Showing posts with label Lucky Luke: Wanted. Show all posts
Showing posts with label Lucky Luke: Wanted. Show all posts

Sunday, September 28, 2025

PrinceWatercress plays Lucky Luke: Wanted! - Part 9 of 9


Here it is: the final level. Be ready to run through the level and take out enemies as you look for keys and figure out where you need to head next.


Red Rock Junction Penitentiary


Since this is the final level, there are also no bonus cards in this level.

The jail wagon at the beginning is locked. You'll need to unlock it.

Don't fall into the pits when you go down at the beginning, as there are spikes in them. They don't kill you instantly, but they still damage you.

You'll run into the first boss battle of the game as you go through the penitentiary. Once again, shoot when the mortician brings his hand down. This time around, you'll also have to shoot up and left at the enemy in the hole while also shooting at the boss. When you beat the boss, you'll get a key.

Head back to the jail wagon and unlock it to enter another underground area. Avoid the spike pits as you head to the left. To get the key, you'll need to drop down from the top level. Once you get the key, you'll need to look for a dark blue door. Unlock it, and you'll go in.

You'll meet Joe Dalton as well as Fingers the Magician for the final boss battle. Avoid Fingers as you drop down to the lower right to grab the log, and avoid him again as you head back to the upper-left where you started to throw the log into the furnace. You don't want to be pickpocketed at any point in this battle. Joe Dalton will be shooting at you from the upper-right corner in addition to throwing firebombs, and you'll need to avoid both attacks as you do this. You'll need to throw four logs into the furnace to burn up Joe Dalton, and when you do, you'll finally send him back to prison along with the rest of his brethren. You just beat Lucky Luke: Wanted!

Saturday, September 27, 2025

PrinceWatercress plays Lucky Luke: Wanted! - Part 8 of 9


This level is really short if you know what you're doing.


The Apache Camp


At the start, you'll need to shoot the tomahawks that are thrown at you without moving. If the warrior throws high, just stand there and press B. If he throws low, hold Down to duck before shooting. If he throws it into the air, hold Up and then shoot when the tomahawk is directly above you.

Make sure you are at the end of the fire pit to jump clean over it.

For the next part, you'll need to recreate the sacred totem pole by heading to the other side of the mountain and looking for them. You'll have to do some platforming and exploration to get them, but if you know how to get around, you can find them in only a few minutes. There are a few enemies along the way, but you can easily avoid them.

When you reach the totem pole on the other side with all five parts, you'll recreate the totem pole, then face the boss. You'll need to shoot at the top of the totem pole in order to knock the tops of them over and hit the boss in the head while ducking over the tomahawks that the boss throws. If you're fast, you won't even be attacked.

Afterwards, you'll rescue/recapture William Dalton, who tells you that Joe has hightailed it to the Red Rock Junction Penitentiary.

There are no bonus cards in this level.

Friday, September 26, 2025

PrinceWatercress plays Lucky Luke: Wanted! - Part 7 of 9


The stages are starting to get a little shorter, but they're also starting to get harder. Be ready to jump over attacks.


Rabbit Gulch Fort


The soldiers have been taken hostage by the Native Americans while the Dalton Brothers were raiding the place, and you'll need to restore order.

The enemies here will be Native Americans, and they will attack pretty quickly. You'll want to jump over their attacks as you head all the way to the left and grab the dynamite. You'll then need to go up, then swing over the pegs by holding Right and pressing B...assuming you can grab onto them, which can be a tad tough to do at times.

You'll need to head to the left when you get to the top. Blast open the door with the dynamite, then go into the hole at the bottom, then go to the left and grab the lockbox. You'll then need to stay on the top left as you head right, and you'll get a hand icon next to the dynamite telling you where to put the lockbox. Now you'll need another one. At least all the pick-ups will re-spawn, along with the enemies.

The second lockbox is on the other side of the level, and you'll need to head all the way to the right and do what you did earlier to get to the other lockbox. You'll then have to head back to where you placed the first lockbox and place the second box on top of the first. This will allow you to jump to the right and head to the boss battle.

To beat the boss, you'll need to jump over the tomahawks while shooting at the guy. You'll also want to jump over the guy when he charges at you towards the other side of the screen. Ducking the tomahawks does not work, as you will get hit. After enough hits, he will tell you that William and Joe Dalton - or at least one of them, anyway - was captured by the Apache. The other brother has escaped. You'll then free the soldiers who were taken captive.

There are no bonus cards in this level.

Thursday, September 25, 2025

PrinceWatercress plays Lucky Luke: Wanted! - Part 6 of 9


You'll be looking high and low for the cards here. The mini-boss battles are easier in comparison!


The Runaway Locomotive


You'll need to get to the engine and stop and re-apprehend Jack Dalton in this stage.

Tread carefully so you can take out enemies. 

Card #1 is in the first car. Enter the car from the right side to get it. You'll need to enter all the cars from either the side or from an opening at the top to find everything.

There are nine hostages on the train, and you'll need to save them all before you can clear this stage. Thankfully, they're never in any real danger from the enemies here, and all you have to do is run into them to free them.

Shortly after the fifth hostage, Card #2 will be in the air. You'll need to jump off the nearby car to get it. The card is just before the mini-boss battle.

To beat Jack Dalton in the barrel, you'll need to move into the bombs to kick them. Make sure to jump on the see-saw in the center of the screen so that the left end is up, then jump on the left end to launch the bomb into Jack Dalton. After a couple of bombs hit him, he disappears. Make sure the explosions don't hurt you in the meantime.

You'll soon have to face another mini-boss. Duck under the bullets coming out of the middle barrel, then kick the bombs Jack Dalton sends at you to the right. After you blow up the bottom barrel, you'll have to jump over the bullets. When the second barrel is gone, it's just you, Jack and the bombs. He'll be gone again soon enough.

Card #3 is between the last two cars where the last hostage is, and you'll have to jump to get it. Card #4 is in the car that you see after you see the train conductor again. Shortly after both of these cards and the second conductor is a train car full of logs. Move past it to get to the engine, and make sure you get the last two cards before you get over there, as the game won't let you turn back when you enter the third and last boss battle here.

Stay at the log car. Jump over the bullets, then kick the bombs to the right so they stop in front of Jack Dalton again. After three more bombs, you'll stop Jack for good, and he'll tell you that his two brothers will be in Rabbit Gulch Fort.

The bonus level here is an arm wrestling contest against Jolly Jumper. Keep mashing L and R repeatedly to bring Jolly Jumper's arm down. The first person to get three points in this quick mini-game wins, and if you're victorious, the game will tell you that you're stronger than a horse.

Wednesday, September 24, 2025

PrinceWatercress plays Lucky Luke: Wanted! - Part 5 of 9


Short stage, but also a difficult one.


Attack on the Pacific Express


For this stage, you'll be riding Jolly Jumper from a side-scrolling angle. Left and Right will move Jolly Jumper, B shoots and A jumps. As always, the D-Pad will allow you to aim. You're going to be doing a lot of aiming and jumping just to keep your health and ammunition high. You'll also need to pay attention to the floor so you can jump over the rock, as the game is not going to be like Mega Man 8 and tell you to jump.

If you see any dark-colored crates, you can shoot them down for extra health and ammunition.

The guys in green throw knives, but they have a delay in their attacks. This makes them the easiest enemies to tackle in this stage.

If you hear any dynamite, look for it and stay away from it. You don't want to get hit by any explosions here.

Unlike the other stages, the bonus stage cards are not present here.

When you see the train conductor a second time, you'll reach the end of the stage and immediately enter the next one.

Tuesday, September 23, 2025

PrinceWatercress plays Lucky Luke: Wanted! - Part 4 of 9


Things start getting a little more difficult at this point in the game.


The Coyote Gulch Mine


At the start, press L to avoid the falling planks that drop down from the ceiling, as they will hit you if you are running. If you're going slower, you'll trigger them before you can reach them. Jump, then shoot, to take out the first enemy you see. Once you reach the edge, shoot down the next enemy, then press L again to go back into run mode.

Go left from the mine cart when you drop down to get ammunition. Watch out for the dynamite that is thrown from the mine cart full of Dalton Brother goons in the background. You're supposed to grab the pegs to swing over the spikes, but it is hard to grab them even if you're holding Up on the D-Pad to do just that.

Going up from the right of the mine cart takes you to an old prospector. If you help him find three gold nuggets, he will help you capture Averell Dalton, the tallest of the Dalton Brothers. Get the dynamite near him, then walk to the right to avoid getting hit by falling planks. Use the dynamite on the plank on the platform to uncover the first gold nugget.

Head right, take out the enemies, and drop down two stories. Use the dynamite you find on the way to blow up the covering on the floor. Get the nearby stick of dynamite, then head left and blow up the door to find Card #1. Go up one left, make your way to the right, and swing over the spikes. You'll get Card #2 along the way. Go down from here to get the dynamite. There are two see-saw platforms here. Stand on the left platform, place the dynamite on it, then jump to and stand on the right platform to raise the left one up. This will uncover the second gold nugget.

Go left of where you blew up the covering, and grab some dynamite on the way there. Take out the enemy, then blow up the plank to get the third gold nugget. You'll also find Card #3 here. With three gold nuggets, head back to the prospector. He will give you nitroglycerine to access the underground passage where Averell Dalton is hiding. He will also tell you that if you jump more than five times with the nitro in hand, it will explode and hurt you, and you'll have to go back to him for more.

From the prospector, drop down and head left, get over the spikes and drop all the way down while jumping as little as possible. Press R on top of the rock in the floor to blow it up with the nitro. (If you use regular dynamite here, the game will tell you that it will not work when it explodes.) Head right, then head up and to the left when you have a choice of where to go next. Blow up the door with dynamite, and you'll find health and Card #4.

Go back and head downwards. When you see the enemy hiding behind the orange mine cart, you're near the end. Take him down for ammo and keep heading left. You'll run into Averell Dalton, who will try to fight you only to hurt himself in the process. He then lets it slip that William, Jack and Joe have hijacked the Pacific Express to head back to Rabbit Gulch Fort and pick up ammo.

For the bonus stage, you're riding Jolly Jumper again. Left and Right moves left and right, A jumps, and L and R lowers yourself to the left and right to pick things up, respectively, just like last time. This time around, however, you're avoiding exploding sticks of dynamite. The game will tell you that you outsmarted the canyon trap if you succeed, and call you unlucky if you fail.

Monday, September 22, 2025

PrinceWatercress plays Lucky Luke: Wanted! - Part 3 of 9


Fingers the Magician seems to know something about the Daltons...and Lucky Luke figures that it is about time to have a chat with him.


The Haunted Saloon


When you start the stage, you'll meet Fingers the Magician, who threatens to pickpocket you later before disappearing. You'll see him a couple of times around the stage, so if you see him, shoot him! This will get rid of him in certain parts of the level and ensures you don't see him again until the boss fight at the end.

Below the stage is a basement full of barrels...and enemies! You can drop down from the holes in the stage to get down there, and if you drop down the middle hole, you'll get Card #1.

From here, if you head all the way to the left, you can jump up into the floor and get a shortcut back to the start. Meanwhile, if you take out the hands shooting at you in the barrels, you can get coins. This is easier said than done to the hands having weird hitboxes, and you'll need to be behind them to hit them. The coins are needed for the roulette wheel just right of the stage area. The first coin will net you Card #2, while the second coin will give you an extra life. If Fingers touches you while you have them, he will take them away, so explore a little first and take him out before you go for the coins. 

Going down further will take you to a key. You'll need the key later on. Don't let Fingers touch you if you have the key, because he will steal the key and you'll have to go get it again. While you're on the lower basement level, leap around to look for platforms. One of them will take you to Card #3.

You'll need some sheet music in order to get the piano to play.

The buffalo heads will shoot at you, but you can shoot them down yourself to stop them from attacking. Speaking of attacking, watch out for enemies behind saloon bar counters as well as broken tables.

Be ready to find and press a switch to lower a chandelier. The chandelier will swing back and forth, and if you jump into it, you can grab onto it and swing to the other side with Left and Right. Just be ready to jump. There is a second chandelier soon after the first one, and if you drop straight down the middle from where that chandelier is, you'll score another extra life.

The stairs past Rintincan lead to a locked door leading into the attic; use the key on that to open it. To the left from the stairs is Card #4, while all the way to the right is the sheet music. Take it back to the piano near the beginning, and you'll enter a boss battle with Fingers himself. He's just as easy to take out as he was in the rest of the level. Just shoot at him when he comes at you. After you shoot at him three times, he gives up and tells you that the Dalton Brothers headed to a mine to look for explosives.

For the bonus level, aim the target reticle with the D-Pad, then shoot with L, R or A. Reload with B, especially when the game tells you. Keep shooting down bottles, and after shooting down enough, you'll win. If Rintincan shows up with a pocket watch in his mouth, shoot him to get more time. The timer will be on the clock just right of center. For best results, keep the target reticle just above the counter. 

Sunday, September 21, 2025

PrinceWatercress plays Lucky Luke: Wanted! - Part 2 of 9


The next level is a bit of a maze, but you can still breeze through it once you figure things out.


Prison Rebellion


It just dawned on me that the four holes at the beginning are holes made by the Dalton Brothers when they blasted through the prison wall. 

Go left at the start and shoot the guy who pops out for more ammo, then jump straight up for Card #1.

Head right, and you'll find out that the wardens have been trapped in the powder store by the now-escaped Dalton Brothers, and that you'll need to get the key from Rintincan. Jump over the hole for more ammo, then drop down the hole to get in the prison.

Move in slowly and take out the enemies as you see them, and jump from platform to platform to avoid the spikes. After you jump up to the next level, head left and go down the first hole you see for an extra life. Backtrack, head right, and get the firewood. Go all the way to the left and press R in front of the fire in the furnace to use the firewood and make a platform that goes up and down near you. You'll need to do this to continue on. If you see the hand icon at the top center of the screen, you're in position to use an item. Jump on the platform, then jump again when it rises to get Card #2.

Be sure to go upwards on the platforms above you with Up on the D-Pad to get the dynamite, among other things. With the dynamite, go all the way back to the right, go up to the barrel with the lid on top of it, place the dynamite, then jump on the lid. When the dynamite's explosion knocks the lid upwards, jump to the right when the lid is in the air. Use the lid on the level above to get ammo and a key. It's not the same key Rintincan has, but it's still useful, anyway.

Head left and take out the enemies, and use the key on the closed door. This will take you over the makeshift barricade that is in your way. At the left end, you'll see a pipe that has a piece missing, with a hole in the floor. On the next level up, head right and take out enemies as you see them, then get the key at the end. Use the lid to get up one more level for dynamite and a bent pipe. Jump left from where the bent pipe is/was to get Card #3. Head left, use the key on the closed door to get past another barricade, then drop all the way down when you see the ball and chain to go back to the pipe. Use the bent pipe on the pipe in the wall, then get back to the ball and chain. Use the dynamite on the ball and chain, then go back to where you used the piece of bent pipe. The iron ball will go down the pipe and force open the door to the left. (Had you not used the bent pipe for this, the ball would go in the hole in the floor, and you'd have to do this all over again. Thankfully, everything necessary re-spawns.)

After heading to the left and taking out the enemies along the way, press R at the cannon. You'll blast open the door in front of you. Head to the left and get the bent pipe, then make your way down and get the dynamite. Place the bent pipe near the jail cell, then head right. Rintincan will have the key, but you won't be able to get it from him...yet. Card #4, if you're looking for it, is below where you found the second bent pipe; you'll have to drop down from where you entered this room to get it.

Go right from Rintincan to end up back at the start. You'll have to loop back around to where you entered the second jail section to get back to the ball and chain above the jail cell. Thankfully, all the enemies and items will re-spawn, so if you need more health and ammo, you can get it. When you use the dynamite on the ball and chain, the ball will go down the pipe and break through the jail cell, allowing you to get the bone. Press R near Rintincan to give him the bone and get the key to the powder store, then head to the right to where you dropped into the jail in the first place and you'll free the wardens and finish the stage.

You'll learn that the Dalton Brothers have mentioned Fingers the Magician, who hangs around the Coyote Gulch Saloon. Fingers knows a lot about the Daltons, and it's time to have a chat with him.

The bonus level after this stage is the slot machine. You'll start with $1000. Press A to pull the lever and get the barrels rolling, and press Left and Right to select the barrel you want. Press B to stop the selected barrel. If you can time things just right - which takes a lot of practice, as the barrels run at different speeds and you have to press B on the icon before the one you want - you can get a lot of money. If you go bust or fail to earn enough money, the game makes fun of you; if you earn enough money (which is around $10,000), the bonus level ends and Lucky Luke gives his casino earnings to an orphanage. The game tells you which combinations win you something. Two in a row of something will get you a little bit of money, while three of the same thing will net you bonus multipliers that multiply the current amount of money that you have. 

You have three tries to score, and if you don't score on anything, you'll lose one of your tries.

The winning combinations for the slots are as follows:

Two ball and chains: $500
Two feathers: $400
Two clovers: $300
Two horseshoes: $200
Two sheriff stars: $100

Three sheriff stars: 4x current money
Three horseshoes: 3.5x current money
Three clovers: 3x current money
Three feathers: 2.5x current money
Three ball and chains: 2x current money

Saturday, September 20, 2025

PrinceWatercress plays Lucky Luke: Wanted! - Part 1 of 9


Didn't think I'd be playing another Lucky Luke game, but here we are.


Believe it or not, this is a port of the Super NES game from 1997 - which was Europe-only - for the Game Boy Advance. Not surprisingly, this port is also Europe-only.

In the menu, the red bullet in the chamber is pointed at what you are highlighting, and the background will move towards what you are highlighting.

Normal is the easier of the two difficulties, while I want to believe that Difficult is the original Super NES difficulty.

The story begins with the newly-elected President of the United States granting general amnesty to all felons. This allows the Dalton Brothers, Lucky Luke's most persistent nemeses, to be free men, and not surprisingly, they start committing crime again the moment they get out. After being freed from prison, they rob the Yuma City Bank, which gets the attention of our hero Lucky Luke.

Yuma City


Left and Right moves left and right, Down ducks, A jumps, B shoots, and Up on the D-Pad can be used to shoot upwards with the B button. You can also aim diagonally upwards and fire in those directions, but you'll also have to deal with moving and shooting at the same time. If you press L, you can switch between walking and running, and that will allow you to aim diagonally upwards more easily.

If you press Up in certain spots, Lucky Luke will super jump to the platform above him, Rolling Thunder style. You'll need to be under the edge of a platform that is above Luke to be able to do this.

Your current ammo will be in the upper-left hand corner, You'll need to pick up six-shooter cartridges in order to get more bullets. The bullets left in your current cartridge will be in orange on the icon in the upper-left, and you'll reload if you have a free cartridge. You can have up to nine cartridges on stand-by at one time.

Your current amount of lives and health will be in the lower-left hand corner. Any lives that you pick up will only be good for the current stage; you'll be knocked back to the default of three lives when you reach the next stage. To get more lives, look for white cowboy hats throughout the current level. As for the starts, you have four hits, and when you run out, you will lose a life. Pick up stars to refill one unit of health if you get hit.

If you have maximum health, bullets or lives, you won't pick up the item that you already have maximum of if you move into it. 

Enemies will pop out of windows and other things. Be ready to shoot them before they shoot you. If they shoot, duck or jump to avoid their bullets. The hands with the gun that poke out of certain areas are hard to shoot, as their hitboxes are pretty small, but you can hit them.

When you reach the well, Lucky Luke will notice that the well has been bricked up. Press A to stop reading the dialogue bubbles and get back to the game. When you're reading dialogue, a red X will flash where your ammo is; it will disappear when you get rid of the on-screen dialogue.

There are four playing cards that you can pick up in each stage that takes you to a bonus area. These playing cards were not in the original Super NES version. Any cards that you pick up will appear in the lower-right corner, but they will all be face down. You'll need to remember which cards you picked up as you go through each level. The bonus areas are not needed to beat the game, and you'll get nothing from them, but some of them are more beatable than others and there's a bit of satisfaction in beating them.

If you jump into the covered wagon shortly after the start of the level, you'll get the Ace of Hearts. Go left and jump to get it.

If you go inside any place that the game considers a room and then leave, all the enemies you defeated and all the items you picked up will re-spawn. This will allow you to get more bullets, health and lives. 

Shoot down the haystack to drop it onto the see-saw. This will allow you to jump on the see-saw and get launched towards the rest of the level. When you do that, remember to head back and get the Ace of Spades.

Jumping on the vulture allows you to get the nearby extra life.

You'll find Rin Tin Can (originally named Rantanplan in the French language version) near a stick of dynamite, which you can collect. When you have dynamite, it will appear next to your ammo in the upper-left corner. You'll also meet the bank teller, who will tell you that the bank manager has been thrown down the well that has been bricked off. You'll need to head back to the well, then press R to light the stick of dynamite and lay it down while standing on the well. Back off so you don't get hit by the explosion, then go down the well when it's open. When the platform goes down, jump to the right when it stops so you don't drop into spikes, then head right and talk to the bank manager to free him. 

After this, you can take the platform back up and jump straight up when it stops after moving upwards. Head back to the bank and jump onto the covered wagon to continue, then jump to the second level of the next building and jump to get your third card, the Ace of Clubs. The fourth card, the Ace of Diamonds, will be above the next building directly over the coffin. You'll need to jump on the platforms on the buildings further to the right to double back and get it.

The see-saw near the end is used to get another extra life, if you need it.

The boss here is a gunfight. Press A after being told to fire on the signal to get the dialogue off the screen, and when the mortician brings his hand down, fire your gun. After three bullets, you'll shoot the other guy's belt off and you'll beat him. You'll then find out from Jolly Jumper, Lucky Luke's horse, that the Dalton Brothers have started a mutiny at the prison in Casper. You'll need to head down to the prison and stop the mutiny.

The bonus stage after this level is a trip to the canyon. Move Jolly with Left and Right on the D-Pad, press A to jump and press L and R to lower yourself and grab dollars bills to your left and right respectively. You'll need to get through the canyon and collect all the dollar bills while also getting through the canyon without getting hit too many times. The amount of dollar bills you've picked up will be in the upper-left corner, while the amount of hits you have left will be in the lower-left corner. If you run into holes, rocks or cacti three times, the game tells you that you are unlucky. If you survive the canyon but fail to get all the dollar bills, the game will tell you that you avoided the canyon trap. The game will congratulate you if you survive with all 50 dollar bills, but you won't get anything else out of it.