dark Queen
	C-Observations and Comments
	D-FAQ's (once they start coming in)
	E-MINI-SPOILER: Thoughts on the Ending.
	F-Final Thoughts
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
INTRODUCTION

Picture it: 1991. Nirvana was changing the way we looked at music, the 
Simpsons celebrated their first year on television as a series, and a 
couple of clever Brits by the name of Chris and Tim Stamper decided to 
make a tongue-in-cheek adventure game ala Teenage Mutant Ninja Turtles. 
These two brothers had founded RARE, the same company later responsible 
for Donkey Kong Country, Goldeneye, and Perfect Dark. A few games 
existed for the NES by RARE before Battletoads (RC PRO-AM, Cobra 
Triangle, Wizards and Warriors, to name a few) but it was the three 
outrageous toads named after various skin ailments that put RARE on the 
map of elite manufacturers. 
Combining super-smooth game play, humorous and witty dialogue, zany 
characters, a super hot villain, and enough challenge to cause the 
snapping in half of many an NES controller, Battletoads is easily one of 
the best adventure/actions games ever made on the 8 bit platform. Its 
elaborate stages and high-reflex challenges continue to stymie gamers to 
this day! That's why I'm here you lucky gamer, to give sense to the 
madness ;). So, without further ADIEU....
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
 BATTLETOADS
I-The Battletoads Story
	In a galaxy very far away, the fair and lovely Princess Angelica 
is out for a cruise with Pimple. Your first thought may be, "What kind 
of girl would want to hang out with a guy named after a puss-filled skin 
blemish?" Well, he's not only named Pimple but he's a hulking man frog, 
so our conclusion would be Angelica likes Eccentric fellows. As they 
float about space in their 1957 Space Shuttle, their vehicle is 
swallowed up by the Gargantua, a huge space station commanded by the 
voluptuous and thoroughly foxxy Dark Evil Queen. Man, is she hot! With 
that raven-black hair, fine figure, sexy leather...umm, er, I mean uh 
she's just a video game character. She has kidnapped the Frog/girl 
couple and dares Professor Bird Guy and his troop of toads to rescue 
them. Pimple's brothers, Rash and Zitz, are up for the challenge and the 
game is on!!


A-Cast of Characters

	THE GOOD GUYS
	
	PROFESSOR BIRD GUY: This Einstein-esque vulture is the commander 
of the Battletoads and spends most of his time waving his arms 
frantically about and looking at a computer screen with horrible 
reception. He's a little harsh on the toads but he gives them tips about 
upcoming levels from the comfort of his space ship, the SS Vulture. 

	RASH: Rash is the toad you will command when using player one. He 
looks identical to his brother Zitz, both of whom are considerably 
smaller than Pimple. The only difference is Rash is green and Zitz is 
brown. He wears sunglasses in the game art, making him the wisecracking 
bad-ass of the group I suppose.

	ZITZ: Technically, Zitz would be the only TOAD in the group; Rash 
and Pimple's green skin imply a certain FROGGINESS while we all know 
most toads are brown. But who am I to trifle with details? He is the 
toad you get when you play as player 2. 

	PIMPLE: You never actually play as Pimple, all the same is an 
official Battletoad. Since he is the biggest and tallest; of course he 
gets the girl (even though she is no where as NEAR as hot as the Dark 
Evil Queen!) You have to rescue his warty hide by defeating the Hot 
Queen.

	ANGELICA: The fair-haired princess who was abducted with Pimple. 
She certainly doesn't appear much in the game, other than to be the 
token damsel in distress. It's just as well; I'd rather look at the Dark 
Evil Queen. 

	THE BAD GUYS

	THE DARK EVIL QUEEN- Who ever knew such evilness could look so 
good?! The Dark Evil Queen is not only fox-a-rific but can talk trash 
like no one else. With her skimpy outfit and stiletto-heeled boots, she 
constantly berates the frogs with a variety of taunts. I would like to 
marry her someday.

	ROBO-MANUS: One of the Dark Queen's two henchman, you do battle 
with this cyborg at the top of level 8. He's a giant metal fiend who is 
lucky to be in the good graces of the babe-a-licious Dark Queen.

	BIG BLARG: A hideous rat in overalls, Blarg guards the water 
caverns of level 5, Surf City. He is the complete opposite of the Dark 
Queen as far as looks are concerned. Why does she hang around with such 
losers anyway? Oh yeah, cause she's evil...
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
B-THE ENEMIES

	I'm not sure of all their real names, so I improvised where I 
didn't know. Don't send hate mail if you know their real names and I 
don't! 

	LEVEL 1
	
	Psyco Pigs-The standard beat 'em up fodder, Psyco Pigs come in two 
flavors: Red and Silver. Both wield axes. The Silver Pig is slightly 
tougher than the Red. Be careful not to get trapped in between two or 
more of them!

	Walker: A metal walking device whose brutal attack is kicking your 
toad in the shins. Well, the sound effects in the game make it sound 
worse than it is! Once you break the walker apart, you can use his head 
as a throwing projectile and his leg as a baseball bat. 
	
	Dragon-A flying, compact, red fiend who can be ridden after he is 
stunned. He's not too hard to defeat, simply line up your toad with his 
shadow and throw punches or a headbutt. Be wary, fair frog, for if he 
knocks you down there is a chance he will pick you up and body slam you, 
killing your toad deader than doorknob and much less useful. 

	Tall Walker-The boss of level 1. When you get to it, it switches 
to "WALKER VIEW". Hit him with three of the rocks he fires and he'll be 
smashed to smithereens!

	Flies-Ok, they AREN'T enemies but they are in level 1. Eat these 
yummy insects to restore one life block of life to your toad. 

	Level 2

	Saturn Toad Traps-Cousin of the Venus Fly traps, these plants come 
in two assorted varieties: Yellow and Green. The green seems slightly 
tougher, but both are push overs for giant toad feet or a toad wrecking 
ball.

	Raven-A simple black bird who swoops down to annoy our heroes. 
After knocking one out, continue pounding him for big points and an 
eventual one up!

	Razor Raven-Similar to a raven but with a giant beak just itching 
to cut your rappel cable! Kill them then use their beaks as a sword; the 
beak-sword makes getting one-ups from the ravens and razor ravens much 
easier.

	Evil Electric AM Radio-Ok what would you call them? These hovering 
boxes break through the walls and shoot beams of electricity at the 
toads. One well placed toad-wrecking ball will knock them out of 
commission. The silver one is quicker then the blue one. 

	Electric Beams-These transistors spread across the screen with a 
deadly charge of electricity dancing between them; they are easily 
avoided if you rappel down at the very bottom-middle of the screen.

	LEVEL 3

	Rat Pack-While they resemble taxi-drivers, these greasy rodents 
are pretty easy to kill by pounding them into the soft organic floor of 
the turbo tunnel and booting them in the head until they are sailing 
into the stratosphere! Be careful though, if you let them get a hit in 
it IS gonna hurt!

	Life Invaders-Pink and Green Space Invaders enter the game Monty-
Python style to rob you of your life bricks. Remember to touch any life 
block they've stolen to put it back into your health meter. 

	LEVEL 4

	Frosty the Hit Man-This smug snowman hurls snow balls at the 
toads. Isn't that kind of cannibalistic? Look for the break in his 
pattern and knock him into a pile of snowballs. Look out though; if you 
are too close and make contact with his icy fist, you'll be next week's 
eighth grade dissection project.

	Porcupine Birthday Cakes-All these guys do is bounce back and 
forth between two points. Even though they don't have any special 
attacks, their presence will keep your toads on their toes!

	LEVEL 5

	More walkers and life Invaders!

	BIG BLARG-The greasiest rat in town, he's a cross between a rat, 
the devil, and Elvis Presley. Once you have his pattern down he's not 
tough but beware of his hefty girth; one stomp flattens your frog into 
an amphibious frisbee. 

	LEVEL 6
	
	Karanth is the fancy Dungeons and Dragons name for a giant snake. 
He's not really an enemy per say, but his crazy angular movements can 
cause your toad to bite it on any of the floating spikes.

	LEVEL 7

	More rats, along with some fireballs and rockets!

	LEVEL 8

	Electric Zingers-Zingers push out two shocks of electricity in 
rhythmic pulses. You can touch them without sustaining damage so you 
only have to dodge the bolts for the easy kill. 

	Slime Toupees-Students of the Metroid, these slimy wigs will fuse 
themselves to your head and drain your life. Your only course of action 
is to pound the B button until you toss them off screen.

	Robo-Manus-At the top of the elevator shaft (which, ironically, is 
strangely devoid of an elevator) you'll meet up with Robo Manus. He has 
a very predictable pattern and he'll either try to gun you down or stomp 
you into a two-dimensional toad. For tips on how to beat him, read the 
walkthrough.

	LEVEL 9

	Armor-dillo-These guys are the first baddies you meet up in the 
Terra Tubes. They shoot out a single blast of electricity like the 
zingers. If you run into one it will self-destruct taking your toad to 
the afterlife with it! Wait for a break in the electricity bullets then 
attack!

	Giant Gears-These imports from Mega Man are on a seek and destroy 
mission to crush the toads. Run through the corridors to avoid them 
keeping mind they DO defy the laws of physics: they always go the same 
speed whether it be uphill, sideways, downwards, or in water. 

	Electric Eel-These eels come in a handsome yellow and austere 
silver. They move somewhat randomly and can usually be avoided; if they 
get too close for comfort pound em!

	Hammer Fish-Where's that blasted goldfish? Right here! This tiny 
orange fellow packs quite a punch and can send your toad careening into 
the spikes if you aren't careful. These fishies are best left alone.

	Sharky-A snippy fellow with a zig-zag approach, his clamping jaws 
have a tendency to send your frog headlong into spikes. Don't 
underestimate how annoying he can be.

	Steel Beak-A rubber duck that has sold his tiny rubber soul to 
Satan. If you get in the first punch, you can usually knock him silly 
but if HE gets in the first attack, he'll spazz out and annihilate your 
toad!

	LEVEL 10

	More Zingers!

	Spazz the Racing Rat-Another suspender wearing rodent, he is your 
opponent in a race to three bombs. I'm not sure why the Queen put bombs 
in her own ship and YOU have to diffuse them, but it makes for a good 
level. He is bigger, faster, more agile then Rash and Zitz but he isn't 
too keen on picking the fastest way to the bomb. 

	General Steerhorns-The meaty boss of level 10 charges about, 
lowering his horns and juggling the toads until they are in that big 
pond in the sky. Avoid his charges and attack him from behind. 

	LEVEL 11

	Hypno-Orb-Why you don't fight the orb at the beginning of the 
level is beyond me! This destructive pin wheel pursues you while on the 
Clinger Winger then challenges you to a brawl once you have made it 
through the obstacle course. 

	LEVEL 12

	Rhino (yellow)- This cheersome fellow charges you with a smile on 
his face. His headbutt is strong, but after an encounter or two you'll 
have his pattern down. If you deal him a death blow with a special toad 
attack, he'll throw up his arms in horror as he is spun down the tower!


	Rhino (red)- Looking more liked a stuffed animal then a fearsome 
frog eating machine, this fiend has an appetite for destruction! His 
gaping maw means an instant, if humorous death for our heroes. Headbutt 
him after he shuts his big mouth. 

	Cloud Kids-Come in three types:

	GREEN-This guy takes a frustratingly long time to defeat. 
Headbutts or sticks work best to make quick work of this Wizards and 
Warriors import. He can only hurt you when his mouth is agape.

	RED-More dangerous then his green counterpart, the Red Cloud 
shoots a ringlet of poison gas that will have your toad gagging and 
doing his best little orphan Annie eyes impression. Best avoided. 

	YELLOW-Near the summit of the Queen's Tower you'll meet up with 
the Yellow Cloud. He's invincible and only serves to blow your toad from 
the small platforms en route to her foxxy evilness herself. 

	Papa Cloud-A giant red cloud who can't be touched; your only 
chance for survival is to cling to one of the flagpoles on the side of 
the revolving tower. After he huffs N' puffs, he floats harmlessly away.

	Her Royal Hottness, the Evil Dark Queen-The sexxiest kidnapper 
ever, you'll battle the Queen and her spinning stiletto heels at the 
apex of the revolving tower. She has won the Ms. Bruplex honor 10 years 
in a row.
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
	C-Controls
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~

Level 1: 
A=jump
B=Attack, Snare Flies, Grab and use weapons
Tap twice fast=Run
while running then B=headbutt

**These above are the default controls**

WHEN ON DRAGON: A=Jump, charge, fly B=Fire
AT BOSS: A=jump, B=pick up/throw rock

Level 2: 
B=Attack,
Go to side wait,then B=Toad Wrecking Ball

Level 3:
DEFAULT
WHEN ON SPEEDER BIKE: A=jump

Level 4:
DEFAULT
PLUS B=Grab and throw Snowball

Levels: 5-8
DEFAULT

Level: 9
DEFAULT 
PLUS Tap A to Swim

LEVEL 10:
DEFAULT

LEVEL 11:
DEFAULT
PLUS CONTROL PAD=Steer Clinger Winger

LEVEL 12:
DEFAULT
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
	
II-Tips N' Tricks

	A-The Five Toad Code-Don't even try to play through Battletoads 
without using this code. Those two extra toads in reserve make a world 
of difference! 
	PRESS A, B, DOWN and START at the same time when you begin the 
game. All five of your heart-life indicators should be filled in. Make 
sure to repeat this code when you continue as well. 

	B-Warp Zones-There are several warp zones in Battletoads, though 
none after level 6. Here they are:

	LEVEL 1-Right after your toad rappels down from the S.S. Vulture, 
quickly headbutt the two psyco pigs that appear from the yellow nails. 
It's easiest if you headbutt the one on the left first then charge the 
one to the right. After you knock them out, run up to the platform to 
the right where you should see the warp zone pulsing above. Use it to 
warp to level three, the turbo bikes. I usually avoid this warp because 
levels one and two are good for gaining a bunch of extra lives. 

	LEVEL 3-When you reach the fifth course in the turbo tunnel, the 
walls will come at you very quickly, so fast they won't even blink. The 
warp zone appears on the bottom in front of the eighth wall. Count them 
out then drive as if you purposely wanted to crash into it. You'll be 
warped to level 5, Surf City. This is another warp I generally avoid. 
	
	Level 4-In the final section of the Ice World ( the one after the 
flurry of snowballs comes in three high and one low to break the wall) 
there is a brown platform that drops down when you stand on and floats 
up when you unweight it. Ride it about halfway down until you see the 
shimmering white balls of the warp zone above you; jump rapidly to 
cruise to level 6, the snakes. It generally takes about 4 jumps to reach 
the warp in the midst of its second pulse. 

	Level 6-After clearing the first section and leaping through the 
exit, a yellow and red Ronald McDonaldesque snake will dart straight up 
at the beginning of the second section. Jump on his head and as soon as 
he turns sharply to the right leap from his head, careful to avoid the 
floating spikes, and guide your toad to the right and onto solid ground. 
The warp zone will be fluctuating in the far right corner. Use it to 
warp to level 8, Intruder Excluder. 
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~

	C-Little Oddities

	Feel free to send in any you may find while playing the toads.

	Turbo Bike Trick-Simply jump over the bikes to walk around to the 
right of the starting bar. Not even a little bit useful!

	Two player toss-There are several places where you can pick up 
your brother and throw him in some weird places; experiment!!
	
	Toad Baseball-When you break apart a walker, have one toad grab a 
leg and have the pitcher pick up the dismantled head and voila! Toad 
baseball!

	Snowball fight-pound each other to death in the Arctic Caverns 
with the piles of snowballs! Fun but sort of counter productive.

	The Horrible Truth! Winners can be losers-Level 10, Rat race-
Though it rarely happens, if you beat the rat in the third and most 
difficult race and diffuse the bomb just as he is above you in the 
electric barrier, you will kick the bomb away but the rat will never 
fall down! Your only option is to reset; a horrific glitch! 

	Extra rope-Level 9- When the toads grab the flying beanie-copters, 
you can see the black shadow of the rappel cables in their webbed hands!

	Send in any other weird things you may find to share with your 
fellow toaders!! (bruplex@aol.com)
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
III-The Walkthrough

	Ok, this is what you've been waiting for! A few things to keep in 
mind before playing Battletoads:

?	If you don't use the five toad code the game will be doubly as 
frustrating. Amongst hard core 'toaders its not even considered 
cheating, so don't be shy!
?	Many of the levels will seem utterly impossible upon first try. Trust 
me, they CAN all be beat. I like to think of the levels like a rock 
climbing problem: you have to link together a series of moves over 
many tries to nail the right sequence. You will get a hang of them 
after a while; in fact the more you play levels like the turbo tunnel 
will seem like piece of cake once you've mastered it! It just 
requires patience and a little dedication!
?	Battletoads can seem frustrating at times, but as previously 
mentioned it can be beat! Even with three continues and the five toad 
code, there are a lot of cheap places to die. Don't get discouraged, 
that's just the nature of a challenging game!
?	The two player mode is a nice novelty, but to play through requires 
two VERY skilled players who have no doubt played through the game on 
1P mode first. With a new comer don't expect to get past level 3!


Once you are physically and mentally prepared, turn on the power of your 
NES, enjoy the rocking intro music and enter the world of the 
Battltoads!!

NOTE***- This walkthrough uses the warp zones to give you the path of 
least resistance to the Dark Queen. For walkthroughs for the skipped 
levels, check out the end of the Walkthrough (this applies to levels 5, 
6 and 7). 

~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
LEVEL 1 Ragnarok's Canyon (Please insert your GWAR CD NOW)
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~

Battletoads begins with the Frantic Professor hovering the S.S Vulture 
in the night sky and your toads rappelling down to the surface of the 
Queen's mysterious planet. As you swerve to the surface, you detach your 
umbilical cord and stand ready for action. Two psyco pigs appear from 
yellow nails in the ground. They are easy to defeat, just be sure not to 
get caught between the two of them. If you expediently headbutt them, 
you can access a warp zone to the ledge to the right but it's not worth 
it. Take your time and kill the pigs. 

Scroll to the right and a walker will materialize in the middle of the 
screen. Wait until he is fully formed then attack! This will probably be 
your first taste of the toads comical finishing moves: the giant fist, 
the big boot, the princess Leia horns, etc. If you want to grab the leg 
of the walker once it is defeated, feel free. Just know that you will 
receive less points for hitting enemies with the stick instead of using 
your normal finishing toad moves. A few more red pigs will bust through 
the walls. Dispose of them. Fight one more walker, then scroll to the 
right. Get ready to rumble with the stronger silver pig. He's not too 
much harder, but he will require a few more shots to knock out. 

Two flies appear, each one capable of replenishing one brick of health. 
Your frog will extend his tongue instead of attacking; with that in mind 
don't scroll too far over or you'll prompt a silver pig who will beat up 
on you while you try to snare the fly. Also note to grab the fly on the 
top, you'll have to jump. If you stay flat footed your toad will flail 
his tongue in vein but never catch the fly! After defeating the 
aforementioned silver pig, who will bust out from behind the wall, 
continue to the right. 

When the screen stops scrolling, a hovering dragon will be poised for 
attack on the upper part of the screen. The key to beating him is to 
line yourself up with his shadow, then knock him down with either 
punches or a headbutt. While he is stunned you can jump on his back and 
ride him, using A to jump/fly and B to shoot fire from his mouth! I 
generally just headbutt him, then finish him off with a big boot, but 
the choice is yours! Be careful he doesn't knock you down while he is 
flying up near you. If he picks you up and body slams you it's all over! 

After beating the first one, a second one will appear. A well timed 
headbutt will send him harmlessly into the crevasse to the right, just 
make sure you don't miss or you will be the one splatting!! Speaking of 
the crevasse, don't make jumping it harder then you have to. Go up to 
the top of the screen as high as you can ( near the waterfall ) and jump 
the smallest gap. After clearing the span, run up to the right and make 
it so your back is to the wall towards the top of the screen. Two red 
pigs will appear, followed shortly thereafter by a third. Even if you 
take a few chops, staying up here will prevent you from being knocked 
into the crevasse and killed in one fell swoop. 

When the coast is clear, keep going to the right. A fleet of four flies 
will appear; eat them if you need 'em. Before blindly leaping to off the 
ledge to the right, scroll over slowly to see the one up. Your instinct 
will be to go high and grab it, but don't be so hasty. To get this one 
up you must be lined up with the SHADOW. To do this, go to the middle of 
the ledge and jump from there. If you are still having trouble, use this 
trick: Go to the hole where the pig broke out and tap down quickly 6 
times. This will line you up with the precious one up leap!

After attaining the one up, walk on. Your toads jaw will drop to a 
supernatural level at the site of a walker so big, all you see is the 
approaching leg! Boss fight time!!
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
BOSS FIGHT: TALL WALKER
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
Once you reach the Tall Walker, the screen will turn crimson and you 
will watch your magenta-and-pink toad from the enemy's point of view. If 
you watch the guns aim, the arrows to the right will correspond to the 
movement and button icon will blink when the gun is firing; nice touch! 
Maneuver your toad away from the cross hairs when the guns unload. The 
last thing to come out of the guns will be a puffy rock, which resembles 
a giant pink Cocoa-Puff. Pick this up and hurl it at the machine. To 
some degree you can direct where your toss goes. The first two hits will 
crack the glass windshield and the third will destroy the walker and 
grant you clearance to stage two. Just remember, when the guns stop 
moving they are going to fire. A simple leap to the left usually will 
keep you out of harm's way. Once the Tall Walker is reduced to rubble, 
collect your 10,000 points and head to the Wookie Hole!

~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
Level 2-Wookie Hole
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~

I'm not sure how any Wookie could fashion a hole of such depth, but it 
looks as though the mile deep cavern is the only way to go. With enough 
practice, level two can become your greatest resource of 1-ups. I feel 
it has been a bad run if I don't come up with at least four one ups from 
repeatedly whacking the ravens, though at first aim for one or two. My 
record is 11! Using your "turbo cables", your toads drop down into the 
hole.

Before starting, a couple things to note about play control. Your 
special attacks are now BIG FOOT and SUPER FIST, but your best quick-
killer is to go to either side of the cavern until your toad starts 
morphing from his normal self to a wrecking ball. Tap B to 
unleash the wrecking ball! This attack is especially useful against the 
Saturn Toad Traps and the AM Radios.

INTO THE HOLE-The first enemies you encounter will be four ravens, two 
adorning each side of the hole. Get used to using your feet and notice 
that when you hit the bird carcasses on the way down, they increase in 
points until after the 7th hit ( after scoring 10,000 points) you'll be 
rewarded with a one up! Admittedly, these particular birds are tough to 
score the one ups with, but they'll give you the general idea. Next 
you'll see a few of the famous Saturn toad Traps; a series of four of 
them will appear. This is the perfect place to try out your toad 
wrecking ball move!! After whacking the four of them there comes a small 
squadron of two flies. Snack as you see fit.

Next to come up from the depths is the first of many Razor Ravens. They 
resemble normal ravens except they have long pointy beaks. If they cross 
paths with your turbo cable, it will snap it, sending your toad to a 
premature doom! Knock the one on the left out quickly and catch the 
sword he leaves behind. Now you are ready to become a one-up machine!! 
The next razor appears to the right. Whack him and start bouncing him 
off the wall. It takes a while to get used to the physics of getting the 
one ups, so don't feel bad if you don't get it at first. I like to stay 
right at the middle of the screen and line myself up with where the 
Razor raven stops as he comes up from the bottom. The reason I stay high 
is to chop away at the dead razor Raven; if another one floats up I'll 
be in a good place to knock out the new one while continuing to hit the 
dead one. In fact, when the second one arises on the right, you can test 
this idea! Be careful, the next  razor raven comes up from the left. 
It's possible to make a quick turn while you are whacking the dead 
Razor, kill the newcomer, then resume bouncing the dead one off the 
wall. This sequence ends with a VERY good opportunity to get a one up. 
The last razor raven of this group comes up from the right. Hit him and 
line up in the middle of the screen and quickly go as far down the 
screen as you can. If you are bouncing the dead Razor raven off the wall 
when the screen stops scrolling, it will be much easier to score a one 
up.

The reason the screen stops scrolling is because one of the "AM Electric 
Radios" explodes through the background wall. However, if you are at the 
bottom of the screen, he will not attack. This is a safe spot to Bounce 
the defeated Razor Raven. Once you have your one-up, go to the bottom 
left, become the toad-wrecking ball and thrash the AM Radio in one hit. 
Two more Radios will bust out from behind the walls; use the same 
wrecking-ball tactic to defeat them. As a reward, a batch of four flies 
appears to replenish your health.

Next, you'll encounter a group of three ravens. Kill the first two and 
let them drop (unless you are a pro at getting one ups; in that case go 
for it!) Use the same technique you used on the razor raven on this 
third bird; kill him and get to the very bottom, middle screen. A 
sequence of two electric beams will appear, but as long as you are in 
the middle bottom you have nothing to worry about AND, if you have the 
dead raven lined up right, an easy one up chance. 

After the two beams be careful though, a Razor Raven flies up to the 
right. If you can get him in a similar position for bouncing off the 
wall, maneuver to the middle bottom again and whack him while you scroll 
down past two more electric beams. 

After the beams, a lone Razor flies up, then you fight a troop of 4 
ravens. Beat them, then encounter a group of three ravens. Kill the 
first two and leave the third. A pair of flies will appear. Eat them or 
ignore them, but wait until they are gone to kill the raven. Kill the 
raven, and assume your normal-in-the-middle bouncing position, but stay 
towards the top half of the screen. In a minute the screen stops 
scrolling because of a pair of Saturn Toad Traps, one yellow, one green, 
on the right. Bounce the defeated bird off the left wall. Yet another 1-
up chance comes with the raven waiting on the lower left, who you simply 
have to line up with the left wall and bounce seven times. This one is 
probably one of the easiest to get, since the screen won't scroll unless 
you defeat the Saturn Toad Traps. After trying for the Raven one-ups, 
use the wrecking ball to knock out the Saturn traps. 

A dense crowd of five ravens awaits you at the next scroll point. In 
most cases, there are too many to attempt a one-up hit but if you do try 
and get injured, there will be three more flies coming up after the 
raven group. After the flies, go to the left wall and become the 
wrecking ball. A faster Gray AM Radio will bust out but much like his 
Blue cousin, will die with one swing of the toad wrecking ball. Finally, 
a sequence of four Saturn traps appears, alternating yellow and green. 
Line up your wrecking ball to knock out two at once! After the four of 
them are gone, two razors fly up. Kill the one on the left first, then 
bounce the one on the right. The final razor flies up to the right so if 
you are already pounding the dead razor when he comes you should be able 
to knock out the new one right after getting the one-up.

That single razor is good to bounce at the bottom middle as you go 
through the final sequence of electric beams. Again, your safe spot is 
the bottom-most middle so park your self there and if you were able to 
start a razor-bouncing sequence, safely earn your points until you pass 
the fifth electric beam. That is the end of the stage.  

NOTE** I make getting the one ups sound a lot easier then it actually 
is, but I wanted to mark good places to attempt to earn them. 
Realistically, if you can get two or three in one trip down that's 
pretty dang good!! With time, you should be able to get quite a few in 
this area, making your overall game much easier (or at least giving you 
more chances!) 
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
Level 3-Turbo Tunnel or; Frog's Necks were made fer breakin'
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
A quick thought for residents of N.Y.C; am I the only person who thought 
for YEARS that the THROG'S NECK BRIDGE was the FROG'S NECK BRIDGE? They 
also have a Throg's Neck Library!!
http://www.nypl.org/branch/bx/tg.html

Well here it is, the piece de resistance of Battletoads, the famous 
Turbo Tunnel. From talking to gamers, this is the stage most likely to 
frustrate people into never playing Battletoads again. I credit Rare for 
their use of Parallax scrolling and the use of tension music; these 
details add to the intensity of the speeder bike section of tunnel. But 
first things first, you have the rat patrol to take out first!

You exit the Wookie Hole and find yourself in some sort of soft, organic 
cavern. Perhaps this is a huge intestinal tract? If that IS the case, I 
really don't want to know what the Wookie Hole is! In any case you 
aren't alone. The first enemies you will battle will be a pair of greasy 
rats. A cool part of this stage is getting to see your toad use the 
OVERHEAD SLAM and pound the rats into the cushy turf, where you will 
proceed to throw a few short kicks then wind up for the big boot!! Oddly 
enough, even if you headbutt the rats, they will end up buried to the 
neck in the ground. My guess is that they are wearing some sort of 
strange Swedish Ergonomic Underwear that disperses energy in some unique 
fashion. While you can rack up some good points kicking the rats before 
the big boot, if you run up to the grounded rat and tap B you'll 
automatically do the Big Boot right away. This helps save time when you 
are fighting two at once. 

When jumping from platform to platform here, try to stay lined up in the 
middle. Use your circular shadow as an indicator to where you are. 
Though it's not common, it's possible to miss an easy jump if you don't 
line it up! Your next adversaries are the mono-tone Life Invaders!! The 
Life Invaders might seem quite peculiar at first but they aren't much 
trouble. Knock out the one to the left first. Let the other two get your 
life bricks then smash them as they try to escape to the bottom of the 
screen. Make sure to grab your floating health units before they go off 
the screen! 

After the alien invasion is over, battle two more rats. Don't let one of 
the rats sneak up on you from behind while booting his brother! The rats 
don't hit often but when they do they can drain your toad of his entire 
life bar in one shot! Your reward for beating the krunk out of these 
rodents are a pair of yummy flies. Regain any health you may have lost, 
then continue to the right. You will have two battles on two separate 
platforms with the last of the Rat Patrol. Do not let your momentum 
throw you off the platform when dealing the big boot. As a general rule, 
I kick the first platform rat to the right, the second one to the left. 

A few swift jumps more and a pair of speeder bikes stand before you! As 
a little quirk, you can jump over them to the right of the starting 
line. This is a useless trick, but if you haven't attempted the Turbo 
Tunnel consider it graciously giving your toad a little more time on 
this mortal coil. Hop on the bike of your choice and prepare for one of 
THE coolest stages on all of video gamedom!

TYPES OF OBSTACLES IN THE TURBO TUNNEL

Pink Walls: In all section except the fifth, the pink walls will flash 
before they solidify, giving you advance warning to dodge them. If you 
smash into them, your toad will slump into the shattered mess so unless 
you hate your toad, stay away from them.

Low Walls (referred to as JUMP walls): A simple tap of the A button will 
propel your bike into the air for a short time, enabling you to clear 
these low pink obstacles.

Ramps: Ramps send your frog sailing through the air with a comically 
extreme face on his warty face! Most ramps appear right in the middle of 
the screen, though some appear towards the bottom as well. To hit the 
jumps, simply ride over them. There is no need to hit any buttons to 
launch off of them.

Floater: A nasty trick that has crushed many a toad, the floating wall 
is blue. The trick to getting by it is to simply do NOTHING, just ride 
right under it. 

Floating Ramp: Same thing as the RAMP, but floating! All that means is 
you have to jump up to reach it. Your most spectacular jumps will come 
courtesy of the floating ramps.

Rat Walls: The Rocket Rats will drop a low wall to try to trip up your 
toad. You can easily avoid them by lining up yourself away from their 
shadow or by leaping over them.

Ketchup Rockets: A posse of blue Ketchup Rockets appear towards the end 
of the tunnel. If you hit them you will blow up! 

TURBO TUNNEL CONTROLS

Joypad-Moves toad forward, back, up, and down.

A-Executes a Jump

B-Not Used



SECTION 1: The first part of the speeder bike section gives you time to 
get used to the controls and is not too hard. The pink walls will flash 
a few times before appearing, so do what you can to avoid them. There 
are also a few JUMP walls to leap over. While it's not hard, here is a 
summary of the sequence in section 1:

High Wall, Low Wall, High Wall, Low Wall // High Wall, Low Wall, Low 
Wall, High Wall, High Wall, Jump Wall, Low Wall, High Wall, Jump Wall, 
Jump Wall, Jump Wall, High Wall, Low Wall, High Wall

Section 2: Made it to section 2? Good job! Section two opens up with 
your first ramp. Remember to hit it without pressing the A button! This 
stage will test your jumping skills and your ability to hit the ramps 
with precision. It also goes a little faster than section 1.

WARNING!!! Watch out for the blue floater at the end of section 2. Your 
instinct will be to jump over it but hold back! You do NOTHING when you 
reach floater walls, just ride under them. The floater wall appears 
after the final two jump walls. 

Here's the section 2 sequence:

Ramp, Jump Wall, Ramp, Jump Wall, Jump Wall, Ramp, High Wall, Low Wall, 
High Wall, Ramp, High Wall, Low Wall, High Wall, Low Wall, High Wall, 
Low Wall, Ramp, Jump, Jump, FLOATER!!**(see warning)

Section 3: Got sweaty palms yet? Section three starts putting the high 
and low walls up much faster and introduces the Jump-Ramp as well as the 
Rocket Rats. Don't get nervous when you see the Rocket Rats; just check 
out where their shadows are and move out of the way. In a worst case 
scenario, you can also jump over the single tiny Jump Wall the Rocket 
Rats Drop. 

WARNING!!! Rare does something REALLY mean at the end of section 3: the 
infamous Middle Wall. It is the only one in the whole level. After the 
second Jump-Ramp, there is a Jump Wall then you will see the oddly 
placed Pink Wall flashing dead center of the tunnel! It is easy to avoid 
by going all the way up or all the way down, but be ready for it! It is 
the last obstacle in section 3. 

The Section 3 sequence is as such:

High Wall, Low Wall, High Wall, Low Wall // (these next walls come a bit 
faster be ready!) High Wall, Low Wall, High Wall, Low Wall, Jump Wall, 
Jump Wall, Jump Wall, Floating Wall, Jump-Ramp, Rat 1(drops high), Rat 2 
(drops low), Rat 3 (drops low), Jump Wall, Rat 4 (drops high), Rat 5 
(drops low), Jump-Ramp, Jump Wall, and the tricky Middle Wall (dodge 
high or low). 

Section 4: If you have made it this far, you are getting a good handle 
on the controls! Section 4 has the best leaps, including one that sends 
your toad clear off the screen for a few seconds! It's a very fast stage 
and it may take a few tries to wire it completely, but here's a few 
tips:
?	After the first 3 ramps and 2 jump walls, the ramp will appear at the 
lower part of the screen. Make sure to hit this ramp low!! Got it? 
good!

?	The Ketchup Rockets appear half way through. The easiest way to pass 
them is to sneak by the first three ships highand to the right, then 
wait high until the last rocket appears; you should easily pass them. 
As they fade away, get your toad back to the left of the screen and 
get ready for some tough jumps!
?	After the Ketchup bottles, you will hit one ramp then a big white 
exclamation point will appear on the screen! This indicates there are 
no ramps for the next four platforms and you must manually leap from 
each to the next. This is actually kind of tough. My advice is to get 
your toad in the middle of the platform and push forward(right) when 
you leap. Try to get your shadow in the middle of the next platform 
and pull back left to give you enough time to tap A and repeat the 
maneuver. After four jumps, you'll be on the home stretch!

Here's the level 4 Sequence: (note: Listening to DRAGULA right now!)

Ramp, Ramp, Ramp, Jump Wall, Jump Wall, LOW RAMP, Floater Wall, Floater 
Wall, Jump-Ramp (yee ha!!), 4 Ketchup Rockets(pass high), ramp, FREE 
JUMP, FREE JUMP, FREE JUMP, FREE JUMP, Rocket Rat(high drop).

Section 5: Zen and the Art of Battletoads; that's what will get you 
through the final section of the Turbo Tunnel. It is a very fast stage 
and if you pull it off, is quickly done and over. The stage opens up 
with the walls appearing, without warning, in a rhythmic HIGH-LOW 
pattern. There are either 18 or 20 overall, they go to fast for me to 
count! Since I use the NES ADVANTAGE controller, I concentrate more on 
the UP-DOWN tapping of the controller then actually focusing on the 
screen. Stay near the middle and nudge out of the way of the fiercely 
flying walls! There is a WARP at the 8th wall (low) that will bring you 
to stage 5: Surf City but I suggest avoiding it. 

Once you zoom by the High and Low Walls, you should be home free. There 
are two Jump Walls and a final Rocket Rat duo that drop a Brick high and 
Low! Simply jump over their little walls and you'll have completed one 
of the most feared stages in gaming! With time, you'll be able to cruise 
through with one toad, you'll see! 

Section 5, Final Section, Sequence:

VERY FAST High-Low Wall pattern (18-20), Jump Wall, Jump Wall, Twin 
Rocket Rats (drop High and Low, leap over) Done and Done!!

~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
Level 4-Arctic Caverns: On to plan B!
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
Welcome to Plan B, the next three stages of the Battletoads Agenda! The 
first level you'll face are the Icy Arctic Caverns. This is a stage of 
precision jumps, well timed ducks, and a little bit of luck! Let's 
start, shall we?

Section 1: You begin the stage by sliding down a ramp where you will be 
greeted by three icicles. You can either dash by them or prompt them to 
fall then run to the left. Continue to the right where a large ice block 
will be bouncing back and forth. The easiest way to avoid getting 
knocked over by it is to run to the right until you see the wall; run 
back down to the level and leap over the block as it careens to and fro. 
It will eventually build up enough speed to knock out the wall and get 
you to the first continue point! You can also punch the ice block to 
"stun" it then pick it up and bust the wall down that way, but you risk 
the chance the block hitting you as it reflects off the wall. 

Section 2: Move down and to the right, where you will encounter your 
first snowman. He throws three snow balls in a high, high, low pattern; 
you can either charge him with a toad attack or beat him the fun way: 
whacking him with a snowball from the pile at your feet! After defeated, 
he will turn into a pile of snowballs himself! I bet Frosty never saw 
that coming! Drop to the left and snare the fly. Drop to the right and 
you will encounter another snowman. This one will be a little closer 
than the first, but you can use the same tactics. Once you knock him 
down, it will prompt an ice block to come ricocheting down the 
corridors. If you can outrun the ice block, do so! If you jump over it 
as it shoots past it will scroll down beyond the screen and bounce back 
and forth below you. It is nearly impossible to time the jump and not 
get hit when you can't see it; thus it is to your advantage to get to 
the bottom first. Let the block bounce off the wall a few times, leaping 
over it as it comes back to you. Run through the continue point. 

Section 3: A huge icicle will be hanging like the Sword of Damocles, 
waiting to drop down on your unwary wartbody ( to use the Queen's 
words.) Like the others, you can either dash past it or prompt it then 
run away. To your left will be a snowman. Rush at him, running, and 
headbutt him then move quickly up the platforms to the right. A fly will 
appear; if you don't need it ignore it and move to the right. By now, 
snowballs will start falling down the zig-zagging ramps, getting larger 
with each inch of ground they cover. The easiest way to avoid them is to 
jump to the ramp they were just on as they cross the gap between you and 
the platform you want to get to. In other words, jump over them as they 
come at you and land safely on the platform higher then the one you were 
just on. At the top is the culprit responsible for rolling the snowballs 
at you: a Frosty the Hitman! The safest way to dispose of him is to 
crack him with a headbutt, which will kill him instantly even if your 
toad doesn't make the ram-horns. If you punch him, it will take two 
rounds to kill him. That leaves you dangerously close to his Snow-Punch 
of death, which can kill you in one hit! After turning this ice demon 
into a slush puppy, hurl his snowballs to the wall on the left until it 
breaks. Go through it and onto section 4.

Section 4: This is a fairly easy section to pass. On your left is a 
Spiked Birthday Cake bouncing between two walls with a menacing spike-
ball hanging overhead. Stay to the right and jump over him where you 
have the ceiling clearance. Run down to the left and be careful of the 
ice block, which follows you in speedy pursuit. Dash to the right 
ignoring the snowman to your left. You need him alive! There will be a 
slight depression in the ground after running by the area with the 
Snowman and the furiously bouncing Ice Block. All you need to do now is 
stand there and let the snowman take out the wall with an errant 
snowball. After a few, it will be destroyed and you will have clearance 
to pass!

Section 5: After the wall is destroyed move to the right and hop on the 
yellow-brown platform, which is not as slippery as the ice floors. Make 
sure you DUCK to dodge a random snowball coming in from the right (my 
guess is that there was a snowman there at some point of the 
programming, but they removed him.) Be careful jumping to the right, the 
jump is slightly trickier then it seems. Against the wall is the way 
down but yet another icicle hangs above you and the red spikes are 
dangerously close to the platform you are jumping for. Tap A lightly to 
execute a mid-level jump then fall down to the right, veering to the 
left once you clear the red spikes to the left. As soon as you land, 
DUCK! Three snowballs will come at you in a definite pattern (In 4/4 
music time, CAPS meaning snowball is thrown, ONE two THREE FOUR). Jump 
over the pillars and DUCK between the snowballs until you reach the 
snowman. Cream him with a headbutt, then move cautiously to the left. 
Snowballs will be hurled in a high/low pattern. To make it to the 
snowman, you have to avoid the snowballs and duck-slide under a spike 
between two pillars. Time this so that you duck the spike as you also 
duck a high snowball. Leap out of from the pillars quickly and smash the 
snowman. Go left to the continue point. 

Section 6: Run to the left and drop down; get ready to dodge another ice 
block which is stalking you down the zig-zag ramps. Get to the level 
bottom section and jump over the block as it blasts by you. Wait until 
you see the yellow-brown platform to the right and leap on it, being 
mindful to duck the Brown spike in the middle. There is a one up that is 
easy to snag as you jump from the lower platform to the higher one; 
again make sure to duck so the spike doesn't knock you off. To your 
right will be a Birthday Cake, clobbering itself between two pillars. He 
isn't hard to avoid, but when you jump down to the right there will be a 
similar scene with the birthday cake moving much faster. Keep your cool 
( haha! ) and jump over him, being always mindful of the perilous 
spikes. Drop to the left, and clear the third Birthday Cake. You should 
be on the right hand side of the screen, with a series of "stairs" 
heading down to the left. Wait patiently on the first level platform, 
making sure not to scroll the screen over to the left. An ice block will 
creep up the slopes. A simple punch will stun it so that you can pick it 
up; do so and move over to the left until you are right against the 
pillar. Quickly throw the block to the left; if you were close to the 
pillar, the block should be slamming between the wall and the pillar and 
you should be safely on top of said pillar. The reason you grab the 
block to the right is so the birthday cake doesn't knock you over while 
you are trying to pick up the ice block. The Birthday Cake will be 
prompted shortly after you start heading up the "stairs" after the 
level, lowest point. If you grab the ice block before he appears, your 
life will be much easier, capeesh?* 
*=(I'm sure I spelled that wrong!)

Section 7: In my opinion, this is toughest part of level 4. It starts 
off innocently enough, with a mere birthday cake and then a couple of 
flies. Be careful not to hit the spikes as you shoot your tongue out for 
the airborne munchies. 
Ok, take a deep breath..

*Innnnnn---- Ouuuuuuuuuttt*

Good; ok get ready to move! As soon as you drop down to the left, a 
snowball will drip down and grow as it rolls down the ramp you are on. 
Hustle down to the right and get ready to make a tough jump. The key to 
NOT hitting the spikes is to lightly tap A when you are at the very 
bottom of the ramp. This may take some practice; but after you make the 
jump get ready to smash a snowman. He takes two rounds of attacks so be 
careful about not getting too close. I know the jump can be horribly 
frustrating and admittedly I miss it myself from time to time, but if 
you wait a millisecond later then you would normally instinctively jump, 
you'll make it. There will be a moving platform and a fatty 5000 points 
in the air above it; if you are low on lives just aim for the platform 
and leave the points. Make sure to duck one more time and jump off the 
platform. As soon as you hit the wall, DUCK!! A flurry ( ha HO!) of 
three high snowballs and one low snowball (which you have to jump over) 
will pummel the wall. After 10 hits the wall will break and you can move 
over to the continue point!

Section 8: To warp or not to warp? As far as this walkthrough is 
concerned, we'll assume you are going to warp but if you choose not to, 
go ahead and read the rest of this little section. Section 8 is the last 
part of stage 4 and there is not too much to it after the warp. But I 
get ahead of myself. 

To get the warp, hop over to the sinking platform to the right. You'll 
notice it begins to float up if you take your weight off it. To activate 
the warp zone, sink down slowly, hopping to keep the platform from 
dropping down. You should be able to see the white sparks of the warp 
zone at the top of the tunnel (where you first jumped on the platform) 
when you get about midway down. The warp appears right about when you 
would have it knocked off your field of vision at the top; it will take 
four or five hops to reach the zone as it in between its second and 
third pulses. Off to the snakes with you!!! If you miss the warp zone, 
its worth dying to try again. This is a useful warp and will bring you 
to stage 6. 

**IF YOU WANT TO COMPLETE STAGE 4-Well here's how! Drop down the 
platform you would normally use for a Warp, leaping off at the last 
second before it is smashed into the spikes. Go left where a Blue 
Birthday Cake will bounce back and forth, opening a gate that looks like 
a lumpy turd ( sorry!) when he strikes it. You can't jump over the 
gates, so you have to wait for the birthday cake to open it. The first 
one is easy; the second one to the left requires waiting right against 
the wall, hopping the Birthday Cake when he comes over, then running 
through the gate before it closes. Hop up the two platforms to the left 
and head right. You have another blue Birthday cake to dodge; use the 
same tactics to sneak in the turd Doors as he opens them. Finally you 
will see a platform that sinks down near the first gap you leapt over in 
this section. Be not afraid! Let it drop down past the ice platforms and 
hop off it right before it smashes into the spikes. Use the flutter jump 
( lightly tap A) if you are uncertain of where the drop ends. Hop to the 
right, collect 5000 points and stage 4 is fini!
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
Level 5-Surf City-- SEE END OF WALKTHROUGH; THIS ONE USES THE WARP TO 
LEVEL 6!!
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
Level 6-Karanth's Lair-Snakes Ahoy!!
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
Luckily, you won't have to worry much about this stage. Your goal is to 
warp out quick and easy! Again, if you want to play Au Natural, check 
out the level Strategies at the end of the Walkthrough, k? Right!

Now, to the matter at hand: the Snakes. To reach the warp you need only 
complete the first section, which is easy because it is impossible to 
die here! The snakes slither out of the holes and into another one; from 
there you have to hop a new snake to get where you want to go. There are 
four main areas with snakes.

Section 1: Easy as pie! There is nothing to kill you, so get used to 
riding the snakes around. The first one is Red and Blue; ride him to his 
tunnel and jump up off him and he burrows in. Wait until you see the 
spiked tail to leap; you will land on a Red and Gray Snake, who travels 
to the left. Finally, a Blue and Light Blue snake will carry you to the 
exit! 

Class Question: Do you think the snakes are wearing sunglasses? Explain 
your reasoning.

Section 2: Only one snake to hop here! I like to call him Ronald 
McDonald snake due to his red and yellow pattern. Your goal is to reach 
the warp zone which is off to the far bottom right. To do this, climb on 
the snake's back. As soon as he sharply turns to the right, jump on (or 
near) his head and leap to the right, pushing right the whole time. Your 
jump is dangerously framed by spikes, so be careful. If you miss it a 
few times, that's ok. Pause the screen and get an idea where the blind 
spikes are for the next time you try it. When you make the jump, you 
will be on solid ground and the warp zone will be throbbing to the right 
against the wall. Run into it and off you go to level 8!!

~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
FOR THE REST OF STAGE 6, CONSULT THE END OF THE WALKTHROUGH
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
Level 7-Volkmire's Inferno-You guessed it! CONSULT THE END OF THE 
WALKTHROUGH!
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
LEVEL 8-Intruder Excluder-Do it up, Duder!
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~

 This level features some nice details, including the parallax scrolling 
on the sides of the elevator shaft. It has been many stages since you 
fought an actual boss, but Robo-Manus will be waiting for you at the top 
of the whole thing! Like any other Battletoads stage, this one will seem 
like a major pain in the posterior until you get it wired. 


A note of warning: the Gassers and Suckas will kill you instantly if 
they get you. The gasser turns you into Little Orphan Froggy while the 
Suckas grind you into pieces (maybe to be in Pink Floyd video?)

Ok, from the bottom up!

The bottom floor offers you a chance to walk softly and carry a big 
stick, so grab it! You'll see the first of many Electric Zingers above 
you. They shoot out a pulse of electricity at regular intervals, which 
your toad can duck. In fact, you can actually touch the Zingers without 
getting damage as long as they aren't firing. Thwack the glorified bug 
zapper and leap through the moving "brown gap". Hop up through two more 
brown gaps and you'll get your first chance to try out the spring. The 
trick is to leap when the spring is compressed, thus launching your toad 
high in the air. 

Your first Electric Gap follows the spring. They are the same as the 
Brown gaps but charge with electricity at regular intervals. Don't rush 
and you'll have no problem leaping through them. After the Electric Gap, 
you have another chance to pick up a stick if you dropped or neglected 
the first one. Your next obstacle are the endless rounds of snotballs 
coming out of the hole ala Donkey Kong. You can bash them with your 
stick if you like, but it's better to just jump over them and carry on. 
Another electric gap, then a 3 spring sequence with a one-up to the left 
await you. To get the one up, hop onto the third spring and through the 
brown gap, but be careful not to go too high-- you want to make sure the 
little nub of a platform that the 1-up is on is still visible. Drop down 
through the brown gap and fall to the left. The hop back to the high 
spring is easier then it looks, as the brown gap platform won't hinder 
you. 
You'll jump up through a brown gap, an electric gap, a brown gap, then 
another electric gap. Above you will be a Zinger; the easiest way to 
defeat him is to leap towards him as you jump over one of his electrical 
shocks. If you still have your stick, he will be an easy kill. Hopping 
up to the left, you'll encounter the Mucus toupees! If you have your 
stick use it, otherwise they can munch on your head and drain your life 
ala Metroid. I like to set my B button to Turbo, in case one of these 
buggers lands on my head. With the Turbo turned up, I can usually throw 
them off without sustaining any damage. Once they are out of your way, 
tactfully dodge the Zinger ( I don't even bother killing this one.) Hop 
up through a brown gap, electric gap, brown gap and congrats! You're at 
the continue point! 
There are two Zingers to be dealt with here; jump over the electric 
shocks and pound them both. If you have made it from the bottom, the two 
flies that appear after beating them could be useful. As always, eat 
them at your discretion. Now things get interesting! To the left is a 
poison gas gun, which will instantly choke your toad if the blast 
touches him. Jump on the spring and stay on the right half of it; the 
mist will not hit you and it will give you a chance to see the Sucka up 
ahead. Wait until the Sucka is done blowing and move quickly past it. A 
zinger waits for you on the next level but if you move fast, you should 
be able to knock it out with no trouble. It's all matter of timing. 
Above that is another spring and a red metal platform. If you jump up on 
it blindly, wait to the right. There is a gas jet on this level, but it 
can't reach you if you are to the right. Take note of the Zinger above 
you; when you feel the time is right, run to the right after the gas jet 
shoots and leap up to the level with the Zinger, making sure to duck as 
soon as you get on the platform.
Go up, through a brown gap and an electric gap. You are now at the 
trickiest part of the stage. A gas jet guards the spring you need to 
jump on; before attempting this jump on the platform below it on the far 
right as many times are you can to expose the deadly Suckas above, who 
are now INHALING air. The best way to time this is to leap on the spring 
and head towards the Sucka platform just as it is finishing blowing. 
Quickly jump up to the right, grab the one up and land on the far right 
of the lower Sucka platform. If you have enough distance, you should be 
able to nudge walk ( not RUN)* away from the deadly blades. When it 
stops, hop up to the safe platform to reveal two more inhaling Suckas to 
the right. Jump up to the lower one right as it finishes blowing and you 
will be ok. 

Remember that great surf Song Walk, Don't Run by the Ventures?

Another spring, another brown gap, and you'll be at a fast shooting gas 
jet and a fast moving brown gap above it. Just time it so you make the 
jump when the gas jet finishes bellowing. If you don't have the upper 
brown gap lined up, just jump down and try it again. Avoid the gas jet 
at all costs. There's one last spring and an electric gap; clear those 
and you'll come to a bit of a strange thing. There are two platforms 
leading up to a series of gaps; the one on the left seems considerably 
more dangerous than the one on the right because it has a gas jet. 
TRUST ME HERE: go up to the left. You don't HAVE to do it right here, 
but make a point of making your way to the left. You'll see why in a 
minute. Take your time and work up through the brown gap and four 
electric gaps. After the fourth one, your toad will go into AUTOHOP 
mode. Time for a boss fight!!!
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
BOSS FIGHT: Robo-Manus
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
I hope you are not on the right when you approach Robo-Manus because he 
will instantly flatten you and you'll lose a life before the battle even 
starts. This is why you stayed to the left like I told you to when going 
through the gaps below, see? Good! now onto beating Robo-Manus...
Despite being twice as big as Rash (or Zitz), Robo-Manus isn't that 
hard. There are two things to note:
?	Don't get under him when he jumps. You'll be instantly flattened! 
?	Duck his gunshots and get in your punches and kicks when he stops; 
watch out when he does a little short leap! He'll fire faster then.

The headbutt works well against him, especially if you can nail him as 
he comes down from the air. Stay low, and as he gets faster play it more 
conservative. If you whack him after firing, you only have to avoid him 
stomping you into Toad Patte. Once you have the pattern down, Robo Manus 
is a pushover, though if you have five or so lives the first time you 
get to him you should get a good learning curve! Bash the metallic 
menace and get ready to head to the Steel Spaghetti!! 
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
Level 9-Terra Tubes
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~

The Terra Tubes level is the make-or-break stage in Battletoads. It has 
a lot of blind drops which must be memorized, as well as some very tough 
swimming areas. Add to that a few violent living-bath-toys, and you got 
yourself a tough level! Let's get it on!

Section 1:You'll start off in the ducts, facing right. Get ready to 
duck, as an Armor-dillo is waiting for you. He shoots electric bolts 
similar to the Zingers, but only in one direction. The easiest way to 
dispose of these snout-nosed villains is to give them a running head-
butt BUT be very careful! If you in any way touch the Armor-Dillo (other 
than attacks), it will self-destruct taking your Toad with it to the 
afterlife. The safest way to "rough him up", Mobster style, is by 
bashing him against the ceiling a few times then finishing him off with 
a Big Fist. Head down and to the left where you will fight another 
Armor-Dillo. Be careful to keep an eye on him when he comes through the 
pipe segment; defeat him and head left to the Beenie-Copters. To descend 
safely, dodge spikes left then right and dismount. Now you fight another 
Armor-Dillo, this time in waist-deep water. Since you can't run in 
water, just use your normal B button attack. Above that is an Armor-
dillo who shoots bolts out faster than the ones you've already faced. 
Take your time and duck his shots, then close in to knock him out. Up 
and to the left is one more Armor-Dillo; beat him and head up-right. 
There will be another set of Beenie Copters; this time the spikes come 
dangerously close to your toad as he ascends! You have to dodge them by 
going right, left, then finally right. The last set of spikes always 
come close but you will usually miss them as long as you are thinking to 
dodge right as soon as you pass the spikes that you dodge to the left. 
Walk to the right and pass the continue point.

Section 2: "The Dry Gears"
In this section, the challenge is to sprint away from four oversized 
gears that will rumble to life and pursue your toad. It is nearly 
impossible to get through this section without dying a few times your 
first time through, but once you have the patterns down it's a piece of 
cake! There are four gears in all:
Gear 1: The easiest to dodge just RUN LIKE MAD!! There are no spikes to 
worry about, so run Right, Down, then left. If you fall in the water, 
promptly jump out and stand against the gray pillar to the left. Wait 
there for the gear to fall into the water and explode.
Gear 2: This gear isn't hard to beat, but now there are spikes at the 
bottom of some of the drops. The key is to "hug" the walls as you drop 
down the corridors to ensure a safe landing. In this case, hug the right 
wall on your first drop, then hug the left, and finally hug the right. 
Sprint down the corridor and wait for the gear at the end. Leap straight 
up when it rolls towards you; it will hit the wall and explode, granting 
you passage to the next challenge.
Gear 3: When you jump up so that the gear is just to your upper-left but 
not moving, get ready and RUN under it!! As soon you pass it, RUN and 
JUMP up to the right until you are in the water current. The gear is now 
in hot pursuit, so you better be on top of you leaping game. There is a 
series of left, right, left jumps you must make in the plummeting water. 
Your toad will move a little slower when he jumps in water; that means 
you MUST make each jump on the first attempt. It's not hard, but the 
pressure of the incoming gear could break your concentration. When at 
the top, head left and wait against the wall for the gear to fall into 
the water and blow up. 
Gear 4: The Final Gear (for now at least!) This gear puts the pressure 
on early, but is easy to outrun after you make the first few drops. In 
the first corridor, hug the right wall then at the second drop hug the 
left wall. This will put your toad in a dry area where he can dash for a 
short distance. Do this to put some space between the gear and yourself, 
then hug right, hug left, hug right and jump into the right-most section 
of the cross-shaped tunnel at the end of the run. The gear will drop 
down the corridor; after it explodes head down after it to the continue 
point! 
Section 3: Take the Nestea Plunge into the drink and head left. This 
will be the first of many spiked sections you have to pass using precise 
tapping. As you rise up into the larger tank, you'll see an electric eel 
swimming about. While you can usually avoid him, if he gets too close 
for comfort, pound him! When you get into the narrow channel heading up, 
"hug" the left wall as far as you can, then simply press A to swim up. 
You'll be close to the column of spikes, but you won't hit them; lining 
up your toad in the channel makes jumping over the spikes above water 
much easier.
It can be tricky to understand the physics of leaping out of water. When 
you are near the filmy top of the water, hit and HOLD the A button as 
your toad breaks the surface. If you were close enough to the surface, 
he should jump normally. Use this trick to clear the first spike, then 
swim over to the left and jump up to clear another stack of spikes. As 
you emerge from the water for a second, it is imperative you get through 
this dry section as fast as you can! There will be an Armor-Dillo 
blocking the corridor; head-butt him and leap far to the left into the 
tank of water. The reason you want to get through this section quickly 
is because in the tank you are now in, small vents will supply dangerous 
amounts of hammerhead goldfish. If you get through quickly, they won't 
have time to get out! Once in the tank, paddle down right, to the middle 
(deftly avoiding the spikes) and drop down. If you were quick enough, 
the two goldfish won't follow you down; in fact you may hear them 
quarreling amongst themselves above you! Now the shaft goes to the 
right. A single Goldfish waits for you; wait between the two pink pipe 
segments until the Goldfish "hugs" the floor. This is your chance to 
swim by him and leap out of the water. Like the section you just 
cleared, speed is important in the next bit! Drop into another tank and 
cautiously avoid the spikes and drift to the right, down then left. If 
you were fast enough, there will be no enemies here. If you were too 
slow, you'll have a band of eels to contend with. Cruise on to the left; 
when you reach the level pipe segment, wait for the gray eel to approach 
and knock him out! Take the lower path out, and when you come to the 
next pipe segment another gray eel will appear; repeat your attack in 
the level section to smush him. Swim low then head up to a large tank 
with a few Sharkys in it. Be careful the Sharkys don't snip you into the 
spikes! When you must confront them, make sure you are above them when 
you attack and your back is to a surface that won't kill you if they 
knock you into it. There is a Sharky at the bottom, then one in the 
middle. Knock them down and hurriedly snag the one up at the top of the 
tank and head into the corridor (and continue point!) to the left. 
Section 4: Aqua Gears- This is probably one of the most troublesome 
sections of this level, despite the fact you have to outrun only two 
gears. Before getting into the actual art of dodging, here's a few quick 
tips:
?	When dropping down the corridors, you can usually come closer to the 
spikes than you think! Wait until you start heading in the direction 
you want before stroking; otherwise you will annoyingly float up and 
get crushed by the gear!
?	Don't give up even if you are low on lives! The next section has some 
good extra life opportunities!
Gear 1: This is the "easy" gear, though chances are if will flatten you 
a few times before you have the hang of it! Drop down the corridor to 
prompt the gear; as you drop you will have to swim right over spikes-
wait until your toad is drifting below the ceiling to paddle! (see tip 
above!) When you see the wall to the left, drop down above the spikes 
and wait for the gear to veer into the wall and break the way to Gear 2.
SUPER BRUPLEX TIP!!! When you have found a safe spot to float away from 
the gear it can be very hard to time your paddles to stay between the 
spikes below and the rushing gear above. A good way to stay put in a 
safe spot is to punch like mad! Your toad will stand in the water and 
you won't have to worry above drifting up too high and getting leveled 
by the gear. You're welcome ;)
Gear 2: The "hard" gear! This segment is hard because it tests your 
ability to drop down corridors and avoid floor spikes while also 
challenging you to make a hard leap out of the water to escape the gear! 
Your first drop will be to the right. If you don't make it into the 
right passage cleanly, consider yourself a frog in the gears (haha- get 
it? Cog in the gears? FROG in the gears? Weeeee my $80,000 dollar 
education was worth every cent!!) Uh-umm (clears throat) Ok, 
anyway...When you get to the right corridor, paddle your heart out! To 
the right, the tubes turn up and out of the water. This can be a tricky 
jump to make to clear the water. Make sure you are close to the surface 
and hit and HOLD the A button to jump high out of the water. This is 
another spot where, even though I have played through the level many 
times, I still occasionally get smushed. With practice, you'll increase 
your odds of safely making it out though. Once you leap out and over the 
little wall, hug left. You'll have a short but very vital opportunity to 
run! Dash to the left and drop into the water. You'll have to head right 
(over spikes!) down, then right over spikes again. You should have some 
good distance between you and the gear now, but don't get too 
complacent! Hustle to the right, then head up! You'll notice the gear is 
a little closer then you thought! At the top of the corridor go right. 
You'll see the wall to the far right and a small notch before it with 
spikes on the ground. You want to get into the notch; that's your safe 
spot when the gear crashes into the wall. It is very difficult to try to 
wade between the gear and spikes, so use the SUPER BRUPLEX trick! As 
soon as you drop into the notch, wait until you get just above the 
spikes and start wailing away on the B button! This will make your toad 
start punching and more importantly keep him in one place! Sure, it 
defies the laws of physics but who cares, it's keeping your toad alive! 
Using this tip, the gear should pass harmlessly above you and its a few 
easy strokes to the right to the continue point!
Section 5: The final section. Thank goodness there is a one up right at 
the outset of this section! To claim it, dodge the Sharky and leap the 
spikes to snag the 1-up. If you are desperate need of lives, you can 
jump back over the spike and start punching on the surface until you 
clobber the Sharky down. Quickly swim back to the starting point to the 
left, and wail away on the Sharky! You can hit him 8 times for a total 
of 16,000 points. Since you get a free life for every 100,000 points 
(even after you get 999,999!) it may be worth your time to snare these 
extra points. And if you die, it's no big deal because you got the 1-up! 
After getting the one up, jump to the Beenie Copters waiting to the 
right. Dodge left, right, left and drop down into the tunnel with the 
cute rubber ducky. This adorable aviary is the Steelbeak and boy does he 
ever have a fowl (HAHAH-HEEEYY OOO!) temper! If you get too close to 
Steelbeak, he has a violent spazz attack that will kill your toad with 
one hit!! The key to beating Steel beak is to get in the first hit; this 
will turn him around and give you license to beat him up. When you 
finally deal your strong attack it won't kill Steelbeak, it will merely 
flip him upside down. He'll only be stunned for a few seconds so move 
past him with haste. Head down right and face another SteelBeak. Use the 
same caution in approaching him slowly, then flip him upside down. After 
upsetting the first Steelbeak, you'll come across a second one. Your 
safest bet is to punch him once to turn him around and jump over him as 
he reaches the stairs up to the right. 
NOTE: If for some reason Steelbeak hits you only once, you won't lose 
energy. This will sometimes happen when you are on the platform above 
the third Steelbeak. It's a rare occurrence, but the moral is don't give 
up even if the Steelbeak starts his spazz attack.
Ok one more deep breath: almost there! In the narrow corridor, there are 
two spike patches on the ground that you can pass by tapping the A 
button once. When you are in between the two patches, wait and watch. To 
the right, a hammerhead goldfish will appear. If you can lure him to the 
floor and swim over him, he'll be out of your way for the rest of the 
level. If he floats up and off the screen, he'll be out of your way for 
now but remember he is still lurking. In either case wait for him to do 
one of these two options before swimming over the second set of spikes 
and heading up and to the left. After a narrow squeeze to the left, 
you'll head straight up. There will now be a Sharky in hot pursuit! He 
has a habit of biting you and sending you into spikes, so deal with him 
now! Get through the opening (where the circle thing is in the 
background) and put your back to the wall on the left. Wait for the 
Sharky to come up and pound him down! If he bites you, it will only send 
you into the wall, not into spikes! Remember though, he is only stunned 
so move quickly up and to the right. When you are in between the narrow 
columns of spikes, wait for Sharky to come up again. If you start 
punching when he rises from the bottom, you should get the drop on him 
and send him shooting downward. You may have to dodge a hammerhead 
goldfish here if you let him float up and off the screen when you fist 
entered the tank. Hopefully, you won't have to though! Drop down and 
paddle to the right and start heading up! You're almost there and you 
don't want to rush anything! At the surface is a guardian Steelbeak. 
Wait until he is to the far left and jump right, landing on the skinny 
wall. If, while you are waiting, the Sharky comes up, take care of him 
before attempting your jump. Now you are on the skinny wall with a pair 
of Beenie Copters to your right. 
Take one final Deep breath, relaaaaaaxx. You are almost there, and after 
all this hard work you don't want to blow it. Hop onto the Beenie 
Copter, staying towards the middle. You don't want to go all the way to 
the walls when you dodge; in any case dodge, left, right, left, right, 
left, then push hard to the right and you'll have finished the stage! 
Even if you miss the final right corridor it IS possible to beat the 
stage while you die, it's just a little less dignified.
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
Level 10-The Rat Race
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~

I have a little saying for this stage: Don't go out like a sucker. Your 
goal is to race the rat and diffuse the bomb ( I think his name was 
Spazz)(the rat, not the bomb- I think the bomb's name was Steve.) There 
are a total of three races. The first two are pretty easy; the third one 
is quite difficult. Before the start of each race are a few petty 
obstacles; gas jets, Zingers and snot balls. This is what I mean when I 
say "Don't go out like a sucker"; take your time and get by these 
obstacles so you have a chance to race everytime. 
RACE 1: This race is easily won and will give you an idea of the physics 
of the race. Before heading to the actual race, there are a trio of 
Zingers to dispose of. After that, there will be four gas jets. You'll 
be safe as long as you stand on the far side of the beam then run down 
in between bursts of gas. At the third gas jet, you'll see Spazz start 
to materialize. Don't let him distract you from dodging the fourth gas 
jet. After the fourth jet, your toad will be in permanent speed mode, 
meaning you won't have to tap twice to make him run. Your only job is to 
get down as fast as possible. It may seem like Spazz is going to beat 
you with ease, but don't let his zippiness un-nerve you. Though he falls 
and runs faster than you, you have a big advantage when falling through 
the staggered gaps (aim for the middle.) This is an easy race and you 
should give the bomb the big boot long before Spazz is even in sight.

Race 2: Race two isn't that much harder than the first, but the approach 
is a little trickier. There are two Zingers to deal with, then a pair of 
gas jets with a Sucka below them. since you have no time limit (yet!) 
don't rush past these jets. Carefully time them and veer right. As you 
fall right, you'll see Spazz materialize-- Make sure to move quick 
enough to dodge the third gas jet and the race is on!! There is a 
section of brown gaps which will help you make up big time if you get 
through them properly. Wiggle your toad in the middle of them and get to 
the bomb first! Onto race three!!
Race 3: Race three starts off with snotballs pouring out of the wall to 
the left. Jump over them as they roll at you; as soon as the source-hole 
is off the screen they'll stop coming. Now there is a matter of four gas 
jets on the opposing side of the walls to contend with. They won't reach 
the far wall so as soon as you drop run away from the burst. As you 
stand ready to dodge the fourth blast (which will be coming from the 
right)get ready to run! This last race gives you little room for error 
and you want to take any advantage you can. Drop straight down through 
the girders and hustle to the left. Your toad won't be in permanent 
speed mode until Spazz fully forms, so make sure to tap twice to boost 
your toad. When you land on the first moving brown gap, make sure you 
tap twice there as well. 
The race is on! You want to make as few nudging errors as possible; if 
you try to run of the end of one of the long girders and push in the 
opposite direction too early ( and don't drop down) you are most likely 
hosed. As a desperate last chance, you can try punching Spazz, which 
will send him dashing in the opposite direction and buy you a little 
time. Make sure you are solid as you plummet through the brown gaps and 
the staggered girders. When you make it to the bottom there are some bad 
things that could happen. The first is the electric gap that guards the 
bomb. If it is not charged, you'll have no problem dropping down and 
kicking the bomb. If it is charged, even if you've beaten Spazz, you are 
at a disadvantage because Spazz isn't affected by the beam. In this 
case, you should try to punch Spazz to prevent him from dropping down 
before you and start your kick in the air before reaching the ground. 
The other thing that can happen, but VERY rarely does is: you will make 
it to the bomb first, kick it, and..... that's it! Spazz never falls and 
nothing else happens-- the only thing to do is reset the game. I've only 
had this happen once and I'm not sure what causes it (I never play with 
Game Genies or on Emulators; it was the normal NES Cart). Chances are it 
won't happen but MAN it is frustrating when it does.
With practice, you'll be able to beat Spazz almost everytime! Before you 
pat yourself on the back, there's still a little matter of a boss to 
take care of...
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
BOSS FIGHT: GENERAL STEERHORNS
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
I'm sure that isn't his name and I'm sure I'll get dozens of bitter e-
mails from responsible people who haven't lost their instruction books! 
To them I say PAH! I haven't lost mine, it's 2200 miles away in 
Connecticut -- and I'm in Colorado. So there! In any case, we'll call 
this guy Steerhorns, ok?
It is quite possible to beat this guy with one toad, IF you know how. 
When you first drop down, he'll be waiting for you on the right. If you 
headbutt him once, he'll turn and face the corner like a kid who just 
got in trouble. Oddly enough you can pound him while he stands still for 
a while. The safest way to do this is to headbutt him, but make sure you 
hit everytime-- if you miss he'll toss your toad on his horns and kill 
you! A good rule of thumb is to headbutt later than earlier to ensure a 
hit. Eventually one of your headbutts will make Ram Horns and the 
General will shoot up in the air. He'll start off walking slowly back 
and forth. Make sure to attack him ONLY from behind; you can't hurt him 
while facing him. It's easy to get in hits; jump over him and punch or 
kick him. 
Gradually he starts getting faster until it's quite hard to hit him. Now 
it's time to switch to plan B. When he hits the wall and hops up 
HEADBUTT HIM!! He'll soar straight up, but stay right where you are 
(against the wall). As he descends, he'll float towards the middle of 
the screen--if you get scared and move, you could end up under his 
hulking mass and wind up flatter than a grape under Oprah. Continue the 
headbutt procedure until Steerhorns is a thing of the past. 
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
Level 11-Clinger Wingers
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~

Deep in the confines of my altruistic soul, I wish I could do more to 
help gamers get by Clinger Wingers, but alas there isn't much I can do. 
The premise is basic, simply push your controller whatever way the 
arrows are pointing. You don't even use the buttons! You have to stay 
ahead of the Hypno-Orb or else you'll be knocked off and have to start 
from the beginning. There are no continue points until you get to the 
boss fight (there's a boss fight too?!!!) so you have to have a steady 
hand and a good memory. I like to use the NES Advantage controller 
because the joystick is a little more responsive than a joypad. In fact, 
I often have the hardest problems staying steady on straight-aways! The 
orb is faster then you on straight sections so your only hope to make up 
time is accurate cornering. There is a great section to make up time 
where the path dips down, right, up, right and repeats for three times.
Even though your memory is a better guide than anything else, here is a 
summary of the directions of the path:
right-up-right-down-left-down-left-down-right-up-right-up-left-down-
right-down-left-up-left-up-right-down-left-up-left-down-left-up-left-
down-left-up-right-up-left-down-right-down-left-down-right-up-left-up-
right-down-right-up-right-down-right-up-right-down-right-up-right-down-
right-up-right-up-right-up-right-down-(quick notch, left down)-down-
left-up-right-down-right-up-left-down-right
Got it? I'm sure it's easier to just memorize it yourself, but if you 
need help, there it is. You'll get it with some practice!! And when you 
do get ready for..
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
BOSS FIGHT: HYPNO-ORB
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
It's not enough that the freakin' orb tailgates you through the whole 
stage, but you have to fight him at the end! What a pain--He's not that 
hard though--He'll begin by floating around and landing to the left. 
Wait for him and punch him as he gets close. If you accidentally pick up 
the orb, throw it to the right and swiftly headbutt it in the air.
After a while the orb will get mad and start bouncing violently up and 
off the screen. He always aims for where your toad is standing, so if 
you deftly move to the side as he comes down, you'll be able to get in 
your punches. Otherwise stay on the ground and throw punches as he moves 
towards you. Don't walk into him or get squashed from above! Remember, 
if you MUST throw the orb, throw it into open areas, not corners. Try to 
spend as little time in the air as possible! 
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
Level 12-The Revolution
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
You are so close to the dark queen you can smell her sweet perfume! This 
stage features a unique scrolling theme; the whole screen rotates around 
your toad while he, more or less, stays stationary. While this isn't the 
first NES game to use this technology, it is clearly the best. The first 
game to feature this rotation was a game called Castilion. Castilion was 
revolutionary (hehe!) but the WHOLE GAME used the rotating effect and it 
got old after a while. 
Battletoads reserves the best for last! This stage requires a lot of 
practice to wire it and link the whole process. Let's start at the 
beginning:
SECTION 1: 
Section one lets you get used to the somewhat tricky playcontrol of the 
tower. The first floor introduces you to the yellow rhino, a fiend 
you'll encounter several times on your way up the tower. He'll charge at 
you then pause; use that pause to smash him! If you beat him with a 
special attack, he'll throw his arms up in horror as he orbits down the 
tower to his utter demise. I actually end up feeling a little bad for 
him; kill him anyway! After beating him you can grab the flag pole if 
you want and use it as a weapon. The next floor has a speedy spike 
revolving around it. Jump over it and scroll the tower until you see the 
blinking green platforms. They only appear for a couple seconds, so jump 
on the lowest one and leap left as soon as they appear. If you get to 
the top one and the highest platform isn't there, just wait. It'll 
appear with enough time for you to leap off the platform you are on. The 
third floor has another yellow rhino; beat him and move up to a sequence 
of springboards. They will pop you highest when they are fully extended, 
unlike the springs of level 8 which shot you highest when they are 
compressed. 
Take your time when you are on the springboard just before the next 
platform. Nudge jump up a little to reveal an erratically bouncing spike 
ball. Now that you see it, time your jump to avoid it and head right to 
the platforms. Hop up to the next level and battle another Yellow rhino. 
Up one more floor and you'll have to fight the green cloud. He's not 
particularly hard, just make sure to attack him when his mouth is 
closed. If he starts spinning around the tower either: time a headbutt 
to smash into him or stand in one place and throw punches. If you still 
have the stick (flagpole) bash him with it about 5 times and he'll be 
out of your way. Beat him and hop up to section 2!
Section 2: Look out for the red rhino on this level; his gaping maw can 
swallow you in one bite. You can punch him out or deal him a headbutt 
after he closes his mouth and is sitting there with a belly full of air. 
This is the continue point, so after knocking him out take a breath and 
relax. There will be a colored springboard above you, jump high and true 
to the next platform; You only have one chance to make it! Once up on 
safe ground, you'll have another Red Rhino to battle. Going up once 
more, you'll see a red cloud blowing a puff of wind out. Avoid the ring 
of wind because it is the equivalent of the poison gas! This cloud is 
stationary but his gusts of wind are aimed right at the platform you 
need to jump on to get up to the next floor. Get behind him and punch 
him; he should turn around and start blowing wind the other way. This 
clears you to get up to the next floor. A red cloud is speeding around 
the floor. You CANNOT DUCK HIS WIND!! I always forget this and end up 
losing a toad! Rather, you have to leap over him as he spirals around. 
Hop over him and get up to the next floor. AS SOON AS YOU GET UP THERE, 
STAND STILL!! A pair of red clouds will be dropping poison wind rings. 
If you stand still, the first pair will miss you and give you a chance 
to run to the right and get up onto the platforms to the next floor. 
This floor is close to the top of the screen. If a green wind doesn't 
immediately appear, walk over to the left and jump up a few times to 
prompt him. If you jump where you first get on the floor he'll come up 
under you and knock you over. Use the same headbutt strategy here to 
dispose of him. Next you'll have a high jump up to a floor with a fast 
spike on it. Time your jump carefully and get up to a sequence of spring 
boards. When you reach the top on, lightly tap A to nudge jump and 
slowly scroll the screen. A super-fast spike will be right below the 
platform you need to reach. As long as you can see it, you should be 
able to time it with ease. 
You are almost to the continue point! You'll see a few flag poles above 
you. It is in your best interest to grab them because Papa Wind is 
comin'! The giant red cloud will attempt to blow you off the tower and 
will succeed unless you are holding onto one of the poles. Your toad 
will make some pretty funny faces, but don't press any buttons, just 
wait for the Red Cloud to blow and leave. Time the flashing green 
platforms up to the next level and you will be at the final section of 
the tower!!!
**A NOTE ON ROTATING PLATFORMS-When going between floors, you will 
encounter revolving platforms. These aren't too hard as long as you 
remember that when you are standing on one that is rotating, you have to 
nudge a little the opposite of the way you are facing to land on the 
next platform. Practice makes perfect!! 
SECTION 3: Almost there!! On your left will be four green platforms 
disappearing and reappearing in a vertical formation. To get up them, 
jump so that the lowest platform appears under you while you are in mid-
air. After that hop up as quick as you can to get to the next floor. If 
you try to time the fourth platform from the third you'll hardly ever 
make it. Just go FAST! You'll be on a rather innocent looking floor. Be 
careful here; nudge jump up until you see a couple flagpoles up in your 
score at the top of the screen. Don't scroll up too far until you can 
jump on the spring and grab the flagpoles! This will prompt the second 
Papa Red Cloud!! Just sit there until he is done. The screen will be cut 
off on the bottom, but a yellow rotating platform will have appeared on 
the tower. Press DOWN to grab the flagpole and time your drop just as 
the platform lines up to the right of your toad (or slightly before). 
From there, hop up another floor to battle the last Yellow rhino. Bounce 
up to the next floor and you'll fight a green cloud. You will most 
likely have a flag pole in your hand, so it should be easy work to 
clobber him out of the sky. After beating him, repeat the nudge jump to 
reveal the flagpoles high in the screen (going too fast will prompt the 
Papa Cloud and make getting to the poles MUCH harder!) As a note, you 
CAN grab the flagpoles while you have one in your hand. one of them just 
mysteriously disappears. Hold on tight as the third Papa Cloud exhales 
on your frantic frog! When he's done you'll have to press DOWN and land 
on a rotating spring board which will appear below you. As soon as you 
land on it get ready to hop up to yet another flagpole! Do this quickly 
before the fourth (and final) Papa Red Cloud appears! Once he is gone, 
the platform you expected to appear DOESN'T! Instead you have to time a 
drop onto the spring board you just came from. It will be coming from 
the left so press down when the rotating spring is a little short of 
halfway in the middle of the tower. Once on the spring, hop up to the 
next floor. 
You will see a yellow cloud blowing all about. He can't hurt you 
directly and likewise you can't hurt him. His breath won't poison you 
but it WILL knock you off the platforms. I consider him the Queen's 
personal guardian because he is the last fiend between you and the final 
battle. When he drifts over to the right side of the screen start 
hopping fast n' furious to the left. Don't stop for anything, just go as 
fast as you can to the left. Hop high and blast your way up until you 
are on steady ground. The yellow cloud will have pursued you all the way 
up. The last challenge is to get up the platforms that go left, right, 
left while the wind blows. I like to wait until he is behind the tower 
and MOVE FAST!!! After you get on the third spring, hop up-- The screen 
will explode and the Evil Beauty, the Dark Queen will challenge you to 
the final fight!!!
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
THE FINAL FIGHT: HER LOVELINESS THE DARK EVIL QUEEN
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
The best thing about the Dark Queen, besides her fancy clothes, is the 
fact that if you run out of lives and still have continues left, you 
will start right here at the final battle! It's the only break you get 
in the whole game!!
I'll contain my comments here and give you some useful ideas for beating 
the Dark Queen. She's actually not too hard. She attacks you in two 
ways: tornado attack and with her black leather stiletto heeled boots! 
Freudian complications aside, attacking the queen is best done with 
head-butts. After you score hits, she will fly up in a yellow tornado. 
As long as you don't jump around, she won't hit you. Smash her with a 
headbutt as she comes down and run away, otherwise she will jab you with  
her knees (unless you're into that sort of thing.) Be patient and get in 
your hits when she drops out of her tornado. When she is defeated, 
unfortunately you don't get to marry her or even get her phone number. 
You do get the so-so silver medal of Angelica and the Shameful Bronze of 
Pimple. Or do you?!!! ;)
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
THE MISSING STAGES-5,6,and 7-COMING IN VERSION 2.0 (Should only be a day 
or two!)
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
IV-APPENDIXES OF FUN!!!!
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
A-Talkin' Trash With The Dark Queen: List of Insults

TALK DIRTY TO ME!

	Not only is she gorgeous and swell dresser, but the Dark Queen is 
also tough. In fact she has the lexicon of a New York Cab Driver or a 
Merchant Marine. She can talk trash with the best of them, that nasty 
girl!! Here's the list of insults I've collected:
(referring to both the Battletoads and Professor Bird Guy)
Feathered Freak
Wartheads
Booby (hehe)
Swamp Scum
Pond Patrol
Battlebarf (my favorite) 
Warty Bottoms
Wartheads
Quaggy Croakers
Snotskins
Green Friends (she must not be referring to Zitz, he's brown!)
Wart bodies
Toadies
Slimebacks
Battlejerks
Prattletoads

-If I missed any, let me know. I'll add em! I know she calls the Bird 
guy a Beaked something. 

~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
B-WHY I LOVE THE DARK QUEEN
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
It's true: the bad girls in movies are always hotter than the hero-good-
girl. Maybe it's my partiality to Dark Hair, or the fact bad girls 
usually invest in leather outfits (ex. James Bond, the One with the 
Russian Lady who crushes people with her legs-- she's my favorite!) The 
Dark Queen is no exception. With Her sharp tongue, full thick blue hair, 
and scandalous outfits she wins the Bruplex Ms. NES award! 

It's never made clear WHY she is evil; I mean if she is evil for 
kidnapping a frog then a LOT of teenage boys would be considered the 
spawns of Satan (well ok, some of them are!) But come on, give her royal 
loveliness a break-- who hasn't played a round of Frog tennis or tested 
the explosion threshold of the pond dwellers with assorted fireworks?

And how about the sassy way she puts her elbow on her hip when she talks 
trash to the toads! Right off the catwalk and into my heart! And that 
fangy sneer? OH! 

In closing, The Dark Queen makes Jennifer Aniston and Brittney Spears 
look like pond scum. Thank you.
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
C-Observations and Comments
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
Add your two cents here!
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
D-FAQ'S
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
Once you start askin' em, I'll start answering 'em.
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
E-MINI SPOILER: Thoughts on the Ending
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
I'm glad you don't kill the Dark Queen!
I wish there were credits!
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
F-FINAL THOUGHTS-Well there ya go kiddies, everything you need to know 
to beat Battletoads. Yeah it's hard, but you can win with enough 
practice. I hope you enjoyed this FAQ-- Feel free to send any comments 
or suggestions to:
Bruplex@aol.com
Thanks to: Jody Pratt-For watching patiently while I took notes and for 
dubbing the spike guys in the Arctic Caverns "Birthday Cakes". 

Marc and David Dziezynski-My ever-gaming cousins who played a ton of 
toads with me over the holidays of 2000!

Jeff Veasey- For hosting FAQS at Gamefaqs.

THE DARK QUEEN- For being there
and FINALLY BRUPLEX-My cat :)
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~
FINI!
~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~














