Looney Tunes: Marvin Strikes Back - Guide for Looney Tunes: Marvin Strikes Back
- Cheats |
- Unlockables |
- Hints |
- Easter Eggs |
- Glitches |
- Guides
Scroll down to read our guide named "Looney Tunes: Marvin Strikes Back" for Looney Tunes: Marvin Strikes Back on Game Boy (GB), or click the above links for more cheats.
Looney Tunes: Marvin Strikes Back For the GameBoy Color Guide by Chris Smith Version 1.0 last updated 4\17\02 -----Revision History----- 4\15\02- finished sections 1-4, started the walkthrough 4\16\02- did more of the walkthrough 4\17\02- Finished Contents: 1. Introduction 2. Copyright Garbage 3. General Items 4. My rating 5. Walkthrough 6. Contact information 1. -----Introduction----- Welcome to this game, Looney Tunes: Marvin Strikes Back. I love this game, as it is challenging, but simple, and is good for all age levels. The story takes place on Earth after Marvin the Martian was defeated by the earthling Looney Tunes. Not much later, a movie is made about the defeat of him, Marvin being played terribly by Porky Pig with Daffy duck as the hero. Marvin swears revenge on the Looney Tunes, especially Daffy Duck! 2. -----Copyright Garbage----- This is everyones favorite part. Yeah right! This guide copyright 2002-2003 Chris Smith and may not be reproduced or retransmitted in any form, in whole or part without permission from me. Please dont attempt to make money from this guide, such as posting banner ads on the same page as this guide. Please do not modify this guide in any way and call it your own. Thank you. 3. -----General Items----- NOTE: I will stop this guide in the middle of the walkthrough to give information on specific items. These are some common items that you will frequently encounter during the game. Life atoms- gives Marvin his health back when he is low on energy. Some of these are tricks and make you lose an atom, so beware. Big red heart- These completely revitalize Marvins energy. Gold coins- collect them by jumping on enemies, and find them scattered about the land. Collect them to pay for things and also for entrance to special places. Sulfur blocks- Use these to power Marvins saucer once it gets repaired late in the story. Martian ammo.- {the purple blocks}, are soap refills for the bubble gun that Marvin has. Use them to capture things and to shoot levers from a distance. Earth ammo.-{the green blocks}, is ammunition for Elmer Fudds gun when you get to him. Treasure chest- usually filled with coins, but some are traps, so watch out! Keys- will open doors of the same color as the key. 4. -----My Rating----- Gameplay- 8-10 I was somewhat dissapointed with the scenes of the second game, as they were the same. I found it pretty fun, though. Graphics- 8-10 Once again, same graphics as last time, great, nevertheless. Sound\Music- 8-10 I loved the sound and music on Mars. The rest of its pretty good as well. Overall-8-10 Eights all around for me. 5. -----Walkthrough----- NOTE: my guide shows you how to beat the main game and defeat Daffy duck. It doesnt tell you what side areas to go to or when I tell you to go somewhere, I dont always tell you what enemies are in the way. -----Level One: Mars----- You start on Mars where you have to get to Earth to get back at the Looney Tunes. When you start, get the two boxes of ammunition to your left and right. Go up, get the box of ammunition, continue up, and get the life atom. Come back down, wait for the zapper thing to turn off, and go left and up. Now press A to fire a bubble at the alien. Go all the way up and all the way to the right. Now go all the way down. Youll see the battery on the left. You cant get it yet, so leave it be for the time being. Continue following the path right. Go all the way up to find your companion, K9, who is a playable character, because he can jump. Switch to K9 and take the other path down and right. Keep right to find the switch on the platform in front of you. Jump on it to activate it. Continue up and left. Jump over the zapping thing and go down to find the teleporter. Go inside it. Go down, right, and up to find the room with the arrow pointing to it. There you will find Martian, another of your friends. He will tell you that you need to find the four batteries, the radar system, and the map of Earth to fly there. Go back to the first room of the teleporter and go up into the room to find the map of earth. Now, for the batteries. Exit the teleporter and go all the way back to the beginning. Now on the way back to the bottom, youll find a battery. Use K9 to jump to it and get it. Now go back up and to the right. Now if you look down, youll see another switch. Change to Marvin and shoot it to activate it. The door above you should now be open. Go into it to find the Martian radar system. Change back to K9 and continue right and down until you find another battery on the platform. Jump to get it. Continue the route right to the last section going down on the screen to find another battery. You now only need one more battery. Keep going up to where you found K9 and continue on the path youve been on. Go right and up past the first switch and the other platforms and left. Above you there should be another door ajar. Go into it and find the last saucer battery. Jump back down to where you were and walk back down to the teleporter. Talk to the Martian again and he will tell you to put the batteries in the engine room, the one with the big cutout around the door. Select the batteries in the inventory list and press B to put the batteries on the blue platforms. Now talk to the Martian again, and youll be flown to Earth. -----Level two: The Fields----- It seems that your ship has crashed and you must repair it. Follow the path downward and right to find Speedy Gonzalez. You must fight him. He charges at you. Just hit him with a bubble a few times to hypnotize him, so hes on your side. Character: Speedy Gonzalez Use him to run quickly or to get through mouse holes. Continue from there up. Switch to Speedy to get through the mouse hole. From the other side go up, left, and down to find Jose crow to fight. He plays awful music notes at you. Shoot him a few times to capture him. Continue downward and through another mouse hole to get to the village. -----Level three: The Village----- The store is at the bottom left hand corner of the village. You can buy something there, but thats all youll get there. -----Level Four: The Desert----- From the entrance, go right and up. Go up and right and down all the way and left. From there go left and up and left and your first down path and left and up to find Daffy Duck. Dont be fooled when he gives up, as the game is far from over. Quickly shoot Daffy a bunch of times, and he will trick you and insult you, so be prepared when you beat him. -----Level five: The Countryside----- To get there, go back up and right and you will find a leprechaun wholl give you a rainbow to get to the countryside for ten gold coins. If you dont have enough yet, then say no and find more coins and then try this again. If you have enough, then say yes and follow the rainbow. -----Level Six: The Mountains----- Go up, left, up, left, up and right, and go into the hole. Here, youll find Pete Puma and Clyde Bunny. With Pete, you just shoot him until he is hypnotized. Go to the left to find Clyde. He doesnt fight, so shoot him once to capture him. I dont think this hole has an exit so you have to go back out the way you came. Now go all the way back to where you were when I showed you how to get to the mouse hole. From there go all the way up and left to find the leprechaun again. Do what he says again and follow the rainbow again. -----Level Seven: The Countryside----- From the start, head up, take the path on the right, all the way up, and left and all the way down to the rabbit hole. Go inside and to the right to find a genie and the piece of the teleporter, however you must get him a new oil lamp, hot sand, and for you to beat his high score on the arcade machine in the Mexican Shop. He gives you a boat in a bottle. Now go all the way back to the rainbow and exit the countryside. Also go all the way back to the beginning of the mountains and exit that, and finally, go back through the desert and enter the village again. -----Level Eight: Mexican Village {Again}----- Enter the shop and do the puzzle. There is a cheat. Start the game and exit. Do it again and the Martian will offer to do it for you. If you say yes, he will. The shopkeeper will give you a bottle when you beat the puzzle. It will be on the counter. Get it and exit the shop. Now go to the place above the shop, where the guy at the counter will offer to trade the boat in a bottle for a ticket to the fun fair. Accept the offer, exit the place, and youll see that on the right the guard that was once there is gone. Then enter the desolate place. -----Level Nine: The Desert Extended----- Get the dynamite on the right and go down and right across the platforms. Now you see Roadrunner, but you frighten him and he runs away. Use the mouse hole to get across the pit. Go left to fight Manual Crow for his bag of seeds. Beat him by placing dynamite where you stand and waiting for him to attack, and running away at the last second for the dynamite to explode in his face. Do this three times to capture him and to get the bag of seeds. Continue left, down, and right to see Roadrunner again. Place the seeds here to lure him without having to fight him. Road Runner: Runs quickly, and also across pits. Switch to Roadrunner, run across the pit, and go down to find the sand the genie wants. Use the jar you have to get some of the sand. Now go back to the Mexican Village. Also go back through the first desert and the leprechaun should be there again. Take the rainbow and go through the mountains and get the next rainbow to the countryside again. Go up from the countryside to find a rainbow that wasnt there before. Take it to get to the fun fair. -----Level Ten: The Fun Fair----- Talk to Mama Bear and she will take the ticket and disappear. Go right for the first challenge. The first challenge is not very hard. Just use Marvins gun to hit the yellow zone while the ball is there. Do this and then move on to the next attraction. Go back to where the rainbow is and take the downward path. Go through the maze to find the next challenge. You have to play as K9 for this attraction. Collect more than ten coins by jumping on the platforms to get them while Junyer throws candy at you. After this, go down to find the last challenge to complete. Character: Papa Bear- I dont know. Hes only available in the second part of the game{not the main game} Here, just run around and fetch the oil lamp to win it. Thats it for the Fun Fair. Now you must go back to the countryside to give the genie what he wants. Go back to the rabbit hole where the genie is. The genie will join you without a fight. Grab the piece of the teleporter. The Martian gives you a miniature saucer to fly around in, using pieces of sulfur. Now exit the hole and go up to see that the guard that was once there is now gone. Enter to get to Blue Town. -----Level Eleven: Blue Town----- Go all the way to the left to find Yosemite Sam. You must use Marvin to talk to him, or he wont tell you anything. He gives you a package to deliver to Eggbert in order to use his boat. You must now go back to the countryside. -----Level Twelve: The Countryside {again}----- Go up and about halfway down the other side to meet the leprechaun again. Do what he says and follow the rainbow again. Youll be in a new part of the countryside. Go down and right to fight Elmer Fudd. Just jump on his head a few times to make him run away. Continue all the way right and then up to fight him again. Jump on his head a few more times to make him join you. Character: Elmer Fudd- Uses his earth gun to shoot at armored men in the Enchanted Castle, at also anything else Now go left to find Eggberts house. Go inside and deliver the package and head back to blue Town. -----Level Thirteen: The ship----- Sam now will let you use his boat. Sam Sheepdog tells you to find the ten sheep before you can sail. Go right and through the door. Go left through three rooms to find sheep number one. Just shoot them with the gun. Go all the way left now to find sheep number two. Go up the stairs and right to find sheep number three. Go down to find sheep number four. Also activate the switch so the hatch below you opens. Go all the way back through the ship to get to the open hatch. From here go left for sheep number five. Continue up and then right for sheep number six. Ahead is a dead end, so go back to the entrance and go up. Go all the way left and down to find sheep number seven. Continue down and then right to find a green key. This goes to the closed hatch in the ship. Now exit and go through the door that you originally entered for the first of the sheep. In the fifth room to the left the hatch will now open with the key. Here go all the way to the left to find sheep number eight. Go down to find sheep number nine. Go right and up for the last of the sheep. Now go right and activate the switch. The fire on the left will now be out. Go through that narrow passage to find Yosemite Sam. You have to fight him. Shoot him a few times to let him use his boat. -----Level Fourteen: Mystery Island----- To get to Mystery Island, go down with the boat, take your first right, and then go down, where youll see a wooden dock. Go there, and youll be at Mystery Island. The She-devil will tell you to catch the ten crabs and beat the Gruesome Gorilla. Shoot the crabs to collect them. Go left for crab number one. Go up for crab number two. Take the path going down from the entrance to the island for crab number three. Continue down for crab number four. Go down more for crabs five and six. Go right for seven. Go down and then left from there for crabs eight and nine. Continue left for crab ten. Go up from there to find the Gruesome Gorilla. You have to blow him up with the dynamite like you did with Manual Crow. Once he is beaten go up again to find the She-Devil again. She will tell you that Daffy is in the burrow. When you fight Daffy again, it is another trick when you beat him. At the start of the burrow go down and left. Cross the breaking rocks and head down. Continue down again through more breaking rocks. Now go all the way down and all the way to the right across the breaking rocks to find Daffy again. Exit the burrow the same way as you entered. The She-Devil comes with you when you come out of the hole. You must find the Enchanted Island, so get back on the boat and go there. -----Level Fifteen: The Enchanted Island----- If you look on the map, its on the very far right hand corner of it. From the dock, go up, right, down, left, down, right and up to find the castle. From the entrance head up. You have to use Marvins mini- saucer, so change to Marvin. To use it, select saucer in the inventory list. Then press A to use it over water. Use this technique to go over the water on the right. Follow the path until you get to dry surface. Collect the yellow key and continue left. Avoid the door on the left for the time being. Use dynamite to blow up the rock and enter the room. Go down, left, and down the stairs. Make sure you activate the switch below. From here go up, and jump onto the narrow path. Go down on it. Jump onto all the platforms. From here go left to find the yellow key and Granny. She comes without contest. Grab the key and head back to where you first used the dynamite. Use the other key to open the door on the left. Fly down from the entrance and then go down the stairs. Use the key you just found to unlock the door below the stairs. Go into the room below and find the red key. Use it to unlock the door above. In here, you must fight Pepe Le Pew. Shoot him into a bubble and then push it over the water as it pops a few times to defeat him. Now you automatically exit the castle and must find Nice Town. Head back to the docks and sail there by sailing south, taking your first right, and sail south a little more to find the dock. -----Level Sixteen: Nice Town----- To find the warehouse, just go up from the dock. Go all the way left and then up. Go all the way to your right to find Marc Antony, who wants to defeat the cat. Character: Marc Antony- Punches things. From here go down and punch the crate out of the way. Continue down, punch the crate, and go left to fight Claude Cat. He throws rocks at you. You must punch them back at him and hit him in the face a few times. He then runs away. From here go left, up, right, and there will be the spaceship. Go into the ship and blast off. It seems, however, that youve crashed again. You now must look for the castle. Use the Saucer to fly up to the burrow. Go into it. When you come out, go left and up to find the castle, but dont go in it yet. Instead fly around to the other side and get a key. Now go into the castle. -----Level Seventeen: Bloodcounts Castle----- From the entrance, go up and right and blow up the rock with a stick of dynomite. Enter the room and go down and activate the switch. Go back up and exit the room right. Continue right in the next room and enter through the door below. Enter the room on the left and activate the switch. Now go down and then up the other corridor and up the stairs. If you look up youll see that the door is locked and you need a green key. So go down and fly down and then left to find Sylvester Jr. and the green key. Sylvester comes without a fight. Grab the key and head back up and fly through the locked door. Go down, left, and up and fall through the floor. Go down and get the yellow key and activate the switch. Now you must go through all this again. Go back down the stairs on the right and go back to the lava place. Now go back down and unlock the door with the yellow key and go down the stairs. Go left, up, and up the stairs. Now go all the way down to fight Lola Bunny. You have to use Marc to punch the basketballs back at her. From here go down, right, and up to find Bugs Bunny. Once again use Marc to punch the bombs back at him. Daffy is now in the forest. You have to leave the castle. Go in the lava place and fall through the floor again. Go right and then down to exit the castle. Find your way back to the forest. -----Level Eighteen: The Forest----- Now go Left all the way to Witch Hazels House to fight her. Just shoot her a few times. She tells you to get a spell book, jar of honey, and a box of oats. So go to the countryside, then the fun fair, and go to the spot where you played your final challenge. Then go left to find the jar of honey. Then leave the fair and go to the rainbow that got you to Eggberts house, above the fun fair one. Now follow the path to Eggberts house. There will be the box of oats. Once you have that go to the countryside again. Go up and take your first right, all the way to find the book of spells. Now go back to the fun fair and to the bears house and exit. Then go right, all the way up, right and down to get to the haunted house. The witch will open a huge burrow for you. Once in the hole, go down, right, down, left, and up to exit. When you come out, go up, right, down, left, down, right, and up to meet Daffy for the final time. This is it, the final showdown. Just use Marvin to shoot him a bunch of times to win. Youve now completed the main game, anyway. There are several mini- missions to do afterward, but it requires some trading of characters with another player. 6. -----Contact Information----- If you have any questions or comments regarding this game, you can contact me at [email protected] Thank You!!! -----End of file-----