Goemon's Great Adventure Instruction Manual

Instruction Manuals for the N64

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Goemon's Great Adventure



Typed out by Clay Massei

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INSTRUCTION BOOKLET

Goemon's
Great Adventure

TABLE OF CONTENTS

Guide to Your Adventure 5
About the Controller Pak 7
About the Rumble Pak 9
Starting the Game 10
Basic Player Controls 14
About the huge Robot Stage 19
Introduction to the Stores 22
Introduction to the Items 24
Introduction to the Characters 28
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GUIDE TO YOUR ADVENTURE

This is how you play the game, and the basic rules.

* This game is compatible with the Rumble Pak (sold separately).
Playing with the Rumble Pak installed will create appropriate vibrations
during the game, resulting in a more realistic gaming experience.

* This game is an action game in which the player clears a sequence of
stages while fighting opponents and collecting "Entry Passes".

* This game is for a one or two player(s) in simultaneous play.
The player(s) originally start with the "Goemon" or "Ebisumaru"
characters, but as the story progresses, "Sasuke" and "Yae" will also
join the cast and be available for playing.

* Each player has different attack methods and special skills.
Change players according to circumstances as the game progresses.
Player change may be executed at "Teahouses" in the town stages.
In the road and castle stages, use the Teahouse Teleporter to warp to
the "Teahouse in Another Dimension" and change players.
(See pg. 16 for road and castle stage controls).
(See pg. 17-18 for individual characters' special attacks).

* "Piggybacks" can be achieved by cooperating with the other player
in 2P gaming. (See pg. 19 for Piggybacking.)

* This game is divided into 5 separate areas, which in turn are
comprised of several stages each. All stages within an area are
connected via an "Area Map". (See pg. 11 for areas.)

* Daytime and night exist on some of the stages. Expect many
tough-to-beat ghosts to appear during the night.

* Players survive according to strength. The Strength Gauge goes down
after falling prey to opponents' attacks and traps. When the gauge runs
out, that player is lost; the game is over once you lose all players.

* Make entries to the Journal (save) at the town stages' "Inn".
The Strength Gauge can be replenished by staying at the inn or finding
recovery items. (See pg.13 for the journal).
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* The Armor Gauge can be replenished using the "Golden Fortune Doll"
item. The Strength Gauge meter is evenly spaced, but the Armor
Gauge is increased by finding items such as "Raincoat" and "Armor".

* Defeating an opponent will net you coins and items. Coins are needed
to make purchases at stores and to use a subweapon.
Items have a variety of effects, including strength recovery and
boosting the number of players remaining. (See pg.26 for items).

* The town stage has stores and residences, and allows you to shop,
recover strength and collect information. To talk to people, approach a
person and hit the A or B button. Cancel with the B button.
(See pg. 24 for stores).

* You will occasionally receive requests from someone in trouble
somewhere within the town stage. This request is called a "Mission".
Solving this person's problem will net you one "Entry Pass". An "Entry
Pass" is necessary in order to pass a Gate Stage. Each Area has a gate
that requires a varying number of entry passes. Entry Passes can be
obtained by either clearing road stages or accomplishing a "mission" in
the town stage.
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ABOUT THE CONTROLLER PAK

* Use the Controller Pak (sold separately) to save and load data.
* Game data is saved in the Controller Pak docked to the
1P controller.
* Seven pages' worth of "space" is needed in the game note within
the Controller Pak in order to save data.
* Unless the Controller Pak is in use, pressing the Reset button or
turning of the game unit will result in the game data being lost.

Creating a Journal
When playing this game for the first time:
1. If the Controller Pak is installed, select
"Start" in the Title screen. Select the
player number, and the Journal
Selection screen will be displayed.
2. Select the Journal you want to use in
the Journal Selection screen, and enter
with the A button. The opening demo
begins and the game will start.
When a Journal has already been created:
Select the Journal previously used in the Journal Selection
screen to
continue the game from the point where it was saved the last
time.

Copy Journal
1. Select [Copy Journal] and enter with the A button.
Select a journal to copy and enter with the A button.
2. Select a location to copy to. Press the A button to copy.
* When a journal already exists in the location to copy to, the
older journal will be overwritten at the time of the copying.

Erase Journal
1. Select [Erase Journal] and enter with the A button.
2. Select a journal to erase and enter with the A button to
delete data and return to the original state.
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Erasing Data in the Controller Pak
1. With the Controller Pak docked to the 1P controller, press the START
button and switch the power on at the same time.
The "Controller Pak Menu" is displayed.
2. Select data to erase and enter with the A button.
Confirm with the Z button to erase.
* Once erased, data cannot be recovered. Please make thorough check
before erasing data.

Controller Pak Warning Messages
"A Controller Pak is not connected. Data cannot be saved.
-Continue without saving.
-Re-insert Controller Pak."
* Dock the Controller Pak to 1P controller and select
"Re-insert Controller Pak" in order to save.

"There are not enough empty pages. Please erase some data. 1 free
note (and 7 pages) required"
* Please delete unneeded pages in the Controller Pak menu until
there are more than 7 available pages.

"There is a problem with the Controller Pak. Please reconnect the
Controller Pak"
* This message appears when the Controller Pak is not correctly
connected, or is possibly damaged in some way.
* Connect the Controller Pak correctly, or install another
Controller Pak and restart the N64.

"Controller Pak is damaged.
-Re-insert Controller Pak
-Repair (data may be lost).
Continue without saving."
* This message appears when the Controller Pak is damaged.
When the damage cannot be repaired after selecting "Repair
(Data may be lost)", please substitute another Controller Pak.
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ABOUT THE RUMBLE PAK

* This game is compatible with the Rumble Pak (sold separately). Playing
with the Rumble Pak installed will cause the controller to vibrate during
the game, resulting in a more realistic gaming experience.
* When starting a game using the Controller Pak, start the game with
the Controller Pak docked to the 1P controller, then switch to the
Rumble Pak according to on-screen instructions.
* When saving or loading data, switch from the Rumble Pak to the
Controller Pak according to on-screen instructions.
* Please read the accompanying instruction manual for the Rumble Pak
thoroughly for a correct and effective use of the device.
* Please be careful when handling batteries.
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STARTING THE GAME

1. Insert the game pak into the N64 properly, and turn on the power
after checking the controller connections and the Controller Pak
installation.
* Please do not handle the Control Stick at this point.
* When playing with two people, connect a controller each to Controller
sockets 1 and 2 before turning the power on.

2. The Title screen will appear. Select a
menu item, and enter with the A button
(START).
* START: Proceed to the Player Number
Selection Screen.
* SOUND: Select either "Stereo" or "Mono'.

3. Select either 1P or 2P, and enter with
the A button (START).

4. Select the Journal you want to use in
the Journal Selection screen, and enter
with the A button. Select a previously
saved journal to continue the game
from the point where it was last saved.

5. The Rumble Pak Installation Message will
appear. When using the Rumble Pak,
insert the Rumble Pak into the controller
according to on-screen instructions.

6. Select a player and enter with the A
button. Only "Goemon" or "Ebisumaru"
are initially available, but as the story
progresses, "Sasuke" and "Yae" will also
join the cast and be available for
selection. The game will start after the
opening demo.
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About the Areas
* This game is divided into 5 separate
areas, which in turn are comprised of
several stages each. There are five
types of stages, and the number of
stages varies from area to area. All
stages within an area are connected
via an "Area Map".



The stage types are as follows:
* Road stage
An action stage that requires you to plow through
ghost-infested roads.

* Town stage
Collect information, shop, and take on "Missions".

* Gate stage
Public officials are watching. You need a set number of
entry passes to get through.

* Castle stage
Dodge traps and tricks throughout the castle and take
on a boss in this stage.

* Huge robot stage
Operate Impact and fight a giant clockwork robot.


* The player is initially restricted to entering only certain stages.
The perimeter of action widens as the player clears stages,
allowing you to proceed to the next stage.
Using the Area Map to Move Select the direction of movement
with the Control Stick, and move using the B button;
enter a stage with the A button.
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(Square picture with numbers starting from the bottom left, going clockwise)

1. Weapon
The weapon currently in use

2. Strength Gauge
The player's strength.

3. Armor Gauge
Sustaining damage lowers the armor gauge. Once the armor gauge is
at zero, the strength gauge begins to decrease.
When the strength gauge runs out, the player is out of the game.

4. Player Number (Max. 99)
The number of remaining players.
When the current player goes out of the game and this number is 0,
the game is over.

5. Assets (Max 999 Ryou0
The amount of money currently owned.

6. Timer
Displays the current night/day status.

7. Rice balls frame
Stocks rice balls. When the strength gauge runs out, a rice ball drops
down and replenishes some of the player's strength.
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Pause Screen
Pause with the START. In addition, selecting
"Exit Stage" in an already-cleared stage will
return you to the "Area Map".

Keeping a Journal
The journal is very important when quitting
or continuing games.

How to keep a journal
To save the game at the current point, enter
an inn in the town stage, talk to the clerk,
select "Journal" and enter with the A button.
* A message will appear when there is
no Controller Pak docked to the 1P
controller. Please install a Controller
Pak in the 1P controller according to
on-screen instructions.



Game Over
The game is over when you have lost all
your players, and the Title screen will
appear once again.
If a "journal" has been saved on the
Controller Pak at a town stage inn, you can
resume play from the saved point.
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BASIC PLAYER CONTROLS

Road/Castle Stage Controls

Z Button Subweapon
B Button Attack
A Button Jump
R Button Special Action
Start Jump (Typo, it pauses the game)
Control Stick Move
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*The instructions assume a right-moving player.

Jump A Button
Prone Down, Left/Right to crawl
Move Left/Right, push in farther to speed up
Coins of Flames Z Button hold
Coin Attack Z Button
Attack B Button
Pull Hold B Button + Left
Push Right
Chain Pipe R Button (See p. 30 for details)
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*The instructions assume a right-moving player.

Superspin Grab onto a pole and Left/Right at the right time
Ride A Button towards the ride
Get Down Up + A Button
Hip Attack Down during the jump (Ebisumaru only)
Double Jump A Button during the jump (Goemon only)
Superspin Jump Any direction + A Button during the Superspin
Super Swim A Button during the Mermaid Magic Power (Yae only)
Hair Attack Up or Down + B Button (Sasuke only)
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* "Piggyback" is an option when two people
are playing. Subweapons power up during
a "Piggyback".
* When a player jumps onto the other player's
back when the latter is in prone position,
a "piggyback" results. The player on top
attacks, and the bottom one moves.
* The top player can press the A button to jump
off and end the piggyback.

Subweapon Attack During Piggyback.

GOEMON/WAVE COIN
Throw the powerful coin

EBISUMARU/GESYUNIN STARS
Shuriken attack the enemy

SASUKE/HASSOU KUNAI
Throw the Kunai to eight directions

YAE/BAZOOKA BOMBS
If you hit the enemy, it will damage other ene-
mies near to it.
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Town Stage Controls

*The instructions assume a right-moving player.

Move/Select Menu Item All Directions, push in further to speed up
Jump/Talk/Enter Menu Item A Button
Talk/Cancel Menu Item B Button
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ABOUT THE HUGE ROBOT STAGE




* Maneuver two Impacts in this stage. Miss Impact is visible through the
cockpit. Toss a baton to her using the R button to switch to her
point of view.
* In 2-Person play, Player 1 mans the cockpit-controlled "Goemon
Impact" and Player 2 the field-controlled "Miss Impact" at startup.
* "Cockpit-control" and 'field-control" are exchanged between the two
when Player 1 passes a baton to Player 2.
* Use the cockpit-controlled "G Kick" and the field-controlled "Punch"
attacks alternately to create a "Repeat Cooperative Attack".
* The player is out of the game when Oil (Impact's strength) is reduced
to zero.
* The "Blast Gauge" collects power whenever Impact makes any kind of
an attack. When the gauge is full, the Blast Beam can be fired.
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The Huge Robot Controls

Z Button Coin Shots
B Button Left jab - Punch (during the Field Controls)
A Button Right Straight Jab - Jump (during the Field Controls)
C Button Enter Command
R Button Baton Throw
Control Stick Move the Target - Right/Left Move (during the Field Controls)

Cockpit controls

Right Straight Jab A Button
Left Jab B Button
Coin Shots Z Button
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Guard A Button + B Button
Batton Pass R Button
G Kick C-Down,C-Down,A Button
Repeated Punch C-Down,C-Down,Z Button
Delicious Attack B Button, B Button, B Button, A Button
Blast Bean C-Up,C-Down,C-Up,A Button

Field controls

Jump Z Button
Punch B Button
Coin Shots A Button
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INTRODUCTION TO THE STORES

* The town stage has a variety of stores in which to shop, collect
information, switch players and perform other actions.

General Store
Rice balls, Surprise Packs, Armors
and other items are on sale here.
You may only purchase one of each
item.

Inn
Replenish your strength by staying
in either the first class or the sec-
ond class room. You can also save
games here.

Restaurant
Eating will allow you to recover your
strength on the spot. The amount
of recovery varies from food to
food.
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Fortune Teller
Obtain information about "Entry
Passes".

Residence/Police Box
Obtain information on a variety
of subjects.

Teahouse/Teahouse in
another dimension
Switch players.
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INTRODUCTION TO THE ITEMS

Coins/Ryou
Use in stores to shop with.
Also used as weapons.

Silver Fortune Doll
Boosts Weapons Level by 1.

Golden Fortune Doll
Boosts the Weapons Level, Strength
Gauge, and Armor Gauge to
full power.

Raincoat
Repels enemy attack once.

Silver Armor
Repels enemy attack twice.
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Gold Armor
Repels enemy attack three times.

Rice Balls
When the player is out of the game,
a rice ball from a stock drops down
and replenishes 1 point of the
player's strength.

Plum rice balls
When the player is out of the game,
a rice ball from a stock drops down
and replenishes 2 points of the
player's strength.

Fish rice balls
When the player is out of the game,
a rice ball from a stock drops down
and replenishes 3 points of the
player's strength.

Dumpling
The strength gauge increases by 1
point on the spot.
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Surprise Packs
Player number increases by one.

Pot
Break to acquire coins.

Entry Pass
Required in order to pass through
gate stages.

Star Block
Can be broken using Goemon's
Chain Pipe.

Mr. Elly Fant
Owning one will let you resume
playing from the point of his pickup
even when your player is forced out
of the game.
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Impact Rock
You can push 'em,
but can't pull 'em.

Impact Block
You can push and pull these.

Cracked Block
Can be broken using
Sasuke's bomb.

Goal Raccoon
Shows ups in the last part of the
Road stage. Bread to acquire an
entry pass.

Teahouse Teleporter
Stand on it and hit with the Control
Stick to warp to the "Teahouse in
another dimension" and
switch players.
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INTRODUCTION TO THE CHARACTERS

GOEMON
The protagonist of this game, he battles the bad guys
using a pipe handed down from one generation in his
family to the next. Bred-in-the-bone Edo kid whose
only fault is that he's quick to put his fist where your
mouth is. He's heading out on a journey again, this
time to recover the machine Wiseman invented from
the hands of Bismaru. You're looking at the great and only Goemon, kids!


Flame Coin Coin Pipe
Z Button Hold Z Button B Button

Press down the Z but- Attack by throwing Pick up a Fortune
ton to collect energy, coins. Spends 1 Doll for a Three-Level
then release to hurl Ryou of coin. power-up.
flame coins. Spends 3
Ryou of coins.

Double Jump Chain Pipe
A Button + A Button R Button

Jump during a jump The chain extends to
to achieve a Double attack distant oppo-
jump. nents. In addition, it
can break specific
blocks.
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EBISUMARU
A self-proclaimed "Ninja of Justice",
he walks to the beat of his own drum.
He settled down in Edo somewhere
along the way, and shares a place
with Goemon. Can snarf down 200
plates of dumplings from the tea-
house "Akindo", his favorite. Has
reset the record...


Poison Mist Shuriken Spoon
Z Button hold Z Button B Button

Press down the Z but- Attack by throwing Pick up a Fortune
ton to collect energy, shuriken. Spends 1 Doll for a Three-Level
then release to attack Ryou of coin power-up.
with the poison mist.
Spends 3 Ryou of
coins.

Hip Attack Solid Megaphone
A Button + Down R Button

Enter Down with the Unleashes his deadly
Control Stick during operatic voice. This
a jump to Hip Attack. attack can also be
used as a stepping
block.
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SASUKE
A "Clockwork Ninja" created by the Wiseman
of Iga. A hardcore personality and incapable
of doubting what people say. Comes with an
utterly meaningless function that can be
triggered by an internal switch which toggles
between villain mode and altruist mode.
Favorite things are, believe it or not, baths
and tea.


Fire Cracker Bomb Bomb Dagger
Z Button hold Z Button B Button

Press down the Z but- Attack by throwing Pick up a Fortune
ton to collect energy, a bomb. Spends 2 Doll to for a Three-
then release to hurl a Ryou of coins. Level power-up.
potent bomb. Spends
5 Ryou of coins.

Sasuke Dive
R Button

Hit the R button on
water to transform
into aquatic Sasuke
and dive in.
30
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YAE
A member of the "Secret Special
Investigations Ninjas", an organization that
offers absolutely confidential investigation of
and solution to high-profile mysteries. A big-
sister figure to Goemon and the gang. Has a
surprisingly girlish side to her as well, includ-
ing a recent penchant for making sweet bean
donuts...


Lockon Bazooka Yae Bazooka Katana
Z Button hold Z Button B Button

Press down the Z but- Attack with a Pick up a Fortune
ton to automatically bazooka. Spends 2 Doll to for a Three-
lock onto an opponent, Ryou of coins. Level power-up.
then release to fire.
Spends 5 Ryou of coins.

Mermaid Magic Power
R Button

Hit the R button in
water to transform
into mermaid Yae
and dive underwa-
ter. In mermaid
form, Yae attacks
with the Dash
Attack using the A
button and the Yae
Bazooka using the
B button.
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WISEMAN
A self-proclaimed "Clockwork Inventor
Extraordinaire".
None too wise when it comes to pretty girls.

KUROBEI
Normally a pet to Princess Yuki, actually a
highly-trained ninja cat.

MISS IMPACT
A new model of Impact recently created
by the Wiseman, but virtually indistin-
guishable from Goemon Impact in terms
of capabilities. Apparently created to
resemble Omitsu, but Omitsu herself
seems loath to recognize the fact.
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IMPACT
In many ways, the "Giant Clockwork Robot" hails from
unhappy origins. Doesn't seem quite dependable, but
all the same, a reliable and irreplaceable companion to
Goemon and the gang. At one point, Impact was a
film star hopeful, but a vehicle that he starred in
bombed badly; who should he meet in his depres-
sion but Miss Impact, created by Wiseman, and
it's love at first sight for him. He now plots to
ask her out the next chance he gets.

OMITSU
The belle of Ragtag Town of Oedo,
where Goemon and friends reside.
Works as a waitress, not to mention
its cover girl, at "Mitsuya".

LORD/PRINCESS YUKI
Some people are just born to end up in the wrong
place at the wrong time. The luckless two are back...
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DOCHUKI
A Boss of the Underworld summoned by Bismaru
through a machine.
Had been searching for an opportunity for revenge
ever since he was imprisoned deep in the
Underworld following an inter-ghost war.
He now plots to take over not just the Underworld
but earth itself, but is also busy dodging the love-
struck Bismaru.

OBISUMARU
Ebisumaru's eternal rival.
Stands peerless when it comes to dirty
tricks, and a self-proclaimed God's gift to
women.

SUZAKU
A friend or an enemy?
A mystery girl who brings information to Goemon
and his gang for reasons unknown.
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BISMARU
Possibly a descendant of Ebisumaru.
A weirdo who came from the future and got
stuck in Edo. Apparently believes herself to
be a beauty, and always has an eye on a
good-looking guy.

CLAY DOLL ARMY
A cavalry of souls embedded in
mud dolls, created by Bismaru.
A failed concept by Bismaru.
A failed concept that collapses at
the slightest shock.

KABUKI 64
It was supposed to be dead - but Kabuki
returns from the abyss of the Underworld!
Thirsts for revenge against the hated Goemon
and pals.
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