Strategy Guide - Guide for Looney Toons Collector: Martian Alert!
- Cheats |
- Unlockables |
- Hints |
- Easter Eggs |
- Glitches |
- Guides
Scroll down to read our guide named "Strategy Guide" for Looney Toons Collector: Martian Alert! on Game Boy (GB), or click the above links for more cheats.
Looney Tunes - Martian Alert ============================ By Paul Keating --------------- Contents: --------- Section 01 - Legal Notice Section 02 - Recent Additions Section 03 - Introduction Section 04 - Controls Section 05 - Characters Section 06 - Enemies Section 07 - Items Section 08 - Walkthrough Section 09 - Contact Information Section 01 - Legal Notice ------------------------- All characters in this game are the copyright of Warner Bros. All game situations are the copyright of Infogrames. This guide and it's contents not covered by the above is the copyright of Paul Keating. To this end, this guide and all of the contents can not be used for commercial reasons. That includes inclusion on a CD, it being sold, given away with the game, and any other area where a monetary transaction is taking place. Also this guide can be used on other sites as long as you do the following: * Do NOT modify this guide in anyway, shape or form. * Inform me as to where the guide is posted. The latest version of this guide can be found at the following site: http:\\www.gamefaqs.com\ Section 02 - Recent Additions ----------------------------- V0.8 28/7/2000 Added more to the walkthrough V0.7 27/7/2000 Added to the walkthrough walkthrough V0.6 20/7/2000 NOT RELEASED Removed all the maps. Major additions to the walkthrough. V0.5 13/7/2000 Added another 8 maps (The Town) Updated walkthrough to reflect the new maps. Added Sylvester to the character list. Added Thieves to the enemy list. V0.4 12/7/2000 Added another 14 maps (Rabbit Hole 5). Updated walkthrough to reflect the new maps. V0.3 4/7/2000 Added somewhere in the region of 7-8 new maps. Added some more information to the walkthrough. Fixed several of the maps, where text was running into them. Added IMPORTANT NOTE, please read it. Added character information for Witch Hazel Tidied up document so it can be printed/viewed On smaller screens. V0.2 8/6/2000 Added Mini-maps. Added a few more maps. Added a very basic walkthrough. V0.1 3/6/2000 Creation of this guide. Section 03 - Introduction ------------------------- Marvin the Martian is up to his usual tricks. He wants to destroy the world so that it isn't obscuring his view. Unfortunately K-9 has lost his Martian seeds and his teleporter. Both are vital to his success. Meanwhile Bugs Bunny, on his way to Miami (but has taken yet another wrong turn), stumbles on Marvin and learns of his plan. It is Bugs mission to try and stop Marvin by collecting the parts of the teleporter and stopping the Martians. But he may need a little help from old friends and enemies to stop Marvin. *** You control, initially, Bugs Bunny. But as you travel around you will come across your friends. They will join you. Each character gives you a new ability, which in turn gives you access to new areas. Section 04 - Controls --------------------- D-Pad - Moves the character in the chosen direction. A-Button - Uses the characters special ability, e.g. Bugs will Jump, Elmer Fudd will fire his gun and so on. See the character list for details of the special abilities. B-Button - Uses the currently equipped item. Start - Brings up the item list. Highlight an item and press the A button to equip it. Select - Brings up the Character list. Highlight a character and press A to activate that character. Section 05 - Characters ----------------------- Bugs Bunny - Starting Character. Bugs is, as always, the hero of the show. Has the jump ability. Elmer Fudd - One of Bugs' arch enemies. When he finds out about Marvin he decides to join you (with a little bit of persuasion). Has the shoot ability, useful for destroying rocks that block your way. Daffy Duck - Bugs' ArchRival. Joins when he realises that he can steal the limelight from Bugs', or just join Marvin if he loses. Has the swim ability. This allows him to dive under the water. Useful for locating hidden items. Witch Hazel - Constantly trying to use Bugs Bunny or Daffy Duck as an ingredient of one of her spells. When you beat her and she joins you, you will have the ability to fly over large pits and spike traps. Flying requires bat wings to fuel her broomstick. Sylvester - You meet him in the ship, petrified of all the aliens. Also he is scared of the giant mouse on the ship (the Kangaroo). When you gain control of him he has a kick move. This not only allows him to kick his enemies, but also push certain boxes out of the way. Foghorn Leghorn - He will join you as part of a side quest. He has the ability to dash. Press and hold the A button, then push in a direction and let go of the A button. He will then shoulder barge across the screen and won't stop until he hits something. Can be used to knock down some posts. Tweety - He will join you when he gets a little peckish. Tweety has the ability to flutter for short distances (not far of one screen length). Section 06 - Enemies -------------------- Marvin the Martian - Diminutive ruler of Mars. He wants to destroy the Earth to get a clear view of a planet (can't remember which). You will encounter him at times through your mission to stop him. He is usually accompanied by K-9 and his martians. K-9 - Marvin's assistant. Unfortunately (or fortunately depending on your point of view) he tends to be a little incompetent. In fact he can be as much of a hindrance as Bugs is himself. Martians - The main force of Marvins army. They are grown from seeds, you simply add water. Thanks to K-9 they have been scattered all over the place. Destroy enough of these and you can earn an extra heart. Hunters - They appear to be friends of Elmer Fudd's. They are dressed in the same garb as Elmer but aren't as intelligent as Elmer (what does that make them??). They fire shots in random directions until they see you. Can be stopped by simply jumping on them or shooting them. Generally leave gold coins behind. Porcupines - These spiky animals can not be jumped on. They are better to be avoided. Snakes - Look a little like worms until they appear from the ground. Again another one to avoid. Vines - Another one that looks like a worm. When you get close to them they will lash out to the left and right of the them. They don't move and are easily avoided. Thieves - Located in the town at night. These black clad villians wander the town looking for houses to break in to. If they see you the will come charging at you with there clubs. One jump should take care of them. Usually drop a coin. Killer Karrots - Look almost exactly like ordinary carrots but will come charging at you when you get near them. Jump, dodge or do whatever is necessary to get out of the way. Sailors - Yosamete Sams men. Like all other of the human enemies jumping on him takes care of him. Usually drops a coin. Section 07 - Items ------------------ Carrots - Basic food item. Used for restoring energy, each carrot will restore one half of an energy unit. If you are injured and you collect one it automatically uses it, otherwise it is sent to the inventory. Gold Coins - Each one adds one gold coin to your collection. Use to buy items from shops. Treasure Chests - Usually contains 20 gold coins, but can sometimes contain little surprises. Map - Shows a very small map of all the area's you have visited. Only maps outside locations. It doesn't map the likes of the rabbit holes and interior locations. Martian Radar - This shows the location of the martians. The centre square shows your current location and the other squares are the squares around you. If there is a martian face in a sqaure that means there is a martian in that location. So if there is a martian face shown on the radar three squares to the right of the centre then there is a martian three screens to the right. Dynamite - Used to destroy certain objects. Bullets - Used for Elmer's gun. Bat Wings - Used to fuel Witch Hazel's broom. Section 08 - Walkthrough ------------------------ This is a simple walkthrough to help you get through the game. * You start in Bugs' Warren. Make your way out to the forrest. * When you enter the forrest make your way to Forest 8. Here you will meet Elmer Fudd for the first time. Jump on him a couple of times and he will run off. * Make your way around to Forest 11, ignoring the two Rabbit Holes for the time being. When you get to Forest 11 you will find Elmer again. Jump on him several times and he will join you. * Check out the two Rabbit Holes you ignored earlier then head back to Forest 11. * Going up a screen takes you to a lake. [Refer to Lake 1 map] Head to lake 3 and you will see Daffy Duck. You need to jump on him several times an then he will join you. * After he joins you switch to Daffy and dive into the water. You will find several coins. Also make a note of the boulder [Dive at Lake 5 map]. You will need to come back here later. * Make your way to Lake 5 and then head up. This will take you back into the Forest. On the left there is a rabbit hole. You need to head up to the next screen, where there is a house, and then back down. You can now enter the Rabbit hole. There is a martian here and the rabbit hole leads to another screen with a martian in it. * Return to where you saw the house. * When you enter you will meet Witch Hazel. She will ask you to find five different objects for her. She wants you to find the following items: Jar of Honey Palm Oil Can of Worms Block of Sulphur Crystal * Head left in the house and then through the door at the top. * Make your way to the 3 bears house, which is in the Deep Forest 08 screen. In here, on the second screen you will find the Jar of Honey. * Next head over to Bugsy and Mugsy's house, which is in the Deep Forest 05. On the first screen collect the Palm Oil. * Head to the second screen and you will have to fight Mugsy whilst Bugsy is throwing dynamite at you. You have to lure Mugsy to where the dynamite is so that he gets hit by the explosion. After a while Bugsy & Mugsy apologise. They had mistaken you for the police. * Before using the Rabbit Hole head down the cellar where Bugsy was and collect the Dynamite, Chest and Heart. NOTE: You can between the cellar and the previous screen as many times as you want collecting the dynamite, it just keeps regenerating. * Head to the rabbit hole. * Make your way to Rabbit Hole 5-09. Here you will find the Sulphur. * Make your way to Rabbit Hole 5-11. Use the Rabbit Hole and you will come out on the small island on Lake 5. You can now collect Porky Pig if you haven't already done so. Switch to Daffy Duck and then head up a screen. This is where you first met Daffy and now you will see Porky. He will argue with Daffy and then start attacking you. Stay at the lower half of the screen, avoid his attacks and spray water at him. He will eventually join your party. Porky Pig is a non playable character, so he goes to the Gallery. But he does drop the can of worms. Collect it and return to the quest in hand. * Return to Lake 5 and dive here. You will notice a boulder at the bottom of the lake. Plant some dynamite here and then swim through the hole. Now swim to the right a couple of screens, remembering to collect the oxygen bubbles as you go. * Eventually you will come out on the otherside of the wall in Rabbit Hole 06. Make your way to Rabbit Hole 10 and collect the Crystal. * You now have all the items Witch Hazel wanted, so return to her house. * When you get here, she takes all the items of you and heads to the right. Follow here. * When you enter the next screen she starts to attack you. All of your attacks will fail. So what do you do? See the door on the right hand side of the screen? Well stand next to it and when she charges at you move out of the way and she will hit the door. After several attempts at attacking you she will not only decide to join you, but also opens the door to the right. So use this door and head into town. * Once in town speak to the policeman. He will tell you there are a lot of villians around. If you wander around you will see what look like thieves wandering around town. Simply jump on them to stop them. The policeman also tells you that you should stay in the hotel. * If you head down to Town 5 you will see an exit to the south. This leads to the mountain area. You don't want to go there just yet, as there is something you need to get first. Head to Town 4 and enter the hotel. Speak to the man behind the counter and he lets you stay for free tonight. * You will be woken during the night by a UFO flying overhead. * Leave the hotel and head to Town 3 and then to the right into the port. ------------------------------------------------------------------- | From this point on the information gets a lot more detailed. | | I will go back and put more detailed information in the first | | part of the guide at a later date. | ------------------------------------------------------------------- The Ship -------- When you get to the port carry on to the right and you will enter the ship itself. There are several sections to the ship. There is the ships deck, where you are currently standing, the ships cabins (through the doors you see) and there is the ships hold. If you head to the right you will eventually come across the hatch, but it is closed. To open it you need to activate the switch at the top of the screen. You can't get to it at the moment, so head back to the left for one screen. You should now be on the screen between the hatch and the where you entered the ship. Go through the door and head to the left. You want to keep going until you reach what appears to be a dead end (approximately 8 screens). Halfway through the cabbins you will come across two more hatches in the floor. Ignore these for the time being and carry on to the left. In the top right corner is a set of stairs. This takes you back on to the deck of the ship. Head to the right a couple of screens and then go down. You are back on the screen with the hatch. Now you can activate the switch and the hatch will open. Once you have done this head back the way you came (through all the cabbins and back to the hatch). Once back at the hatch enter it. You are now in the ships hold. The first thing you see when you enter the ships hold is Sylvester. The aim is to make your way to him. So head left and carry on until you can go up. Head up until you reach a flight of stairs, use these stairs and you will be on the raised level. Head to the right and you will see a lit cannon ball which you can't go past. Head back to the left and then go down (don't go down the steps). Follow the path down and around until you get to a switch. Activate the switch and return to the cannon ball. It is now defused. Head to the right until you get to a flight of stairs that lead down into the central area. If you head down and to the left you should find a red key. Head back up to the stairs and carry on to the right. If I remember right there should be a martian here, so take care of him and then go through the door at the top of the screen. Remember those two hatches part way through the cabbin, well you have just come out of one. If you head to the right you will find the other hatch is now open as well. You will drop down on a raised area, take care of the martian and go down a screen. You have just located Sylvester. After talking to Sylvester you will find yourself in a new part of the ships hold and in control of Sylvester. So you want to head up as far as you can, taking care of the martian, and then to the left. You will come to a point where you can go down or carry to the left. Go down and take care of the martian, carry on down and you will reach another area where you can go in two directions, going to the right will lead to Bugs & Yosamete Sam. So head to the left and then up to take care of the martian first, then head to Bugs. Carry on up and you will locked into a room with Sam. He will start to hurl bombs at you. Simply kick them back to blow Sam up. After several hits Sam goes down. Sam will now Join you by giving you his ship. The Mountains ------------- You are back at the port and in control of Bugs again. Sam will ask you to deliver a package to the count in the castle. So head to the crossroads in town and then head down. Before entering the moutain area go into the shop and buy some Bird Seed. You will need it soon. Once you leave the shop head down and into the mountains. You will be switching between Witch Hazel and Bugs a lot here. This section is very linear, so I won't give any directions, just general pointers (I also made a mess of the walkthrough here, will expand on this section later). Follow the path around and you will come to the firs rabbit hole, enter here. Follow the path, taking care of the martian. You will come across an exit out of the rabbit hole and you will find your self in a new area of the map. Follow the path to the next rabbit hole and enter it. This rabbit hole is a bit bigger than the last, so follow the path around and you will come across Marvin the Martian. He has located a piece of the teleporter, but has noticed you and he will attack. To defeat him, jump on the bubbles he fires at you. This will send them back to Marvin. This is actually more difficult than it sounds and may take several attempts. Lots of carrots help here. Once he is defeated carry on through the rabbit hole, taking care of the martians as you go. You will reach another rabbit hole. Once out in the mountain area, follow the path around to the next rabbit hole and enter it. Follow the path, taking care of another martian and head to the next rabbit hole. When you come out and follow the path you will find the castle. The only problem is you can't enter yet. So follow the path to the next rabbit hole. Enter here and follow the path once more, taking care of yet another martian, until you reach another rabbit hole. When you come out you will be next to the bird. Give him the bird seed and he flies of to open the castle door. Now Return to the castle. The Castle ---------- As soon as you enter the castle you will see a martian. Take care of him and head up. There is another martian here, so deal with him. There is a small wall at the bottom of the screen. Head down the left hadn side of this and then to the left. There is a note here that gives a small hint about completing the level. Go up and you will see the Yellow Key the note was refering to. Head back the way you came so that you are back on the screen where you took care of the martian. Carry on up and then to the right. At the bottom of this screen there is a locked door, so continue to the right. This next screen has yet another martian, so do the usual. You now want to go down the screen until you come a cross a passage leading to the left. Go through the passage and you will come across a switch. Activate the switch and then return to the door that was locked earlier. You will now find that the door is open. Head through it and you will find another switch. Activate it then head back up and to the right. Carry on down and past the passage to the left. You will have noticed that you can't get to the right hand side. Well carry on down and you will find that you go to the right and then back up the screen. Make your way to the stairs and go up them. You are now on Level 2 of the castle. Head to the right and switch to Witch Hazel. Fly down and to the left. Collect the green key. Head back the way you came and when you are back at the stairs go up. At the other end of a spike pit you will see a green door, just fly through it to open it. Head to the left and take care of another martian. Notice the floor looks a little odd in the left hand section of the screen? That leads to the other key on Level 1. So head down and then take the left hand passage back up. You are now in the area with odd looking floor. Read the notes and then stand on the odd section. You will drop down a level, onto the raised area you couldn't get to before. Do NOT go to the right, otherwise you will do a lot of backtracking just to get the key. Go down the screen instead and collect the key and activate the switch. Once you have them head back up the screen. It is NOW safe to drop down on the right hand side. Head back to the screen where you fell through the floor on level 2 (you don't need to be in that part of the screen, only on it). Now go down and follow the passage all the way around to another door. Open the door and go down the stairs. Read the two notes that are lying on the floor. Once you have read them head to the left and a Ghost will talk to you. He is trapped in the space between the two walls. Position yourself just to the left of the left hand side wall. You should find you can walk through this area of the wall. You should be able to rescue the ghost, who joins your gallery. Head back and go up the stairs at the top of the screen. Once there go down the screen, taking care of the martian on the way. You want to continue down until you see a monster playing with a piece of the teleporter. Take it of the monster and he will start to attack. You will have noticed there are four holes in the floor. You want to lure the monster into these holes and then jump on his head. Position yourself just left of the bottom left hole. The monster should come towards you and fall into the hole. Jump on his head while he is in the hole. The monster will come out of the hole. Head to the lower right hand hole and keep repeating the process until the monster goes down. Head through the left hand door, don't step on the odd looking floor though or you will have to backtrack through the castle. Head up and you will have to fight the count. The count will fly across and stop somewhere on the screen. When he does you want to jump on him. The only problem, he drops 4 or 5 boulders when he stops. Just jump on him 3 times and he is beaten. Once he is beaten you will return to the cross roads in town. Sam will tell you that he needs to work on the ship before they can go. Bugs decides to explore the town. You will find yourself in a new area, playing as Foghorn Leghorn. The Farm -------- Foghorn Leghorn (FL from now on) is resting in the farm yard when the dog throws a stick of dynamite at you. FL decides to take revenge on the dog. This section is very straight forward, as there is only one direction to go, forward. As you make your way around the farm, following the route, the dog will be lobbing dynamite at you. Just keep moving and when you get close to the dog he will move on to the next screen. After several screens you will meet the Chicken Hawk (who still doesn't now what a chicken looks like). FL decides to show him what a chicken looks like. Carry on around until you reach the dogs kennel. The dog is hiding in here, so use some dynamite to flush him out. Once out you have to fight him. The dog chases you around with a large stick and tries to hit you with it. Keep moving and he will stop to take a breather. When he does, charge into him to damage him. After a few of these he goes down. Once this is over another fight ensues, but this time you have no control over it. You will regain control of bugs now, so head to the ship. Life on the Open Wave --------------------- When you enter the ship you will be in control of it, as opposed to exploring the cabins. So head down and keep heading down. Along the way you will come across whirlpools, sharks, thunderbolts, and black clouds. You will eventually reach a screen with several thunderclouds on it. When you do you will be back in the ship, now playing as Tweety Pie. Tweety Pie is feeling a bit peckish and decides to look for some food. Head to the right and you will bump into Sylvester who has had the same idea. Whenever you come across him simply dodge or flutter around him. Remember though, while Tweety is in the air you can't leave the screen. Carry on to the right and you will see that the hatch is open, but there is a door blocking you passage to the right. So drop down the passage. You are back in the ships hold. Just follow the same path as you did before. You still need to turn the fuse of, but you no longer need the key to open the door. Once you reach the door head up and you will be on the other side of the locked door. Carry on to the right and you will eventually reach a room with a key and some seed in it. Collect both and head back to the left. The key opens the door, saving you from having to navigate the ships hold again. Carry on until you reach the room with Tweety's cage. When you get there enter the cage and you will now switch back to Bugs. You have crashed on to the beach and Sam tells you that you need to locate a new engine for the ship. Mexican Village & The Engine ---------------------------- To be added... Section 09 - Contact Information -------------------------------- Any comments, questions & information should be sent to [email protected] Although I am still relatively new to writing FAQ's I have written others. They are: Dark Arms guide (NGPC) Metal Gear Solid Walkthrough (GBC) Metal Gear Solid Special Missions Guide (GBC)