Books: How to Win at Super NES Games - Super NES Games Secrets
Conquering SNES Games
Phantom's Rope tip
Opening sealed doors
Inductance Rope tip
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JDB195PS6SYF / 8X9WJ?1HH2JQ / 2CQDYHT4GZS7 / 5C29VJMRHWJK Chapter 7
Phantom's Rope tip
Phantom's Rope is one of his most useful tools. It's used primarily for
climbing and swinging. To make the rope attach to a wall or ceiling,
Phantom must be in mid-air when the rope in launched.
At any point during the game, Phantom can activate any of the
weapons he's acquired by accessing this inventory screen. When
you begin your adventure, the Energy Gun and Inductance Rope
will be all that's available. Additional weapons and items must
be found and collected.
Power-Ups play an important role in Phantom's success. There
are approximately 100 different Power-Ups and weapons available
throughout the game, including:
Skull - Replenishes Phantom's Spirit Bar
First Aid Kit - Stores energy for the Spirit Bar for later use
Rope - Lengthens Phantom's Inductance Rope
Weapon - Increases the active weapon's power
Energy Cell - Totally replenished the energy bar
Energy Aid Kit - Stores energy for later use
Energy Length - Increases the length of the energy bar, giving
Phantom additional stamina
1-Up - Extra life
Boomerang - A weapon Phantom tosses. It comes back after
attacking an enemy
Flash Pellets - Confuse enemies with flashes of bright light
Additional Power-Ups give Phantom temporary invincibility,
additional armor, and a power known as Shadow Panther, which
leaps from enemy to enemy and defeats all that it touches. Some
weapons are ideal for beating bosses, while others are better for
blowing away enemy Biots. Since the powerful weapons require extra
energy, use them sparingly.
Remember, when Phantom is traveling is any type of vehicle, he
is only vulnerable to attacks launched from overhead, so feel free
to plow down enemies to either side.
Opening sealed doors
Throughout the stages, you'll encounter sealed doors containing
numbers. You won't be able to blast through these doors with a
weapon. Instead, locate the terminal switch with the number that
corresponds to the door, then destroy the switch. This will open all
doors with that number. In addition to opening up new routes, opening
up these doors allows Phantom to locate additional power-ups that
otherwise would not be available to him.
Some walls may appear to be solid, but with a few blasts from
Phantom's weapon, they'll be destroyed, leaving an open pathway.
Inductance Rope tip
The Inductance Rope can be used to hang from the ceiling, to climb
up walls, or to reach items that are high up. Make Phantom jump.
While he's in mid-air, launch the rope toward the wall you want
to climb. Keep repeating this process to move up the wall. When
Phantom is hanging from the rope, use Up or Down on the D-Pad to
shorten or lengthen the rope, and tap Left or Right on the D-Pad to
swing the rope while Phantom is hanging.
After completing each Stage, you'll be given a password that will
allow you to re-start the game with all of the weapons Phantom
has in his possession when the password was originally disclosed.
At the start of Stage 1, you can choose to travel to the right
where you'll have to destroy a Hypercruiser which continues to
drop off enemies, or you can begin your quest by walking to the
left and entering the lab.
To reach the Hypercruiser, walk to the right and then work your
way upwards by jumping from platform to platform, or by using
the Inductance Rope. As you move upwards, be sure to grab the
power-ups located near the platforms on the right and left side.
At the top, you'll find yourself near the left side of the screen
where there will be two platforms. When the Hypercruiser is
moving from right to left, stand on the highest platform and
shoot your weapon directly at the hypercruiser's windshield.
When the cruiser passes, jump down to the lower platform and
prepare for the hypercruiser to travel from left to right. Again,
keep shooting at the windshield. Repeat this process until the
ship is destroyed. You'll then make your way to the Warehouse.
At the start, if you take the path that leads to the left, begin by
searching the lab for the Energy Length power-up, then track down
the lab assistant that's holding the key card to the Warehouse.
As you explore the Warehouse, watch out for the automated
security system that will shoot energy weapons. Also, blast or
avoid any and all enemy robots. Before leaving the Warehouse,
you'll have to beat this large blue robotic creature. Begin by
aiming Phantom's weapon at the robot's large arm. Keep targeting
your weapon attacks until the arm is destroyed, then aim for the
creature's knees and feet. Of course, you must avoid this robot's
weapon and fire attacks. One avoidance strategy is to use the
Inductance Rope to hang from the ceiling. Keep blasting the
robot until it's destroyed.
Next, you'll find yourself on a gunship that's loaded with an army
of enemy passengers. As you hitch a ride on this ship, blast all of
the enemies in your path, and be sure to destroy the ship's built-in
cannons. Work your way to the right. When the ship docks, hop to the
right and you'll be in an industrial area. This area is designed like a
maze. Here, you'll find four terminal switches. Switch #2 and #3 are
behind break-away walls in the upper-left portion of this area. You'll
also be able to grab a Rope Extension (which you'll need to exit this area),
a 1-Up (it's hanging near the ceiling), and a variety of other power-ups.
Throughout the game, 1-Ups are often found hanging near the ceiling or
in other out of the way hiding places. The best (and often the only) way
to reach them is using the Inductance Rope. Keep winding your way around
the pipes and avoiding the flames until you reach the traffic scene
above the city.
The Boss to beat at the end of this stage is Battle Tracker. Defeating
him will provide you with the Black Panther and access to Stage 2.
At the start of Stage 2, you must once again make an important
decision -- which path to follow. Give the Black Panther to Guran
and proceed to the Ruins to battle the gang leader and obtain the
Boomerang weapon, or give the Black Panther to Mr. Cairo, explore
the ruins, locate an invincibility power-up and ultimately enter
Maximum, Inc. where you must find and rescue Jack Archer. In
Stage 2, you will be forced to rely on the Inductance Rope to climb.
The gang leader's hostages will send you trekking to the Battleship
factory. Rebecca Madison will be waiting for you as she attempts to
build a ship called the Prometheus.
At the start of Stage 7, you must destroy a large red ship while
standing at the from on a Tube Train. To accomplish this, aim in
between the robotic claw of this ship and keep switching between
the use of Homing Missiles, Breakers and other projectile weapons
at Phantom's disposal.
Once this ship is destroyed, you'll encounter another boss character
who is similar to the dude you met up with back in the Warehouse.
Once again, start by aiming at the large arm, then it's knees/feet,
and finally destroy its head. Even if you run out of weapon power,
if you launch non-stop punch and kick attacks you can be victorious.
(Just make sure Phantom's armor is activated.) You're not done yet!
There are additional bosses to beat before your final battle.
There are four Golden Ending and sixteen other "try again" endings
along with different story outcomes depending on the decisions
you make, the enemies you defeat, and the routes you follow. Here's
how to experience one of the four Golden Endings:
Golden Ending #1
In Stage 6, destroy Triads under Maximum after riding in the Hellevator.
Golden Ending #2
In Stage 6, destroy Sean One's Cannon after the second Traffic scene.
Golden Ending #3
In Stage 6, destroy Sean One's Computer that's located deep within the
Golden Ending #4
In Stage 7, defeat Maxwell Sr. after riding the Tube Train and beating the
army of other bosses.