BATTLETOADS
By Rare Coin-It
Published by TRADEWEST
Copyright 1991 All rights reserved
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Dzzy Strategies #6
By James Dziezynski
Bruplex@aol.com or Bruplex@thesimpsons.com
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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.
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Version 1.0-1/13/01= Everything but the walkthroughs for the warp-bypass 
levels.
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Version 1.2-3/13/01= A perfect 2 months later!! Added the missing 
walkthroughs; I only need to figure out a few minor details on bad guy 
names and the whole thing will be in the final version!!
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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
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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....
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 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...
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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.
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	C-Controls
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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
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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. 
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	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)
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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). 

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LEVEL 1 Ragnarok's Canyon (Please insert your GWAR CD NOW)
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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!!
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BOSS FIGHT: TALL WALKER
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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!

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Level 2-Wookie Hole
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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!) 
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Level 3-Turbo Tunnel or; Frog's Necks were made fer breakin'
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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!!

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Level 4-Arctic Caverns: On to plan B!
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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!
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Level 5-Surf City-- SEE END OF WALKTHROUGH; THIS ONE USES THE WARP TO 
LEVEL 6!!
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Level 6-Karanth's Lair-Snakes Ahoy!!
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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!!

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FOR THE REST OF STAGE 6, CONSULT THE END OF THE WALKTHROUGH
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Level 7-Volkmire's Inferno-You guessed it! CONSULT THE END OF THE 
WALKTHROUGH!
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LEVEL 8-Intruder Excluder-Do it up, Duder!
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 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!!!
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BOSS FIGHT: Robo-Manus
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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!! 
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Level 9-Terra Tubes
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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.
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Level 10-The Rat Race
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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...
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BOSS FIGHT: GENERAL STEERHORNS
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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. 
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Level 11-Clinger Wingers
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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..
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BOSS FIGHT: HYPNO-ORB
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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! 
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Level 12-The Revolution
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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!!!
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THE FINAL FIGHT: HER LOVELINESS THE DARK EVIL QUEEN
AKA STAGE 13: ARMAGEDDON
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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?!!! ;)
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THE COMPLETE WALKTHROUGH: The Missing stages!!
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This last section of the walkthrough will cover the stages skipped by 
warps in the normal walkthrough. Come on, you're not TOO WIMPY to play 
without warps, are ya?! 
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Stage 4:Surf City!!!
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SECTION 1: The watery wackiness starts off when you grab your 
shield...er, Surfboard..and head out into the perilous underground 
river!! One of the good things about this first section is that your 
board can whack a log and you won't die! You will lose 3 health though 
and the next log you smack will send you to the briny deep. The logs in 
this section are easily avoided; dodge up, down, then up and stay either 
high or low. Even if the log is dead in front you, you can time your 
skips to occasionally hop over one without damage! At the waterfall, line 
up in the middle and push forward to snare a hovering one-up. The 
whirlpools in the lower section of the river are avoided in the same 
manner as the logs; if the whirlpool is high, dodge low and vice-versa. 
After the first three or four, stay high and you will avoid the rest.

SECTION 2: Hop onto the logs and begin the ground battle. A couple green 
and pink life invaders will emerge and try to steal your health blocks. 
Knock them out early if you can; only 2 of them will float down after 
grabbing your precious life(giving you a chance to win your life bricks 
back.) The others will drift off the screen. After the Extra terrestrial 
encounter, you will battle two very leggy walkers! They are no harder 
than their shorter counterparts and you are advised to pick up a leg to 
wield as a weapon. After the second walker, scroll slowly to the right so 
that you can gobble up the two flies that appear. If you go to fast you 
will prompt the Mini-Boss, Big Blarg. Your gaping maw will freeze you and 
allow the flies to zoom off! And they say they fly right in your mouth if 
you keep it open; so much for THAT little bit of folklore. Bah! 

Blarg isn't too tough as long as you don't let him get in the first hit. 
Let him leap and when he lands, sneak behind him and throw punches or a 
headbutt. If you still have your walker stick, it is a good way to get in 
some smashes without the normal flurry of punches. When he is close to 
death he will leap clear off the screen in an attempt to flatten the 
toads. Use his shadow as an indication to his landing point, dodge and 
finish him off!! One last section of surf to navigate and you're done!

SECTION 3: The surfing gets a little speedier here. The mines that drift 
in your path must be avoided at all costs, which is OK because they 
aren't too hard to parry. I prefer to stay at the very top here. When you 
see the ramps, line up in the middle and clear the big waterfalls (don't 
worry, RARE fans, they are no where as NEAR as hard as those damn 
waterfalls in COBRA TRIANGLE!!) After the jump there are more mines, 
which are best dodged by staying low; there's another big jump coming up. 
On this one, push forward in the middle to grab the one up, then push 
back and resume your normal high/low pattern to dodge the mines. One more 
super big jump, a final flurry of mines, and you are off to the Snake 
Pit. 
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Stage 5: Karnath's Lair
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This stupid stage is the reason I can't make this the FINAL version of 
the FAQ: not because it is too hard, but because I forget if it is 
KARNATH or KARANTH. I'll say Karnath, even though my scratchy writing in 
my notes seems to say K~*&Y(GHR. There are four sections in this stage 
and you won't have to throw a single punch to get through it! Getting 
through requires a good memory and skill in tapping the A button light 
enough so you don't launch your toad into the perilous spikes overhead. 
Let's walkthrough, shall we?

SECTION 1: No need to write anything special here; you CAN'T die here not 
matter how hard you try. Despite the Dark Queen's observation that snakes 
eats frogs, these cool reptiles seem more interested in cruising around 
with their sunglasses on. I know what you are saying, snakes don't even 
have EYELIDS, why do they need shades? Perhaps their dark lenses prevent 
them from seeing the toads and thus they don't eat them; sounds 
reasonable eh? In any case, get used to the physics of riding the snakes, 
hop out the exit for a cool 5000 points and get ready for the real 
challenge.

SECTION 2: Things start getting a little hairy as spikes are introduced 
into the fray. Your first snake is Yellow and Red; I like to call him 
Ronald McDonald. Hop on Ronald and either jump to the right as if you 
were going to warp ( when he reaches his highest point) or run in place 
until you hear the swish of his turning below you. Drop down onto his 
back, jump the spike and ride him as he sucks into the wall. Next up is a 
pine and red snake who comes straight up from the floor. Hop on his back, 
jump one spike ball, and ride him to the next snake which is red and 
mustard colored. There is a tricky part as this snake coils to the right; 
stay on the snake is almost gone (watch for the spiked tail). Instead of 
jumping over the spike he curves around below you, dash off his back and 
onto his head. If you jump there's a good chance you'll clip your head on 
the spikes. Next a yellow and mustard snake appears; hop over the three 
spikes are you ride him to the left. When he goes into the wall, a lemon 
lime snake will veer out to the right. Like the other snake, you'll want 
to stay on him as long as possible then move forward onto the snake, leap 
the spikes, and make it to the wall. Your final snake of this section is 
a red and black snake who zips out of his hole with great speed! Don't 
panic! Hop on him, cruise to the exit, and head to section 3.

SECTION 3: The stakes are higher in this section! There is no safe ground 
so you MUST be on a snake at all times. The first snake your get onto is 
red and pink. Run in place till you are at his tail, moving right to 
clear the spikes with well timed leaps. Be careful not to run into the 
spike in the wall here. Instead, hold out on the end of the snake as long 
as you can and jump up high as he finishes up into the wall. You'll land 
on a peach colored snake. Stay in place as he coils about, deftly jump 
the spike (being wary of the spikes overhead--either tap A or project 
your jump diagnally left), and get ready for the next snake. Jump up to a 
lemom limey and run in place till he is almost all out. He will circle 
back and you can ride him up. Jump two spikes and then jump up tp a 
lightning fast black and green snake. Leap the one spike, and stay calm. 
Even those these snakes really haul, this part isn't too hard if you keep 
your cool. A mustard and black snake will blast out equally as fast as 
the green and black one. This snake is a free ride: nothing to duck or 
hop over. Ride him to the right--and get ready to jump up! A purple and 
black snake will challenge you to make two fast jumps; make the first one 
then immediately make the second while holding to the left. The snake's 
momentum will give you the inertia you need to clear the single spike 
while avoiding the ceiling. Leap up to the final silver and black snake, 
hop one spike and voila! Onto the final section. 

SECTION 4: THE FINAL SECTION! A purple snake is your first guide through 
this long and twisty maze of spikes. As a common courtesy, hop your warty 
hide off of his scaly skin and get onto the platforms of solid ground. 
Quickly jump from the highest one to the left to two similar platforms 
and catch up to your snake as he curls into the wall. 

**SPECIAL NOTE FOR LAZY GAMERS: IF YOU REALLY HATE THESE SNAKES....get to 
the fourth platform to the left and wait-- for a LONG TIME!! Eventually 
the Mulberry and Black snake will curl down around the spike above you. 
If you are can time it, leap up onto his back and get ready to head for 
home-- he is the last snake in the lair!!

Anyhow, for the more ACTION inclined gamer, hop up and let the silver 
snake burrow out under you. Ride him to the right but don't rush! There 
is a single spike against the wall where he crawls in; stay on him to the 
very end and leap straight up. A blue-grey snake will magically appear 
under your webbed feet! Ride to the red and yellow reptile (Ronald). As 
Ronald winds right and up, stay on him as long as you can. He curves up 
into a series of spikes that will slash your frog off his back like 
cheese in a cheese grater. Instead stay on the level until his tail head 
upward. Hop on and press left to fall off as close to the spikes as you 
can get without hitting them. You should fall on the front part of 
Ronald. Jump up to a fast Blue snake, on whose back you have to leap two 
spikes. A green and black snake is next, darting to the left. Jump a few 
spikes, and you have made it to the final snake, the mulberry and black 
snake. This is same one you will encounter is you wait down below. He has 
only one tricky move; as he comes out keep running left towards the wall, 
then at the last minute nudge right and land on his back between two 
spikes! This takes some practice. Be warned to jump as soon as you land 
to clear the spike to the right. Ride him up and out and you've done it-- 
Congradulations!!
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Stage 7 Volkmire's Inferno
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Volkmire's Inferno is similar to the Turbo Tunnel but quite a bit easier. 
The coolest part of this stage is the fact the dark brown rats get 
smashed with a super hit in one blow!! At the start of the stage you'll 
encounter these "punching bag rats" and leap a couple gaps. After the 
second gap, fight the rats and jump right and back to prompt the log in 
bewteen the next gap to appear. Do this again for the next gap and when 
you are on solid ground get to the right with haste! A flurry of rocket 
rats will fly at you; use their shadows as a guide and avoid them. 
Jumping usually just gets you knocked over so stay on good ol terra 
firma. A rougue squadron of Life Invaders will then try to steal your 
life bricks, followed by another round of rocket rats. Luckily a gaggle 
of flies appears after all this madness. Along the way are a few more log 
jumps but if you have made it this far, they will be no problem. If you 
used GAME SHARK to get here you are a big fat cheater and deserve to die! 
(Well, not YOU personally, but your toad familiar). As you get to the end 
of the stage surprise!! The background morphs into a wall of flame! In 
front of you are two of those little jets you see on the kiddie rides at 
amusement parks. Hop on and get ready for Volkmire's Inferno!!!

SECTION 1: Before you start cursing the game for giving you another 
course as challenging as the Turbo Tunnel, relax-- the Volkmire Tunnel is 
much easier and even has two one-ups to snare along the way. The first 
part requires you to weave through electrical barriers; the gaps appear 
in this order: high, middle, middle, high, low, high, low, high, middle, 
high, low, middle, then stay back as a gate opens high. Stay back as 
three gates open in sucession low, low, then high. Press right after this 
high gate and get ready to zoom through closing gates middle, high and 
middle-low. One more closing high and you made it check point number one!

SECTION 2: This section hurls spitballs at you from the right. They are 
easily avoided by staying back to the left and moving up and down and 
perhaps a nudge forward to miss them. Try to stay lined up in the middle 
because a one up floats there waiting to be rescued. That is all!

SECTION 3: Rockets shoot over to the left below you and then drop from 
above. Again, this stage isn't too hard as long as you concentrate. Stay 
middle high (in the flames) as the rockets go up, then get into the 
purple below the background flames as they drop down. There is a high one 
up at the very end if you are sneaky enough to get it!

SECTION 4: More barriers! The precede as follows: Middle, middle, middle; 
middle, high, middle; low, middle, high; 3 middle opens (stay back); 3 
middle closers (go right), one more middle open, one middle closer and 
done!! Fast but not too hard.

SECTION 5: The final segment features gapped barriers that beep to let 
you know where the opening will be. They start off middle, high, then 
swoop up and down like a big W. It is a very natural motion to swerve 
through the gates. After the W, a few more barriers appear which you can 
line up pretty easily and then WHOOMP! you are done! Kudos on defeating 
the least-often seen stage in all of Battletoads!!!
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IV-APPENDIXES OF FUN!!!!
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A-Talkin' Trash With The Dark Queen: List of Insults
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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. 

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B-WHY I LOVE THE DARK QUEEN
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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.
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C-Observations and Comments
I'll write em in when you send em to me!
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Add your two cents here!
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D-FAQ'S
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Once you start askin' em, I'll start answering 'em.
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E-MINI SPOILER: Thoughts on the Ending
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I'm glad you don't kill the Dark Queen!
I wish there were credits!
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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 :)
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FINI!
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