            Dynamite Headdy FAQ and Walkthrough Ver 1.0
            Completed on Tuesday, 19th June, 2001            

            Written by Minty Fresh Death

            *************************************************
                            TABLE OF CONTENTS
            *************************************************

I     Table of Contents
II    Introduction
      A     Preface and Legal Crap
      B     About the Game
      C     Game Characters
III   Playing the Game
      A     Movement
      B     Power-Ups
      C     The Heads
      D     Intermission Bonus Game
IV    The Scenes
V     Cheats
VI    The Final Word



            *************************************************
                              INTRODUCTION
            *************************************************

----------------------
PREFACE AND LEGAL CRAP
----------------------

Yo there. After feeling bored one Tuesday night, I decided to write the
lowdown on one of the greatest Genesis (hearafter referred to by it's
European name 'Megadrive', cause I'm British) game's I've ever
played - Dynamite Headdy.
The two other FAQS out there, by Bob Tomasevich and Micheal Sterns, did a
pretty fine job at uncovering almost all the bonus points in the game, but
didn't provide anything else in terms of how to beat the game. Having beaten
it on my Megadrive and on my Emulator, I felt it deserved a complete
walkthrough, cause no one else has managed to write one yet and hey, this is
my first try at an FAQ / Walkthrough, so what the hell.
This FAQ does NOT cover the secret bonus points. Refer to either Bob or Micheal's
for that job.

You may NOT copy any of the things you see in this and stick it into your own
FAQ without contacting me first (my e-mail is under "The Final Word" section). 
If I catch someone who has copied my FAQ and called it their own I will hunt 
them down and kill them (Ok, I won't go that far, but I'll probably do something 
unpleasent to their mailbox.)

This FAQ is not property of Treasure or Sega and was not written or supported by them.


--------------
ABOUT THE GAME
--------------

Dynamite Headdy was released for the Sega Megadrive sometime around late
1994. The plot of the game winds around a puppet show and you are cast
as the star, Headdy. The Puppet World is taken over by the fearsome Dark
Demon, and Headdy is captured in the town center in an attempt to stop
the Robo-Collectors. Because of this, he is rejected from the Dark Demon's
new Utopia and placed for prompt incineration. Lo and behold, using his
head (quite literally), Headdy busts out and makes for a daring escape....
 

---------------
GAME CHARACTERS
---------------

Headdy = The main puppet. The star. This is the guy you play as
throughout the game. Headdy is somewhat of an oddity - his head hovers 
above his body, and can be regularly swapped about for a new one. 
As you may have guessed, his incredibally strange head does all his dirty 
work for him (in other words, you defeat enemies by headbutting them. Happy?)

Heather = There's always a mysterious woman in every plot that's
ever existed, and Dynamite Headdy is no exception. What's her motives? 
Why does she want those keys? How do her hands hover in midair? 
That's up to you to find out.

Trouble Bruin = Either this strange cat puppet is the Dark Demon's right hand
pussy, or he's jealous that Headdy got the center stage. Whatever it is,
he took it personally, and stops at nothing to dispatch Headdy with
whatever methods and contraptions he can muster.

Headcase, Hangman and Beau = The 3 friends of Headdy. Headcase provides
Headdy with extra heads, Hangman gives a lift up to various platforms when
needed, and Beau points out Keymaster weak spots. More on these guys later.

The Keymasters = They come in all different shapes and sizes (well actually,
they all come in one size - BIG) and each of them has their own different
way of being defeated. More on them later as well.

Dark Demon = This guy is the force that took the Puppet world and tried to
arrange it to his liking. In other words, he's the Big Bad Guy. Destroy him
and free the world. Lose to him and it's Game Over.

Bino = This funny little maintenance guy always pops up in the wrong place
at the wrong time. Seems to be like he's always in the way...



            *************************************************
                            PLAYING THE GAME
            *************************************************


---------
MOVEMENT                          
---------

Well, it's a platform game, so the controls aren't that complex, but
I'll explain them anyway:

A = Cancels your head. Note that some heads cannot be cancelled.
B = Fires your head. Your head can be used to activate switches, grapple 
onto Hangmen, or attack enemies. You can fire in 7 directions while on the 
ground, and 8 when in mid-air. Note that not all power-up heads will revolve
around your head flying off, instead they may fire projectiles or something 
like that.
C = Makes you jump. Pressing Down and C can make you jump down off a platform 
if you are on one.


---------
POWER-UPS                    
---------

Here's a run down of the collectables in Puppet world.

500 = Gives you a nice 500 point bonus.

Banana = Replenishes health. Generally speaking, it will
replenish to full as long as your health is in orange at least.

1 Up = If I need to explain what this does, you don't deserve
to be playing video games.

Secret Bonuses = These are spread throughout the scenes, but
you have to do a whole load of strange things to uncover them.
This guide, as mentioned before, does NOT cover these.


---------
THE HEADS
---------

Now it gets interesting. Every so often in a level, Headcase will
appear and he'll present to you the heads you can use. When one
appears to your suiting, hit Headcase and you'll get it.
Here is the entire list, in alphabetical order and off the top of my
head:

Bomb Head = This is a head with a 5 second timer. Set it down wherever
you want with a press of B and BOOM! This kills normal enemies instantly
and does major damage to bosses. Beware though: if you don't throw it
before the fuse goes, you get blown up and killed.

Empty Head = This makes you invulnerable to nearly all attacks by
enemies. Very useful, but you can still get hurt from falling off the
screen.

Hammer Head = Well, this looks more like a large chunk of rock, but
it does come in handy. This deals out double the damage to your foes,
making it very useful against Keymasters.

Liberty Head = Takes you to the Intermission Bonus Game. More on that 
later.

Melon Head = This was actually called "Head Trip" in the instruction
manual, but I changed the name because some people may think it's a
drug reference. :) As it is, this head clamps on and slows you to a crawl,
it's too heavy to use and you can't jump at all with it. Yes, it's a
Bad Head. And nope, you can't cancel it.

Mini-Head = Use this and you shrink, allowing you to slip through
tight gaps with ease. This head cannot be cancelled.

Pig Head = No, you don't eat your enemies with this, but with a press
of B you fire out homing missiles from your nose. Truly bizzare, and
useful against hard to hit enemies.

Protection Head = This head provides you with a circling fireball ring
around your body, killing any enemies who step too close. Other than
that, you remain normal.

Sleep Head = This head replenishes all your health with a quick nap.
Use when not in the proximity of enemies, because an interuption
means you don't get full health. Obviously.

Spike Head = Smash your head against a wall and you'll be able to
climb it with this head. No other alterations to head power, but it
comes in handy a lot.

Super Head = Double speed, Double jumping power, Double head range.
Nice, huh?

Ticker Head = Pauses the game for a few seconds, but YOU get to move
about as normal and get in a few cheap shots on enemies.

Triple Head = This head allows you to shoot in 3 directions at once.
Put simply, if you shoot directly east, two other heads will shoot
north east and south east. Shoot north-west, two extra heads shoot
west and north. Simple, huh?

Vacuum Head = Very nice. This beastie sucks in all weak enemies and
bonuses in the range of about two screens. Sadly, it does bugger all
against bosses.

War Head = This is fun. Missile fire shoots out of this head in 8
directions, practically filling up the screen. This takes all the
complexity of aiming your head at enemies out of the window. It looks
cool as well.

The following heads are only available in Scene 6. If you hold down
the B button with these heads you get rapid fire. In alphabetical
order, they are:

Biplane Head = This head provides triple fire and you can also shoot 
backwards with it. The problem is it has the weakest power.

Bird Head = This head produces the most potent stream of fire and 
does ok damage, but the shots aim downward and you can't turn backwards
while firing it.

Laser Head = This is the most powerful head for Scene 6. It does lots of
damage and can penetrate force fields put up by any enemy. The problem
is the stream doesn't widen like the others and you can't fire backwards.


----------------------
INTERMISSION BONUS GAME
----------------------

If you can grab a Liberty Head from Headcase, then you'll be taken to
the Intermission Bonus Game. Essentially, you have to place basketballs that
are fired out of two machines in the loops by hitting them with your head. 
From time to time, the machines may shoot out a bomb. You can either avoid them
or smash them with your head.
The loops move from left to right, in a sequential order. There are two sets of 
loops and hence two separate sequences. 
Here's a run down of the different loops and their effects:

Star = Gives you a point. This is good. These loops are available on both
lines - 3 on the lower and 1 on the higher.

1/4 = Slows down the hoops for a limited time. This is also good. This loop
appears on the top line.

Basketball = Shoots out more basketballs from the machines. While this is
generally good, don't get too cocky with them, or you'll be putting them in the
wrong basket. There are two of these on the upper line.

Key = Put a ball in here and one of the machines goes boom. This is Bad. There is
one of them, on the lower line.

The bonus game ends when either both machines explode, you take too much damage, press
A to cancel it or make the required amount of shots. If you do make the shots required,
then you'll be given a number to remember. If you get 4 numbers, wait till the end of
the credits for your reward.
There are 6 Liberty Heads throughout the game, namely found in:
Scene 2-2 = Toys in the Hood
Scene 3-3 = The Green Room
Scene 4-2 = Mad Mechs
Scene 5-1 = Go Headdy Go
Scene 7-1 = Headdy Wonderland
Scene 8-3 = Fun Forgiven


            *************************************************
                                THE SCENES
            *************************************************

Dynamite Headdy consists of 9 scenes, each divided into subsections. In the obvious
order that they appear in, here they are, written in full.


----------------------
SCENE 1-1 = THE ESCAPE
----------------------

The spikes that appear from the left side of the screen are merely for show, they
don't hurt you a bit, so don't panic! The Robo-Collector is intimidating, but he
ultimately doesn't swipe you, so feel free to take him apart whenever you want.
When the yellow airplane starts chucking bombs at you, dodge in between to avoid
getting hurt.
That's it? Well, it is until the backdrop falls on you (you don't actually lose
health when this happens) and Trouble Bruin makes his first appearence of the game.
To beat him, stay where you are and duck to avoid the energy balls. He'll now
jump four times and run at you. Jump over him when he does, and he'll crash into the
edge of the screen and fall backward. Dodge in between the energy balls, and headbutt
him when he's panting. Repeat this process once more and he's history.


--------------------------
SCENE 2-1 = PRACTICE ARENA
--------------------------

Well, not much can be said about this other than how to win the practices.
Press UP to enter a door containing one of the 3 friends of Headdy.

Headcase = Every head comes in handy here, but the order I found useful was = 
Protection, Bomb, Hammer, War, Vacuum, Empty.

Hangman = Make sure you only grapple when you have a good idea of where your
gonna go. Master use of grappling while in mid-flight, and watch out for the
bottom of the screen!

Beau = Hit every weak point as soon as you can. Once the funny man inside the
weak point goes green and you smash him he won't reappear again, so concentrate 
on the other ones.


----------------------------
SCENE 2-2 = TOYS IN THE HOOD
----------------------------

Kill the soldier on the right and go forward. Grab the floating platform with 
your head and jump on it. Go left, kill another soldier and grab Hangman. Kill
the soldier with the sword by knocking him off the platform or smashing him when
he moves to swipe you. Grab the 500 point bonus and go right. 
Grab a head from Headcase and dispose of the green soldier by knocking him off the 
tower with the Hammer Head. Grapple onto Hangman and go up. Kill the red soldier 
when he exposes his face and knock the huge ball off the platform. Grab another 
500 point bonus when you jump off the platform.

Kill the sword soldier and jump into the wall. Grab the banana, grapple onto
Hangman on the left and kill the red soldier. Move up till you see Headcase.
Knock the ball off ONE platform and stand on it, then jump left for an extra life.
Grab a Vacuum Head from Headcase and jump to the right of him.
Ignore the ball above Hangman for now and move to the right, until you see soldiers
climbing up a ladder. Suck em all in with the Vacuum Head until it runs out. When it
does, run up the hill and grab Hangman. Move SHARPLY to the left to avoid the ball, and
watch it destroy the ladder.

Go past this and grab either a Super Head or Empty Head. Grapple onto Hangman till you
reach the top, then step carefully between the feet and grab a 500 point bonus. Proceed 
to the right (and grab another 500 point bonus if you're quick enough) and smash the
cage till it falls in the hole. You'll now fight Catherine Derigueur.
Keep smashing her until she reaches the left of the screen. When she does, back away,
as she attempts to suck you into her grasp. When she starts moving, attack her again.
You should be able to kill her before she reaches the right of the screen. When she
dies, Old Mcgee and Mule McGee will charge at you. Smash them at your leisure.

Grab the Sleep head from Headcase to replenish any health you lost. Now you can either
take the Mini-Head and travel through the maze defeating little men and dogs that stand
in your way, or you can take the Spike Head upwards. The Mini-Head route is easy, but the
Spike head is a little more challenging.
If you choose the Spike head, ascend left into the top of the wall for some 500 point 
bonuses. When grabbing the last one, use your head, as the purple block makes you fall 
through the floor. When you are ready though, use the Spike head and climb to the top
and move right. You will now face Snake Eyes.
Stand in the second gap and aim north east. Smash ALL of his scales, then grab the Ticker
Head when you have a clear shot to his head. Hit his head until he blows up. Proceed right
and exit the stage.


------------------------------
SCENE 2-3 = MAD DOG AND HEADDY
------------------------------

Trouble Bruin will once again show up here - but this time he'll get squashed by the
Keymaster for this stage - a giant sausage dog named the Mad Dog. The weak spot of
this Keymaster is it's tail, so open fire on that. When Mad Dog jumps up into
the air, stand WELL away from the arrow. He'll come down with something in his
mouth, which will be one of the following:

A basketball, which bounces around the screen after he drops it. It can't be
destroyed but it isn't that tricky to dodge just as long as you keep a cool
head.
A huge bomb, which damages you if you stand too far to the right of the screen.
A caterpillar, who dies after three hits or self-destructs after a while.
An egg, which lets out 3 unicycle riders, whom you can destroy relatively easily.
Bino, who wanders off the screen unless you smash him.

That's pretty much all the attacks he does - hit his tail with the bonus heads
from Headcase and you'll put the Dog to sleep with ease. Be sure to swipe up
all the debris you can, as this earns you a continue. End Scene.


----------------------
SCENE 3-1 = DOWN UNDER
----------------------

To avoid falling off the screen, you can hold up or down to move in that
direction on this level. Kill the miner soldier and move foward to the next
platform. Jump the bombs and move on. Kill the puppet on strings, then jump
on to the next platform and take care of the two frogs. Swipe the banana, then
on the next platform, pick up the 500 point bonuses and dodge the ball-bombs.

On the next platform, you'll face some flying soldiers. Be patient, get underneath
their shadows and aim upward. There are three of them and they take four hits each.
Don't attack them if they're gonna drop a bomb.
From there, proceed to the right, swipe the banana and the 1-up, then proceed right.
Trouble Bruin will then grab you with his Rocket Grappler and the fight will
continue backstage.


----------------------------
SCENE 3-2 = BACKSTAGE BATTLE
----------------------------

For this scene, your movement is restricted, because you're trapped. You can still
fire your head as normal though. Bruin's first method of attack is by releasing
little cats from his ship. If you grab the Protection Head this isn't too bad.
Bruin then starts swiping you in circles, which gives you plenty of time to hit
him repeatedly.
After that, he'll try to smash you against the ceiling and wall. Look at which
way the arrow is facing and push that way (hold UP if the arrow points up and DOWN
if it points down.) Keep attacking throughout with whatever head you can grab from
Headcase, and Bruin will fall to pieces, along with his Rocket Grappler. You'll then
be freed and move onto the next stage.


--------------------------
SCENE 3-3 = THE GREEN ROOM
--------------------------

If you lost health during that battle, grab the Sleep Head from Headcase. Go right and
you'll end up in the Battle Show. The two opponents you face here are your toughest
challenge yet; The Puppeteer and Gentlemen Jim.

Once the two split from each other, they are vulnerable to attack. Always keep to Jim's
right, as this way you'll avoid his cane attack. When he turns into a wrecking ball, time
a jump so it goes between the two - the strings will not hurt you. Balance your attacks
between both of them, as this makes them easier to take down.
If you kill Jim first, the Puppeteer will attempt to grab your head using his strings. If
he succeeds, try and avoid it as much as possible, as it hurts you if it touches. Keep
jumping and smashing him and you'll be ok.
If you kill the Puppeteer first, Jim will dance about the screen. He is invulnerable to
attacks during this, so jump over him if he gets too close. When he stops, smash him,
avoiding the projectiles he spews out.
Once you nail them both, grab the Sleep Head from Headcase and move right.


------------------------------
SCENE 3-4 = CLOTHES ENCOUNTERS
------------------------------

The Keymaster for this scene is the Wooden Dresser. At first, his health will be
purple and you cannot damage him. Watch him dance to the left of the screen and
he will stomp on the ground and he'll assume identity of a dragon (he puts on a
dragon suit). Beau will identify the weak points of the dragon (they're random every
time) for you to hit. Watch for the fire, grab the War Head from Headcase and let er
rip. Once he loses his clothes, the Dresser is vulnerable. Hit his heart several times and
he'll jump into the air.
When he comes down again, the Dresser will put on a ballerina's outfit (those crazy Japs)
and begin dancing. Beware, the clothes will hurt you this time, so when he comes in close,
grab the ticker head and attack the weak points. Once you dispose of his clothes, he'll
become vulnerable again.
If you don't manage to kill him, he'll jump off again and this time put on a robot suit.
This is similar to the dragon, but he has more attacks. If his chest explodes, then back
away, as projectiles are going to come out. If he aims one of his arms at you, back off,
cause if it grabs you you lose health. Finally, if he stomps the ground you have to dodge
in between the falling debris.

From there on, he recycles between the three outfits. Fortunately, the Dresser is much
weaker than the other Keymasters, so it generally doesn't take long to send him packing.


-----------------------------
SCENE 4-1 = TERMINATE HER TOO
-----------------------------

Begin this level by smashing the orange ball, and watch out for the Tumblee. Once he stops
moving you can jump on him. The orange / blue balls will raise the land up or down, so
if your path seems blocked, smash one to advance. After that you'll reach a platform with
you drawn on it. Grab Hangman and you'll change the backdrop. Jump onto the platform to 
your right.

Don't go right too fast - Headcase will fall from the top of the screen and you may miss
him if you go too fast. Grab the Bomb Head and place it in the dip in the platform.
Mons Meg will now appear, and the bomb will go off and do massive damage to her.
When a targeter appears on the screen, keep moving to avoid getting shot. Keep headbutting
her throughout and she'll explode with ease.

Go right and grab onto Hangman, then jump up the platforms (use Hangman again if you didn't
manage to pull them down). Grab a Vacuum Head from Headcase if you want to suck up some bonuses,
or grab the Hammer Head to knock out the platforms. Keep moving right until you see another
platform with you on it. Grab Hangman to change the backdrop again.

Go right and hit the Happy Campers onto the pole. Don't worry if you miss, they'll come
back if you do. Once you hit four onto it, jump onto them. Meet Headcase and go left 
from him. Hit the four remaining campers onto the pole on the left, then jump over for
an extra life. Grab a Sleep Head from Headcase, and then the Empty Head. 
You'll now face the Super Tank Machine. Stand as close as you can to the cannon 
(but NOT underneath it), then when it shoots a straight cannonball, hit it 
north-east. The ball should stick to the ceiling, then fall on the operator and 
kill him. After that, the machine blows up. If this doesn't happen, keep trying until 
it does.

Go back and grab the Sleep Head, followed by the Triple Head. Use this to collect the 
difficult to reach 500 point bonuses. 
Smash the wierd looking thing until water comes out of the chute. Jump on the water and 
over to a platform with you on it. Grab Hangman to change the platform again.
The blue / orange balls will change the direction of the conveyor belts, but if you just 
grab the Vacuum Head and tear right, sucking in anything that stands in your way, you 
shouldn't need to worry.


---------------------
SCENE 4-2 = MAD MECHS
---------------------

If you want to go a quick way, grab the Mini-Head and go underneath the barriers. For a more
complex - albeit with more bonuses - method, grab the Hammer Head and smash the blue ball
until a platform comes. Jump on that and you'll find some blocks with a hammer icon on them.
Destroy the blocks to reach some 500 point bonuses.
When you reach the second set of moving platforms, make sure you have the Hammer Head, as
you can't get through to the end of the scene without it. Just before the end there is an
extra life, which you can reach if you hit the yellow thing underneath the moving platforms
and jump down a few levels.


-----------------------
SCENE 4-3 = MAD MECHS 2
-----------------------

This scene revolves around the use of spinning platforms. Kill the flying soldier, then hit
the platform right, followed by down. Grab the Sleep Head, followed by the Hammer Head. Kill
another flying soldier then jump over to the right. Proceed to Hangman and destroy the
hammer blocks for a 500 point bonus. Fall down to the platform with Headcase on.
Now you can either grab the Hammer Head and go upwards, destroying the fans and the hammer
blocks, or down and kill the ceiling creatures, smashing platforms to move on. Make sure you
grab the three 500 point bonuses on the way out.


-------------------------
SCENE 4-4 = HEATHERNAPPED
-------------------------

Not much can be said here. You can either wait for Bino to appear and beat him up, or go
right. Lo and behold.....no Keymaster! (Maybe the US Censors removed it?) :)


------------------------
SCENE 5-1 = GO HEADDY GO
------------------------

Another useless scene. Go right past Headcase and you'll see Trouble Bruin. You'll
automatically jump up on to the Puppet Tower and into the next scene.


----------------------
SCENE 5-2 = STAIR WARS
----------------------

This is a fairly linear level, but can be tricky. Trouble Bruin appears with his
Flying Scythe, which takes large chunks out of the tower. When he nods his head,
jump as high as you can get. You MUST get higher than the scythe otherwise there
is a very good chance you'll fall off the bottom of the screen and get hurt.
When Bruin's eyes go funny, he'll move in to ram you. This is the only time when
you can attack him. As you go further up the tower, he'll move in faster and faster,
so watch out. The speed of the scythe does not change. After enough hits, he'll
fall out of the sky and you'll be able to climb the tower.


-----------------------------
SCENE 5-3 = TOWERING INTERNAL
-----------------------------

As soon as this level starts, grab Hangman and ascend up. There is NO POINT in
attacking the Balloon Kelly's unless you like getting hurt. Avoiding the
flamethrowers is no big deal - don't climb when you see fire. Climb up
and you'll face two wrecking balls. Their attacks are pretty easy to dodge if
you keep moving so you shouldn't have too much trouble.

After that, climb up Hangman again and start moving fast. There are some cannons
on the sides of the tower that will shoot you unless you keep in constant motion.
Keep moving and you'll reach a part with bomb launchers on top. Grab Hangman again,
avoiding the bombs, and you'll face the ArmorDillo.
Jump over him until he stops rolling, then when he jumps, grab the Ticker Head from
Headcase, get under him and smash him repeatedly. Do that a few more times and he's
history.
From there, climb up the tower, grab the banana and prepare for Spinderella.


-----------------------
SCENE 5-4 = SPINDERELLA
-----------------------

The target for this Keymaster is her rear-end, but the problem is you can't reach
it right now. Don't panic, you will in due time. Once you can move again, you'll
have to dodge her arms. When she attacks with the left arm, (that's YOUR left, not hers)
move right and move left when she hits with the right arm. Eventually, both arms will
stick in the ground and you can get a few cheap shots on her ass. Then repeat the
process outlined. The second time you try though, Bino will rush in and break your
attack pattern, so feel free to beat him up.
Now Spinderella will switch the backgrounds around, making it seem you have the Mini
Head active. Annoyingly, her body will now obstruct half of your view. Don't panic.
Just concentrate on dodging her arms. You'll have to judge the ass-shots yourself.
After two of these, Spinderella will switch the background back to normal, allowing
you to finish the job on her. End Scene.


---------------------------
SCENE 6-1 = THE FLYING GAME
---------------------------

At the start of this scene, Headcase will provide you with the 3 flying heads. These
have been covered in the head section, and which one you choose is a matter of opinion.
You can only change heads in this level by picking up an icon when it appears in the
scene. Choose your head and the screen starts scrolling right.
The first wave of attackers are some funny satellite things. Dodge to the top right and
then bottom left when they start moving. Then some soldiers going to the moon will appear,
shoot them at will. After that, 8 bombs will appear around you and move in. Shoot the ones
on your right and move quickly before you get hurt. You'll face a few more satellites, then
a clamp will come down from the top of the screen and bring up the Sky Battleship.

Begin initially by firing on the turrets and the clamp, taking care to dodge the shots. 
When the mouth opens, fire with EVERYTHING you have and destroy it quickly. If you don't, it 
shoots out this VERY annoying worm creature that is a real pain to kill. With the mouth down, 
the Battleship releases little choppers that drop mines that explode in 8 directions. Those 
are irritating, but not as much as the worm.
Focus fire on all 3 turrets and they'll cave in as well, leaving the Battleship only able to 
release the helicopters. Now focus fire on the clamp, dodging the mines from the choppers.
Around this point you'll run into some cloud turbulance, which does a very good job of
blocking the screen up, making it difficult to see what the hell you're doing. Keep a cool
head and keep firing at the clamp. After repeated hits, the clamp will be destroyed and the
Battleship will fall out of the sky. You'll now continue into a Zepplin for the next part.


--------------------
SCENE 6-2 = FLY HARD
--------------------

In this scene, Trouble Bruin will appear again, this time with a contraption called the
Wheeler Dealer. At first, you can't attack him because he's in the background, but he'll
release little mines that home in on you. These can be destroyed with ease. Grab your
favourite head and the banana, and he'll move in to your level.
Open fire with everything you have on his head. Beware though, every two seconds he
releases an indestructible energy ball. This can be dodged easily, but it tends to
break your pattern up a bit. The other thing he lets out are two little machines that
grapple to the top and bottom of the screen. You can ignore the bottom one, but the
top one shoots out an electrical bolt after a few seconds, targeted at the bottom.
This can get annoying if you're trying to avoid the energy ball, so destroy the top
one.

After you hit Bruin enough, he'll fall to the background and release more mines. Waste
them and he'll come back to the foreground. Repeat the process described in the previous
paragraph.
The funny thing about this boss is that you can't completely destroy it. No matter
how hard you try, you can't blow it up. Once you DO make enough hits though, Bruin will
fall back and release an EN MASSE barrage of mines. Hang to the left of the screen and
gun them down. After this, Bruin will be stopped (literally) and you'll continue to
the next stage.


----------------------
SCENE 6-3 = FLY HARD 2
----------------------

This level has a linear pathway, so there isn't much that can be written here.
Generally speaking, when you are given a choice between going top or bottom, going
top means you'll face more enemies, while going bottom means you'll have to dodge
more obstacles.
The turrets and balloons can be destroyed in one hit. The balloons will drop the
energy ball they carry though so watch out. The spiders are indestructible
so all you can do is dodge them. If a barrier is blocking your way, shoot it and it
will rise. Touching the electricity is a bad idea. Towards the end you'll have to
dodge between several spiders, but at the end you can grab a banana.


---------------------
SCENE 6-4 = BABY FACE
---------------------

This Keymaster doesn't have a weak point - you simply target the face.
Baby Face's attack is to shoot you with energy balls. These move very slowly
and don't home in on you, so you can just hang to the left of the screen
(or right if you have the biplane) and keep your finger on fire. After a few hits, 
Baby Face will move to the center of the screen. IMMEDIATELY move to the top left 
corner, and he'll turn into Boy Face.

Boy Face will move to the right of the screen, so keep shooting him. If you have
the biplane head, keep to the left of the screen. If you have the bird head, stay
center. If you have the laser, get as close to Boy Face as you can. The reason
for this is that his hand will come out of the cloud after a few seconds (watch the
bottom of the screen) and only lasers can penetrate his hand to hurt his face.
His hand will fire static electricity in 8 directions, and his face will now move from
right to left. Keep shooting him and repeat the process. After enough shots, he'll move
to the center. Move back to the top left corner and he'll turn into Man Face.

Man Face will keep to the right and he'll pull up a hooked hand and bring down a banner,
dragging it randomly across the screen. The banner won't hurt you but his hand will. To 
make it worse, he now shoots laser bolts from his eyes, and the banner tends to obstruct 
your view. The laser bolt patterns are in an 8 burst, covering the screen and an additional
4 in one, which fires on one of those 8 axis. His head remains to the right of the screen,
so it isn't tough to target, but remember his hand obstructs all but laser fire. After
enough hits, he'll move to the center of the screen. Move once again to the top left
and he'll transform into Grandpa Face.

You can now either let Grandpa Face grab you or shoot him to the very end. His hand is
quick so watch out. I won't spoil what happens if you decide to shoot to the last, 
but if he grabs you, he dies before he can finish you off (with some very funny sound 
effects). :) Either way, when you beat him, the scene ends.


-----------------------------
SCENE 7-1 = HEADDY WONDERLAND
-----------------------------

Err.....go right. Keep going right until you meet the Gatekeeper. Hmmm, Heather's
there as well? What's going on?
The answer to that is that Heather grabbed the keys from the Keymasters in order to
destroy them using the Gatekeeper's backpack, thus revealing the way to Dark Demon's
castle. Ok, you're not actually told this, but hell, it's what I picked up (Treasure
were never known for telling a good story). :)

But enough banter; you have a job to do. If Heather is standing on the right side of
the screen, you have to stand on the left side of the Gatekeeper in order for Heather
to be able to chuck the key in his backpack (and vice versa). 
When the Gatekeeper swings his arm back to ram you, move to the other side of him. 
Repeat this process until all the key's have been placed in his backpack and he falls
off the screen.

Hmmm.....the Dark Demon's castle was behind Headdy Wonderland? Well, just as you're
about to act, a robot hand comes out of nowhere and grabs Heather. The Gatekeeper's
back - only this time he's turned NASTY! Beau will appear and give you the target; his 
eyes. Note that if he has a hand or Heather to his face, he cannot be harmed (and if
you hit Heather, then you lose health.) Give the Gatekeeper a quick taste of your hit 
power and smack Beau out of the air as well. Note the smoke coming coming from his head -
you just p*ssed him off. Oops.
He'll now try to smash you with his free hand. He'll target your head, which is
invulnerable, but he often hits your body in doing so. When he tries to grab you,
throw your head as far away from your body as possible and jump around like a lunatic.
He'll try to "fast grab" you 5 times in succession, so watch out.

After that, he'll two one of two things. He may jump around the screen, swiping a
hand around him while doing so, meaning all you can do is dodge him. Or he may try
and target your head again. If he does the latter, make sure his hand targets you so
that it flies off the screen (jump in the air and this will be acheived). He'll either
bring back Bino or Headcase. If he grabs Bino, get rid of him. You now have three ways 
of taking out the Gatekeeper.

SUICIDE WAY = Grab the Melon Head and get your ass kicked (not recommended).

LONG WAY = Grab the Empty Head from Headcase and smash him when both his hands are 
away from his body. Remember to re-new the head repeatedly. If you hit Heather though,
you will still lose energy.

SHORT WAY = Grab the Bomb Head and place it at his feet. With a little luck (correction,
with a LOT of luck) it should go off when he is vulnerable. Repeat this twice and he's
scrap metal.


---------------------------
SCENE 8-1 = THE ROCKET TIER
---------------------------

At regular intervals, rocket's will come blazing down the tunnel you're in from right 
to left. The rockets cover about a third of the screen so normal jumping is useless.
Listen out for the warning siren and look for rapidly flashing lights, because
the rockets do a LOT of damage. There are only two ways to avoid them:

COWARDLY WAY: Grab a Mini Head and dive into the small cracks in the floor when you hear
a siren.

DAREDEVIL WAY: Grab a Spike Head and grapple to the ceiling when you hear a siren. You 
will have to grapple to the ceiling in rapid succession to avoid getting hurt. This 
way allows you to pick up the various 500 bonus points scattered on the ceiling.

Other than that, it's a linear path. Don't worry about the soldiers, they get destroyed
when the rockets blast through. Go right throughout and you'll end up in the next scene.


----------------------------
SCENE 8-2 = ILLEGAL WEAPON 3
----------------------------

On this level you'll fight the Missile Man. His only form of attack is to release
rockets at you. These are excatly the same as in the previous level, with the only
difference being they don't come roaring at you immediately after the warning siren -
there is a slight delay for the rocket to charge up.
The best way to deal with this guy is to grab the Mini Head and hit the tower he
is on repeatedly. The only problem is he may release a rocket immediately after one
is fired, making your life troublesome. Keep it cool and don't lose your head, and
you'll destroy him fairly easily.


------------------------
SCENE 8-3 = FUN FORGIVEN
------------------------

When you begin this level, note the funny penguin dancer to your right. He can only
be destroyed by falling, and if you hit him with your head, he freezes. The way to kill
him is to freeze him when he's over the blue blocks, clearing a path for you at the same
time.
Watch the spikes on your way down, these hurt a fair bit. Once you've descended enough,
you'll see a funny blue thing on a wheel moving toward you. Hit the thing's head but NOT
it's body. You must jump onto it's head to avoid getting crushed against the wall.
Move right and you'll see another one. Repeat the process.

Continue right and you'll face the mid-way boss, Tarot. Initially, he cannot be harmed
by your head, but instead there are several balls with numbers on circling him (2, 4 and
8), a heart circle, Headcase and Hangman. You have to ram the number circles into him to
do damage. Ignore Headcase and Hangman. Ramming the heart into him makes him regain
energy. Naturally, the 8 ball does more damage than the 2 ball. Tarot's only attack for
now is to move the balls outward in an attempt to hurt you with them. Keep to the extreme
left or right when he does this.

After several hits, Tarot's face will blow up and everything but Headcase will fall off
from around him (Headcase falls to the floor). Now Tarot is vulnerable to your head. His
only attack is to scrape the sun-spike along the floor. This does a LOT of damage so jump
over it when it happens. After repeated hits (the Triple Head from Headcase works wonders),
he'll fall to the floor and explode.

Grab the Sleep Head if you lost some energy, then use the Spike Head to ascend the wall
to your left. Watch out for the buzzsaws, you can destroy them if need be.
Once you reach the top, you'll see some Venus Headdy Traps. Attack them by ducking down
and hitting their root (you can only do this once their head reaches it's full height).
If you don't, they'll chomp on your head and spit it out, and it hurts you if it touches
your body.

After you take care of the annoying plants, you'll face a very difficult part of the game.
There are Hangmen all over the place, but they swap around to an empty tile every second.
Below them are some straw patches you can safely land on, and some spikes which you can't.
The best strategy here is to keep grappling whatever Hangmen you can lay your head on, as
they often hang out in multiples. Good luck.


----------------------
SCENE 8-4 = VICE VERSA
----------------------

This level has a linear pathway, and the mid air switches can be used to put the level
upside down (switch the top for the bottom and vice versa) or the right way up.
The people in the blocks are useful for getting over spike traps and obstacles, so
head butt them into position to proceed.

Sparky, the mid-level boss, can only be damaged by the balls. The balls will fall onto him
if you flip the switch. Naturally, the big ball does more damage than the little one. His
only attack is to hit you with lightning, but this is slow to charge, so you can avoid it
with ease. Beware though, the balls can hurt you as well as Sparky.
After you defeat him, move on to the final part of the level.


-----------------------
SCENE 8-5 = TWIN FREAKS
-----------------------

This Keymaster is the most awkward of them all. He isn't quite the toughest, but he damn
sure is difficult. He has two colours: Red and Green. While green, he fires out enemies
from his ears and moves relatively slowly. When red, he concentrates on crushing you against
the wall, and moves a LOT faster. He changes between colours when you smash the mid-air
switches.
His target is the ear closest to you, but you can only damage him while he's green.
To make matters worse, the vast majority of spike traps appear on the level when he's
green. Get as much distance between him and you while he's green, and survive long
enough until you see Headcase. Grab the Hammer / Triple Head from him and headbutt like
mad.


-----------------------------
SCENE 9-1 = FATAL CONTRAPTION
-----------------------------

When this level starts, Trouble Bruin shows up with one hell of a machine, called the
Super Finagler. This pussy never gives up, does he? Don't worry, there's more than one
way to skin a cat, but for now, you have to concentrate on surviving.

The platform you are on starts moving upwards. Ignore Bruin's machine, but watch out
for the occasional missile he shoots at you. Grab the Hammer Head from Headcase, but
watch out for the Melon Head (getting this assures a death). Use the Hammer Head to
destroy the blocks on the left.
After this, ram the blue blocks upwards. Make sure you choose the one that the Brown
Cocoa head is NOT on. Dodge the spikey balls and run IMMEDIATELY to the right once
you get the chance. Jump up to the platform above the one you're on and run sharply to
the left - if you wait for the moving platform to catch up, you get crushed by the
spikes!

Once you clear the spiky ceiling section, you'll have to dodge between more spikes.
These are more avoidable though, and there are some 500 point bonuses as well.
After that, you have a choice of where to go. You can either grab the Hammer Head
and ram the women on platforms repeatedly so you can get past, or you can grab the Mini
Head, destroy the tiny tanks and pick up two extra lives when you're done. Either
way, you'll come up against some more blocks which need to be destroyed after you pass.
Once you finish destroying the blocks, the Super Finagler will attempt to destroy you,
malfunction and go on a destruction mission. Oh dear.


--------------------
SCENE 9-2 = FAR TREK
--------------------

This level isn't too complicated. Whenever Trouble Bruin tries to grab you, smash him
a few times to get him off. The Super Finagler has trouble targeting you in two places;
to the extreme right of the screen and directly underneath it. Split your time
between these two areas and you should be able to dodge most of the laser shots.
Eventually, Bruin will trip up and the Finagler falls behind as well, blowing up as
it goes, allowing you to run right to the final scene.

---------------------------------
THE FINAL SCENE = FINALE ANALYSIS
---------------------------------

Well, here it is. You've fought your way to one of the toughest bosses ever.
Heather will show up, but she won't be much use (she gets captured before the fight
begins). The background will now pan out from the throne room to a frankly amazing looking
space backdrop and you'll face the Demon.
The Dark Demon will allow you to pick a head to attack him with. A good tactic is to
pause the game and see what options you have. When he turns blue, you can attack him.
You can only do this once per choice, so obviously the Hammer Head does the most
damage here. The colour of Dark Demon's crystal ball indicates what attack he'll use, and
here they all are:

PINK = A plague of either jumping or flying creatures. The flying creatures will fly
around for a few seconds before diving at you, while the jumping ones will just jump
off the screen. The War Head is recommended for this.

GREEN = Spike men appear from the bottom of the screen and attempt to rip you a new
ass. You can either use the Mini Head and hide under Dark Demon's cloak, or use the
Hammer Head to destroy them.

BLUE = A load of projectiles are fired from the Dark Demon's hand along ground level.
He also puts up a barrier protecting him from you. The recommended heads are either
the Super Head (allows you to jump higher) or the Mini Head (allowing you to hide
underneath his cloak).

ORANGE = Dark Demon disappears off screen and a wall appears at the top of the screen.
Only one spot in the wall can protect you from being squashed UNLESS you have the
Mini Head, in which case there are 3 other spots. The spots are shuffled randomly by
the wall before it comes crashing down on you. Getting crushed does not kill you
instantly, but it takes away a whole lotta health.

MULTICOLOUR = Dark Demon disappears and a HUGE blast charges across the screen. The
only way to avoid this attack is with the Mini Head. This attack takes away almost 
half your health so watch out for it.

That's all of his attacks, keep smashing him when he turns blue and with a lot of luck
he'll explode in a MASSIVE fire display. Congratulations, you've won the game! Now sit
back and watch the incredibly dumb ending. :)


---------------------------
THE FINAL FINAL SCENE = ???
---------------------------

If you managed to get all 4 bonus numbers from the Intermission Bonus Game, watch
until the end of the credits. You'll now get to type the code in and play the
last scene. I won't spoil it for you (it's a secret after all), but you have
infinte lives in order to win. Enjoy!



            *************************************************
                                 CHEATS
            *************************************************

There's only one that I know of, and that is this:

On the Start Screen, highlight "Start Game" and press C, A, Left, Right, B
(a correct entry will result in Headdy saying "Nice!")
Press Start for the Level Select.
Alternatively, highlight "Options", enter the exact same code and then press 
Start for the Head Check.



            *************************************************
                             THE FINAL WORD
            *************************************************

Well, writing this Walkthrough took a lot longer than I thought it would. Even
while playing my favourite Headdy songs it took over a fortnight! :)

Feedback is welcome provided you can write in good English. My e-mail address
is minty-fresh.death@ic24.net.

Thanks go out to the following people:

Me (no one reads this bit, so why not) :)
Treasure and Sega for producing this great game!
Bob Tomasevich and Micheal Sterns for uncovering almost all of the secret bonus
points in this great game.
And finally, YOU, the adoring fan who decided to read all the way through this
FAQ. Thanks a lot, you guys are the reason I do this sh*t.

So then, all that's left to say is "Laterz, Dudez."


Minty Fresh Death