
     The Addams Family (SNES) FAQ/Walkthrough
     Written by Rydain Darkstar <rydain@rydain.org>
     Last Revised June 23, 2002


                                 Table of Contents
                                 =================


     1) Introduction & Revision History


     2) Instructions


     3) General Hints & Tips

          Items
          Enemies
          Levels
          1-Ups


     4) Walkthrough

          Starting Off
          Heart #1
          Heart #2
          Heart #3
          Pugsley
          Wednesday
          Granny
          Fester
          Morticia


     5) Password Hacking


     6) Glitches


     7) Credits


     8) Legal Junk


 ******************************************************************************

                         Introduction & Revision History

 ******************************************************************************


 Introduction
 ------------

     This is meant to explain the shortest path through each area while
     pointing out some helpful secrets along the way.  It is not a
     comprehensive overview of every single room, nook, and cranny in the
     house.  If you want to see how it all fits together, take a look at my
     map, which lists (nearly) every room in existence. (I may be missing a
     few - see the map intro for details.)

     The game is nonlinear in the sense that you can collect life meter
     increases (if you want them) and save family members in the order you
     choose, except for Morticia.  Rescuing everyone else will open the path to
     the section of the house in which she's kept.  I'll simply list each area
     in the order that is probably easiest to follow.

     As always, if you have anything to add, feel free to email me.  I'll
     update the FAQ and credit you for your contribution.

 Revision History
 ----------------

     v1.0 - 6/22/2002 - finished writing the FAQ


 ******************************************************************************

                                  Instructions

 ******************************************************************************


 D-pad
 -----

     Left and right - moves you in those directions.

     Up - go through doors, grab onto ropes, climb ropes, and stab upward with
          the sword (weapon button+Up).

     Down - duck (which will also drop you into pipes and other such passages)
          and climb ropes.

 Other buttons
 -------------

     A/X - jump, swim (underwater), or fly (when you have a Fezi-copter).

     Y/B - stab with the sword or throw golf balls, if you have one of these.
          You can only carry one weapon at a time.  Each has advantages and
          disadvantages, but overall, they both work well.

     Start - pauses the game.

     Select - press while paused to display "Select to Quit".  Press Select
          again to get warped to a continue room of sorts, which will take you
          back to the beginning of the house or simply reset the game for you.
          Walk off to the left here to get some extra lives. ^_^


 ******************************************************************************

                                Hints & Tips

 ******************************************************************************


 Items
 -----

     Weapons and shoes act as insurance of sorts.  If you get hit while
     carrying them, you'll lose the item (or items, if you have more than one),
     but your life meter will stay the same.  Also, if you pick up shoes while
     already wearing some, you'll speed up even more (but, as you may guess,
     you lose both pairs once you're hit).  This does make Gomez skid all over
     the place, but it's very useful for one particular area.

     Fezi-copters are unlimited until you go to a different room.  Once you
     head through the door, you can still use the 'copter for about 15 seconds
     or so before it disappears.

     Weapons, hearts, shoes, and Fezi-copters regenerate if you leave a room
     and return.  Money, 1-Ups, and shields do not.  However, they do return
     on the start of a new game (whether you entered a password or not).

     You can pick stuff up by hitting it with a weapon.  There's at least one
     item that can only be collected in this fashion.

 Enemies
 -------

     Most enemies can be killed by stomping, even piranha fish.   As you
     probably guessed, this doesn't work for spiked critters (such as the
     bare-branched trees) or the fiery creatures in the oven rooms.  Use a
     weapon or just avoid them.  And as you probably guessed, you can bounce
     off of anything that is stompable.

     Once you kill an enemy, it stays dead until you leave the room and
     return.  If you have a lot of time on your hands, you can completely clear
     out an area and just run around in there until you get bored. ^_^

 Levels
 ------

     Gomez can stay underwater indefinitely.  Also, there are no "instant
     death" pits in this game.  Bottomless holes always lead to another area.
     Nice, eh?

 1-Ups
 -----

     Of course, you get extra lives by collecting 1-Ups, but you also get one
     every time you earn 50,000 points.

     Your lives are saved in your password.  Thanks to a bug in the system, any
     password with between 90 and 99 lives won't work.  You heard me right -
     the game gives you an invalid code.  If this is the case and you don't
     want to lose your progress, simply replace the third and fourth digits
     with 11 and keep trying a different fifth digit until it goes through.
     This will start you off with 100 lives.  Yes, I know it's weird.  On a
     more general note, changing the number of lives stored is trivial.  I
     explain this in detail in the section on password hacking.


 ******************************************************************************

                              The Walkthrough

 ******************************************************************************


 Starting Off
 ------------

     While you're outside, you can collect a few goodies if you want.  Climb up
     the rope on the gallows to collect a Fezi-copter, fly up to the chimneys,
     and drop into one of them.  They both have stuff, so don't forget to drop
     into the one you come out of as well.

     Head into the house, walk directly left, and press Up under the landing to
     find Pugsley's Den.  Cute, maybe, but there's way more here than you might
     think.  Press Up on the top landing.  Have fun.  You'll especially like
     the door on the upper floor of The Cloak Room. ^_^

 Heart #1
 --------

     Head through the lower lefthand door in the main hall to reach The Old
     Tree.  You might want to duck into the tree's mouth and grab a golf ball
     before you jump up to the top and do battle with the big blue bird there.
     He's easy, but having a weapon is always good.  Just stomp on him or
     otherwise smack him in the head until he croaks.  If you get hurt, grab
     the heart on the far left side of this area.

 Heart #2
 --------

     The upper righthand door in the main hall leads to The Kitchen.  At the
     far left is a door to a freezer area.  Be careful of the slippery floor
     and the icicle-encrusted ceiling - it will hurt you if you bump into it.
     This region is very linear, but there are some points of interest here.
     Near the end of Rolling Snowball, you'll see some items embedded in the
     floor.  Walk into the wall to their left to reach them.  The next room,
     The Ski Slopes, is the last in this area.  At the end, duck and slide into
     the righthand wall to find yourself in The Cold Cash. This damn room was
     literally the last secret area I found in this game, and I didn't even
     locate the entrance myself.  Blah.

     Fighting the snowman is a bit tricky thanks to the icy floor, but at least
     he only has four hit points.  Needless to say, you can't stomp him when
     he's rolling around, and you don't want to get conked by the icicles.
     After you kick some frozen ass, take note of the cute little musical
     flourish in The Slope Back.  That's the only time that short tune is used
     in the game.  Yay for random trivia.

 Heart #3
 --------

     Go through the lower righthand door in the main hall to get to The
     Conservatory.  See those clay pots with an exploding tomato on top?  Duck
     in the rightmost one to reach a small, ineptly titled room with some
     goodies.  Further along, you'll see a shoe floating next to a pillar.
     Walk left into that to find The Privet and yet more stuff.  When you see
     a high platform with a switch on top, bounce off an enemy to get up there
     and bop said switch.  Afterwards, continue right and enter the first door
     you see to reach Thorn Pass.

     Almost right off the bat, you'll see a door on a high ledge.  You'll need
     to bounce off the nearby bird to get up there.  This is rather tricky, and
     it might take you a couple of tries to get it.  The most annoying part is
     having to leave the room and return if you kill the bird but don't reach
     the ledge.  Bleh.

     Once up there, you'll find yourself in Wormy Way.  If you get to the
     upper level by bouncing off the rabbit (instead of hitting the switch),
     you'll be able to collect some cash as you head right.  The rest is
     pretty straightforward, and there's some fun vine jumping near the end.
     Once you're done here, get ready to stomp some centipedes. You can hit
     these guys anywhere except their heads.  Just stay in the lower lefthand
     corner and jump on their body segments when you get a good shot.  If
     you're patient, this battle should be a joke.

     This is the only boss fight that doesn't give you a handy shortcut back to
     the main hall.  The door here leads to Monster Garden, another room in the
     conservatory.  You can work your way back if you want, but I find it
     easiest to just do the Select to Quit warp trick.  Don't forget to pick up
     the secret 1-Ups if you didn't already. ^_^

 Pugsley
 -------

     The toyroom area (looks more like a torture chamber to me, but should we
     expect anything else from the Addams kids?) is laid out rather oddly, but
     you don't have to deal with most of it.  If you know the shortcuts, this
     is the quickest stage to beat.

     Go into the uppermost door in the main hall to get to The Games Room.  At
     the end of this area, jump on top of the door and press Up to find The Toy
     Box.  Get to the goodies here by jumping through the gold blocks and
     falling down the side.  The righthand door takes you into The Rack.  Just
     go back through that same door - you'll wind up in The Toy Tower.  Jump up
     to the righthand ledge and into the ceiling, pressing Up to find a hidden
     rope.  Climb up there and enter the door to reach The Playroom.  At some
     points, you'll need to bounce off cannonballs to cross long spike pits.
     When you reach the end, there's yet another hidden door on top of the
     exit.  Get the 1-Up in this secret room by jumping through the gold
     blocks above the door.

     That's it.  You're done.  Well, almost.  Exit The Playroom to face off
     with the Wacky Scientist.  He circles his blades around him, shoots
     them out, and repeats this pattern.  Right after you get in here, jump up
     onto the top ledge on the right.  Duck.  Wait for the blades to fly past
     you.  You should now be able to get three good hits in before the blades
     circle around to the right.  When that happens, just stand on the floor to
     avoid them.  After this guy croaks, duck into the pipe that Pugsley was
     standing on.  Mmm...cash.

 Wednesday
 ---------

     Return to The Old Tree and go through its mouth.  This time, we're going
     to do some spelunking, and we can pick up some prizes along the way.  Drop
     all the way down to find an elevator, some cash, and a Fezi-copter.  At
     the top of the area, you'll see a ledge with some hearts and 1-Ups.
     Keep heading down and to the right to find the exit to Under Graveyard.

     Ultimately, you'll want to get to the exit in the upper righthand corner
     of the room, but there are more goodies to be found here.  Jump into the
     water and swim to the left to find some money and a handful of 1-Ups in
     Sunken Stairs.  If you're in the mood to do more swimming, you'll find
     another 1-Up in the middle of a pillar.  Just walk in there from the
     right.  There's yet another 1-Up on a ledge at the righthand side of the
     room, but it's kind of annoying to jump up there.

     When you make your way to the end of this nutty room, you'll rise out of
     a grave into...you guessed it.  Ooh, spooky.  Head left, avoiding all the
     flying pumpkins and crap, and walk into the mausoleum to find yourself in
     the Upper Tomb.

     There's not much to do here, but if you head right after you drop past
     the highest level (the one with the fire pits), you can pick up a few
     extra bucks.  Walk into the notch in the wall to the lower right of the
     cash to get an invincibility shield.  The door at the lower left leads to
     Spooky Drop, a short vertical level.  When given a choice to fall to the
     left or right, take the left route if you want a heart.

     The Arch Vault reminds me of a Super Mario fortress.  There are tons of
     fireballs and Thwomp-y crystal things to dodge.  Weeeeee.  The next level,
     Jester's Jump, is more interesting.  Just locate and bop switches to get
     through here, being careful not to whack your head on the blocks and go
     boom into the lava.  It's not really that difficult - just get a running
     start, and you should be fine.  You don't have to jump at the absolute
     last microsecond, just at the end of the platform.

     The Stone Steps brings more crystal-dodging fun.  There is a shortcut
     here, though.  Watch for an opening in the ceiling above a crystal star.
     Head right to find a Fezi-copter, backtrack, and fly up there.  Collect
     Jester's Jewels (well, Jester's Cash, I guess) and head into The Crazy
     Crypt.

     This room is appropriately named - it's big, and there are tons of
     enemies floating around.  Flip the switch as you jump over the gap
     underneath it so that you'll wind up on the right end of that floor.
     Fall down the gap there and head right.  Near the end of the level, you
     can hit a switch to create a column of blocks.  Jump up there for a
     decent stash of cash.  If you accidentally smack your head on one of the
     switches on the way up, the blocks will disappear, and you'll have to
     start over.  It's not really that bad, though - unless you're a totally
     klutzy jumper, I think the money is worth the trouble.

     The Firing Fish is aptly named.  You'll have to do some bouncing here, so
     I hope you're good at landing on moving objects.  When you see a gap with
     a moving platform, just duck in front of it and the platform will push you
     through.  Cute. ^_^ You'll soon see three switches that you must bounce to
     reach.  Hit the first two and leave all the rest alone.  Now you can bop
     the very last switch to open up the exit.

     The Chamber of Walls looks confusing, but it's actually straightforward.
     Proceed until you find a block wall.  Locate a switch and bop it to get
     rid of said wall.  Lather, rinse, repeat.  There's a small cache of
     goodies here, too.  Near the end of a level is a fish cannon set high in
     a wall, right underneath a corner.  Jump off the ledge underneath it and
     hug the wall to the left to find a passage to the stuff.  It's not much,
     but I thought it was worth mentioning. ^_^

     As you might guess from the name of this level, we're almost done.  Get
     to the end of this linear area, dodging the various junk along the way,
     to reach A Ghastly Goblin.  This guy moves around in a rectangular
     pattern, stopping to shoot out some skulls.  Don't worry about the long
     life meter - he's easy.  Get on the lefthand block and wait for him to
     get down to that level.  From there, you can hit him four times in a row.
     (After you hit him for the third time, when he's on the lefthand side of
     his rectangle, you can jump up through him while he's flashing and you
     won't get hurt.  He'll solidify, and you'll land on his head.) Repeat to
     save your darling daughter Wednesday.

     If you want to, you can walk through the platform here to get some quick
     points.  The bonus room here doesn't bring you back to the Hall of Stairs,
     just the beginning of the whole crypt area.  You could work your way back
     through the underground region or the conservatory, but this is what
     Select to Quit is for, eh?

 Granny
 ------

     Head back to the kitchen.  This time, go to the right to find Granny's
     Stove.  The entrance is blocked off, but you shouldn't have much trouble
     finding the switch.  Before you drop in, duck through the alcoves in the
     upper left and upper right corners of this area to reach two secret rooms.

     The stovepipe dumps you into a vertical room.  Just head for the bottom,
     flipping any of the four switches to dissolve the floor.  If you hit the
     leftmost switch, you'll wind up on a block and can jump back up to the
     now-open door that leads to Red Hot Maze, but I think this is more trouble
     than it's worth.  There aren't many goodies in there, and the exit doesn't
     get you significantly further ahead than the standard route.  So just fall
     down go boom and head off to The Grill.

     This area and the following room, The Hob, are fairly straightforward.
     Just avoid the hot stuff and ride blocks and bop switches if you need to.
     In The Oven, don't hit the switch at the very end of the level.  The door
     will be blocked, but that's OK with us.  Instead, jump into the wall above
     the column of blocks to find a very nice shortcut to The Last Oven.  Trust
     me, you just saved yourself a ton of work.  Make it to the end here to
     face off with The Fire Dragon.

     It's simplest to just stay on the left side of the room and stomp his head
     when you get a clear shot.  If you stand in the middle, you'll have more
     opportunities to do this, but you'll need to put more effort into dodging
     the dragon and his fireballs.  I like to just take my time and do this the
     easy way.

 Fester
 ------

     This is my favorite area.  It's fun, and there's tons of good stuff along
     the way.  These levels do require lots of dodging, though, which is why I
     suggest you go here last.

     Entering the upper lefthand door in the main hall, you'll find yourself in
     the Portrait Gallery.  If you want some extra cash, head through the door
     in the middle of the level to reach The Dark Room.  Ooh, I'm scared...not.
     At any rate, The Armoury is next, and it contains an interesting secret.
     Proceed through the level until you hit a switch to create a large square
     of blocks. Get on top of that and jump off to the left.  If you hit the
     right spot, you'll disappear into a hidden room.  Nifty.

     The pit in the middle of the Hall of Clocks leads to The Clock Drop, a
     small, rather inconsequential secret room.  Don't be heartbroken if it
     happens to be covered up when you find it. (Locate and bonk any switch to
     remove the  blocks.)

     Next on the list is The Weaponry.  Notice the unreachable ledge at the
     end.  This will be quite useful for the next level, so go through the
     exit, grab a Fezi-copter, return to The Weaponry, and fly back up there.
     Get all the stuff except for the invincibility shield.  Exit and return
     (don't fall off the ledge, silly) to make the shoes and heart regenerate.
     Collect a second pair of shoes, grab the shield, and make a run for Fly,
     Fly, Fly.  With all that extra speed, you should be able to reach the end
     of the level before your shield runs out. Spiffy!

     In the Lower Gallery, look for the rug that doesn't spit bears.  Walk into
     its mouth for a few extras.  The door at the end takes you into the
     library region, which is pretty neat.  Somebody obviously took creative
     liberties with the book names.  As you enter The Library, jump up on the
     Thing box and then up to the left. Walk into the wall for some cash on The
     Top Shelf.  In The Reading Room, there's a book that you can walk into.
     It's aptly named.  This will get you on top of the books, where a door
     with more stuff awaits.  You can just use the Fezi-copter in this level
     to get up there, but the secret door is cooler. ^_^

     The Big Books contains another aptly named book that you can drop into.
     Make sure you grab a sword first so that you can collect the 1-Up in
     there, which is a bit too high to reach by jumping.  This is the last
     library room...get ready to ride a train!  Dodge the spikes and don't fall
     onto the track - it's owey.  If you're carrying a weapon, be careful not
     to kill off the smokestack.  It's helpful at the end of the ride, where
     you can stand on it and duck to miss that final column of spikes.

     Time to beat the crap out of Abigail Craven.  Whoopee.  Bounce off Fester
     to conk her on the head as she swoops down.  This isn't particularly tough
     - you'll just need to watch her and Fester's movement patterns so you can
     time your jumps to hit her when she's at her lowest point.  Be sure to
     land on her head -  if you stomp anywhere else, you'll fall through and
     get hurt.

 Morticia
 --------

     The middle door in the Hall of Stairs leads to The Music Room, which,
     until now, was useless to us.  Gee, guess where I'm trying to tell you to
     go. *nudge, nudge* Anyway, after Lurch is done with his ditty, the wall
     vanishes, and you can go on through to The Chain Room.  At first glance,
     this place is confusing.  There are a ton of doors, and many of them
     simply take you to other doors in the same room.  There is more than one
     way to get through here, but I think the following is the easiest.

     Head right until you see a door next to a wall.  Go in there.  Ignore the
     room's title and fall into The Piranha Tank.  Here, swim down, right, and
     up to find a door to Amazing Chains.  Use the chains you see to head up
     and to the left, where you'll find a switch.  Conk it and go back to the
     door from which you entered this room.  From here, climb up to the exit.
     Just be careful of two things.  Most of the lumpy platform with a chain
     hanging from it will fall when you touch it.  There's also a hidden pit
     right in front of the door.  Yes, it's snarky, but it's also very easy
     to spot.  See the column-shaped indentation in the stonework?

     The Hall of Chains can be a real pain in the ass if you don't know the
     secret.  There's a hole here that's rather annoying to get past, and if
     you fail, you get plopped back into The Piranha Tank and have to work your
     way back here again.  Luckily, we can skip this whole mess.  Just jump up
     and grab the chain directly above you.  Climb up and into the ceiling.
     Jump around and mess with the D-pad until you disappear into Golden
     Chain.  Free stuff + an easy shortcut to the exit door = niiiiiiice.

     The Steps Down just drops you into Chain of Coins, a bonus room of sorts
     where you can collect some cash as you fall.  At the end, you can pick
     up some more goodies in the door on the left.  The righthand exit takes
     you into The Caves.

     From here on, you'll be going through a long, linear sequence of
     rooms.  In all honesty, this place is rather boring - just hop, bop, and
     dodge your way through each area as you come to it.  There are just a few
     things worth mentioning:

          - When you hit The Catacombs, keep an eye out for a door on an
            upper ledge.  This will get you into a room with some cash.

          - There's money in the ponds at the bottom of Down Deeper and The
            Mine Shaft.

          - If you're hurting for lives, make sure there are no enemies in the
            area, stand on a volcano, and let the game sit for a while.  You'll
            collect points, which translate to 1-Ups.

     As you probably guessed, To The River is the last cave area.  Once you're
     done here, you'll get to ride a gondola! ...or maybe not.  The boat ride
     is faster than swimming, but it may be easier to just go for a dip and
     kill the piranhas along the way.  The door at the end leads to...

     ...the vault!  This is basically a freebie area.  Collect all the
     goodies, enjoy the spiffy scenery, and then head through the final door to
     beat the tar out of...

     ...The Nasty Judge!  He might be the final boss, but if you're patient,
     he's a pushover.  Get up on the left edge of the podium (close to his foot
     but not touching it) and duck.  The falling gavels will miss you here, and
     he won't clip you when he jumps off to the left.  Wait for him to jump to
     the left.  Stomp on his head.  Get back into position.  Lather, rinse,
     repeat.  Needless to say, you don't have to duck when he's on the platform
     or jumping elsewhere, but it's good to stay there so you won't take a hit
     while you learn his pattern.

     After he croaks, enjoy the ending.  I especially like the caricatures of
     the game team. ^_^


 ******************************************************************************

                              Password Hacking

 ******************************************************************************


     Digits 1 and 2 tell which areas you've completed and which weapon, if any,
     you have.  Digits 3 and 4 code for the number of lives.  5 is a check.  I
     have no idea how to set 1 and 2 (or 5, for that matter), but it's very
     easy to change your number of lives.

     1) Pick a number. (example: 70)

     2) Reverse it. (example: 07)

     3) Using the following code, change digits 3 and 4 of your password:

       Digit 3
       -------

          1 - #          6 - R
          2 - K          7 - Y
          3 - S          8 - Z
          4 - 9          9 - H
          5 - J          0 - 1

       Digit 4
       -------

          1 - K          6 - G
          2 - 9          7 - X
          3 - R          8 - &
          4 - Z          9 - 6
          5 - 8          0 - 1

     4) Keep entering the first four digits of your altered password with a
     different fifth digit until it works.

     A long time ago, I tried to crack the first two digits.  I made a massive
     table containing around 300 cleared level and weapon combinations, tried
     to find patterns in it, and didn't get anywhere.  I'm going to try it
     again soon, but if anyone out there happens to know how the system works,
     please tell me.  You will be fully credited, of course, and I'll be very
     happy to have this ancient (well, nine-year-old) mystery solved. ^_^


 ******************************************************************************

                                Glitches

 ******************************************************************************


     OK, I only found one, but it's fun to mess around with.  Apply the
     infinite fez cheat and make your way to The Treasury.  Fly up to the
     right of the platform above the exit door.  You'll actually fly back up
     through the floor.  The level graphics still look OK, but the platform
     data is all screwed up. (You'll fall through sections of the floor that
     you should be able to stand on and sometimes be able to "land" in midair.)
     Running off one side of the screen makes Gomez disappear. (His fez is
     still visible, though.) Repeating that brings him back.

     As you might guess, you're stuck at that point.  Doing Select to Quit
     returns the game to normal, though.  From what I can tell, I forced the
     level data pointer out of the room.  I'm not sure if there are any other
     areas where the developers forgot to bound a room, but the glitch should
     be repeatable there.


 ******************************************************************************

                                 Credits

 ******************************************************************************


     Mucho thanks to the random GameFAQer who told me where the entrance to The
     Cold Cash is.  Sorry, I forgot your name, but if you email me, I'll add it
     to the FAQ. ^_^


 ******************************************************************************

                                Legal Junk

 ******************************************************************************


     This FAQ is copyright 2002 by Rydain Darkstar <rydain@rydain.org>.  Feel
     free to pass it around, put it on your website, print it out for future
     reference (or kindling, toilet paper, or anything that floats your boat),
     et cetera, blah blah blah, whatever.  Just don't sell it or take credit
     for any of my work expressed herein.
