Addams Family Values FAQ and Walkthough for Super Nintendo ====================== Created on 9.5.00, Last Updated 9.5.00 ************************************************************************************ * This FAQ was written by KindarSpirit, (kindarspirit@aol.com). If you would * * like to use this on a site, please feel free to, just don't alter it's original * * form you see here. Also, if you use this FAQ, send me the link to your site so * * I can add it in this FAQ. ;) This way I can also notify you if there are any * * major changes to the FAQ. Any questions, game help questions, comments or FAQ * * contributions, please send them to KindarSpirit@hotmail.com. Thanks for reading! * ************************************************************************************ ----------------- NOTICE ----------------- This FAQ is NOT FINISHED. I noticed it was a highly requested FAQ so I wanted to get out what I did know. so please, if you know more than I do, send it in so I can complete the FAQ. Thanks! CONTENTS -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 1. Story 2. Getting Started 3. Characters 4. Walkthrough 5. Boss Guides --------- 1. Story --------- That evil Debbie Jelinksi is at it again. She has kidnapped Baby Pubert and Fester is the lucky one chosen to go in search of him. He must travel the entire Addam's estate, filled with puzzles, traps, friends, enemies and bosses. He'll meet a lot of interesting characters on the way, each with some significant item, clue or just a helping hand for Fester to work his way to Pubert. ------------------- 2. Getting Started ------------------- For Emulators and SNES users... still being written. -------------- 3. Characters -------------- Listed here are the... interesting characters you will meet on your journey. While you may find them in one place, after you have given\told them something of importance, they usually will appear somewhere else. If you see them, always stop to talk to them, as they can greatly help you on your quest. ************* *************** * Character *===========* Description * ************* | *************** | Morticia - Gomez's wife. She is heart sick for pubert and anything you can bring of his, or a momemnto from any memory important to her, she will reward you. Gomez - Your brother. He will give you something at the start of the game that helps very much. He will also drop many clues for you. Grandma - Your grandmother. She will not only make you some very unique cookies to gain your health, but concoct useful potions. Pugsley & = Your niece and nephew. They require certain things from you in order to help Wednesday them, which in turn they can help you. Plant - He starts off as an innocent plant dying from the cold in the Green House, that Features is until he gets his freedom and forgets his promise to Fester. Wild - In the beginning, he requires something to pass. You will find him and others Plant like him all throughout the game wanting something. IT - Your cousin. Found in the East Swamp, he will give you a password. Phweep - He looses something very dear to him and although he helps you out much, Fester stills hates the sight of him. Jib - Under a strange spell... needs your help to be freed. One Eyed - He has very bad indigestion and needs something slimy to ease it. Monster --------------- 4. Walkthrough --------------- ----------------- Beginning Garden ----------------- You start off in the main garden, with Morticia and Grandma. They are both wandering around in search of Pubert, but he is nowhere to be seen. Talk to Morticia, who will ask you the latest on Pubert, which of course, is none. Then go north to find the main gate closed and Granny. Granny will give you some Beetle Cookies, which when eaten will restore health. She will then tell you to find Gomez. Well, you need to open the gate as well so go south to the bridge, then west through the trees to find a staircase going down and Gomez. Talk to Gomez, who will give you the Journal. The Journal is helpful, as it acts as a map to the grounds. Now descend the stairs. ------------------ Gatekeeper's Keep ------------------ You'll find some creepy looking plant type things and a red and blue whirlpool. These are teleporting devices, which will take you to another place or room. We'll call them pads for short. Blue Pads - Will teleport you. Red Pads - Cannot be used. Either you just came out of one from entering a blue pad, or it is another exit from a blue pad. Black Pads - These are usable, but a switch, button or boss must be beaten before it can be used. Continue through the Blue Pads, until you will find the Gatekeeper. He will tell you not to come near, but just keep trying to edge forward and he will fight you. (For help on beating The Gatekeeper, please look under the boss section.) After you beat him, you will notice a switch behind him. Press it, and go through the blue pad. Exit up the stairs back into the garden. ----------------- Beginning Garden ----------------- Go North, to find the gate is now open. ------------- More Gardens ------------- You'll find yet more gardens, but there is only one path in which you can take to get anywhere. Go up to find a Wild Plant creature. He is grumpy because Debbie is controlling all the plants, he says in order for him and others to be free, you must bring him a Black Rose. He gives you the Skull Key. Go back to Beginning Garden and this time go East. You will have to find a hidden (but accessible) path through the trees. Use the Skull Key on the Gate. ------------- Dungeon One ------------- Down here you'll find 10 rooms filled with baddies. Just slowly and carefully make your way through each one. Going through the first blue pad, will take you to the other side of the room you were are in. A message on the wall says "The Clue is One... Two... Three... V" If you didn't get it, just press the buttons in order as if you were drawing a V. Just continue advancing your way through until you get to a room with a Blue Pad. You don't want to go through this, at least not yet anyway. There will be a passage up, where you can grab an A item, but that's about it. Just continue right from there. The next room will be a bunch of bowling balls and firing walls, in which you need to get to the south part of the room. Go down to find a room occupied by only one little baddie. From this room, you have two other rooms to go to, go to the one on the West first. Go up the stairs get the Green House Key. Now go back to that room, then go to the East Passage. There will be a lava pit, along with a single black rose floating in the air. Just go hit the switch on the right to create a bride in order to cross and pick up the black rose. You now have A Black Rose. Now, you need to make your way all the way back. But if you remember that one single room with the blue pad in it, you don't have to go that far. Just hop onto it to be teleported a few rooms from the beginning. Make your way out. ----------------- Beginning Garden ----------------- Find Morticia and talk to her. She will be excited that you have a Black Rose, and comments that she once had one when Gomez gave her one once, at a "Candlelit Autopsy". She'll ask if you can have it. If you give it to her, not only will she be happy, but she'll give you an extra life skull. It doesn't matter if you give the Wild Plant the rose or not, because either way he will leave. When you told him you gave it away, he will "be so mad he could burst." Which leaves a staircase for you to access. ---------------- More Gardens ---------------- You need to get to the far left as you can, without going into the Forests. Go North to find the Green House. ------------- Green House ------------- As soon as you enter, you will find a fast talking rude little plant named Plant Features. He complains that where he is, is too cold. He wants you to take him to the east, where he can be warmer. If you agree, he promises he will reward you, and he will follow behind you. You will want to look around the entire place though, you can find the Bone Spoon (in which Granny can make you invincible cookies with) and the Pumpkin, which you will need. Just continue East as you can, going north occasionally. When you come to some Green Doors, Plant Features will say this is it, however you it is locked. He will then say he has a key and open it. Make your way though and continue. You will somewhere along the way find a Green Key, in which you need. Soon, when you find a locked green door, use the Green Key to open it. Plant Features will be so happy, he'll forget to give you your reward. Well, honestly he didn't in the first place. So go after him and get what is yours! Just keep going through the doors, fighting off rabid bushes and such. You'll soon come to a room which has white pillars, when you step inbetween these you will be teleported to a room where a much more grown up Plant Features will be. He'll tell you he wanted to make it to the Conservatory, because here he would become plant ruler or the world (or something to that context). You are the only one stopping him, so he will fight you. (For help on beating Plant Features, look under the Boss Section.) When he is defeated, he will leave behind Jibe's Plant Food. Exit the green house and go back to the beginning garden to find Granny. ----------------- Beginning Garden ----------------- Granny is excited that you have a Bone Spoon, and will want it, in which then she will make some more cookies. When you eat the new blue cookies these will make Fester invincible for a small span of time. She will then tell you to meet her near the Green House later. From there, you can now go to her to get cookies and such. Now is the time to start exploring the other parts of the Addam's grounds, which if I were to tell you everything there was, it would be quite overwhelming. However, first it is a good idea to make your way to the desert. From where Granny is, go south and then there is a passage going West. -------------- Forests -------------- Here you can find harder, but bearable, enemies. They are all over the darn the place, so be careful. The bees are awful, so when you see them just run. I haven't even figured out how to beat them yet. I don't think you can. Just keep going left and you will find yet another Wild Plant. He's hungry and he is not moving until he gets something to eat. So you feed him the Plant Food. This makes him happy and he moves. Now you can enter the swamps, where there are passages everywhere. Find the desert (you'll know when you get there). ---------- Desert ---------- Lots of bones and little creatures throwing their eyes. It's pretty straight forward, but for now, make your way all the way up, not to the staircase, but keep going east. You'll find a small cave. Go in the cave to find a One-Eyed monster with bad indegestion. He complains that he ate someone and they went down nicely, however this black cube they were carrying is lodged in. You must help him, however now is not the time. So go back, and now go back to the staircase West. When you go down, you'll find almost a completely different place than the desert. Just follow the path and avoid those frustrating Centipedes. You'll come to a cave, and when you enter you'll go up some stairs. Here you will find a small, horn like creature. He is Phweep, famous for his voice. However, it seems he has lost his voice. Fester hates Phweep, even though he means nothing but good. He'll talk about the Express that goes into the mansion, and ask you to help him find his voice. You'll reluctanly agree and then he gives you the Skull Rattle, which belonged to Pubert. He'll tell you to meet him at the Express. ---------------------- In the Forest with Wednesday and Pugsley ---------------------- You'll need to go all the way back through the desert, through the swamps until you come to a forest clearing (you'll need to search for it, for me to go into detail would confuse you) where you can find Wednesday and Pugsley, who are guarding a cave. Talking to them, you'll find out there is a psycho killer in the cave, except they can't go in there because it's dark and they have no light. They don't want to risk the chance of finding the killer and getting sliced before they can even defend themselves. So, they take your pumpking, but they still want a candle. That you will have to come back for. However, if you didn't notice, there is a staircase on the very North East corner. Go up there and go down. ---------------- Another Swamp ---------------- Another swamp, but here you will find Phweep, along with some guy lodged in a tree. This is the entrance to the express... or at least it was until this chubby guy got stuck. So now you need to find a way to get him out. You think the idea of blowing him out or burning him out are suitable, while Phweep disagrees and thinks shrinking would be better. However, there is only one person who can make such a potion, Granny herself. So, make your way all the way back to Granny. ---------------- Granny Near Greenhouse ---------------- You'll find Granny, but this also with Phweep. She'll suggest pretty much the same ideas Fester had about getting the man out of the entrance. However, her ideas are quickly ended with the suggestion of shrinking. She'll tell you she'll need to time to work on it, except this time meet her in the swamp of East of here. Phweep says meanwhile you can both look for his voice. Head back to the Forest Clearing where you found Wednesday and Pugsley. ---------------------- In the Forest with Wednesday and Pugsley ---------------------- There is still not much you can say to Wednesday or Pugsley, so go south to the bridge where the sign reads "Hoarder's Lair". Go south on the bridge. --------------------- Hoarder's Lair --------------------- You'll meet Phweep on the end of the Bridge. There is no other way but down, and Phweep makes that clear. He jumps and then you reluctantly follow. This is maze full of baddies and traps, so make sure you tread carefully. Just continue screen from screen, hitting switches when you need to. You'll know your on the right track when you come to three door ways with signs reading "Right is Wrong." Enter through the left door. Continue on, until you come to a sign reading stay out, no tresspasing, etc. There will be three stone switches. Don't touch any of them, but the third one, then the first, to trigger the bridge to reach the Blue pad. Going through the blue pad will teleport you to Ma' Hench. (For help on beating Ma' Hench, read the boss section.) Then go through the black pad, which will take you to Phweep. He'll be happy and say he's found his voice. Behind him is a candle. Going through the next black pad will take you back to the swamps. Make your way back to Wednesday and Pugsley. ---------------------- In the Forest with Wednesday and Pugsley ---------------------- Give your candle to them, and they will make a pumpkin latern and put the candle in it. After Pugsley searches, he doesn't find the psycho. Instead, they'll give you something they found, A Musical Box. This can be used to beat red ghosts, like Ivan the Unbeatable. Now, it's time to go to the swamp in the east. -------------------- More Gardens -------------------- When your in the gardens close to the beginning, you'll find Morticia wandering around again. Talk to her and she'll want Pubert's Rattle. Give it to her and she'll give you another health skull. Going yet further east you'll find Phweep yet again, sitting with the Gargoyles. When you talk to him, he'll be so loud and excited his voices scare away the Gargoyles. All the clatter knocks open a hidden stair way. But for now, ignore it. Go up the stairs behind Phweep and head east to the East Swamps. --------------- East Swamps --------------- Here, would be a good time (if you haven't already) for SNES users to go to Cousin It and save your game to get the password. Go north to the bridge and continue North. You'll find Gomez telling you he thinks he has A Stone Key which opened the mansion, but he dropped it in pure water which is bad for all Addams. That is your next task. --------------- Wetlands --------------- For now, just make your way as west as possible, until you come upon a barred door with a sign saying there is a prisoner. Set a switch above to open the door and go up. You'll find a little guy in a bubble, this is Jib. Jib is a famous thief and escape artist, except someone has put a spell on him to be stuck in the bubble. All he can do is give you some swamp slime as a weapon. However this has another use. Go back to the desert. -------------- Desert -------------- Go back to the One Eyed Monster with indigestion and throw in the swamp slime. This will cause him to throw up the Strange Black Cube. Take this and head back to Jib. -------------- Wetlands -------------- When you use the Strange Black Cube, it absorbs the spell. In return you get A Stone Button. ************************************************************************************** *** This is where the walkthrough ends. This is as far as I have gotten. If anyone gets further than this point, please e-mail me the rest so I may add it to the FAQ. Full credit will be given. Added soon will be the item list, full character list and more. ************************************************************************************** *** ---------------- 5. Boss Guides ---------------- GATEKEEPER ---------- Very simple guy, just keep aiming for his body while he throws out his tentacles. They are easily avoided by just moving back. PLANT FEATURES -------------- He'll throw out his two heads and shoot out balls. To avoid the balls just keep dodging left to right and try to zap a head so he'll stop shooting and start moving. When he moves one head, shoot the other. Takes time and patience, but it can be done. MA' HENCH --------- She will move all over the top part of the screen, so you will have to shoot from afar. Always try to stay in front of her, shooting and everything. This way, when she shoots her bubble like ammo, it will only go straight instead of all over the place. Just keep shooting.