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Crusader of Centy - Guide and Walkthrough - Genesis - by CJayC - GameFAQs
Crusader of Centy - Guide and Walkthrough - Genesis - by CJayC - GameFAQs
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Contents
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Introduction
What's New
Game Introduction
Gameplay
Walkthrough
Animals
Unanswered Questions
Credits
Copyright
Introduction
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Crusader of Centy is a game for the Sega Genesis released in 1994 in the US by
Atlus. It's a Zelda-type game with a pretty good story, good graphics and
sound, and great gameplay. It's known as one of the best Action/RPG games for
In the game, you play Corona, a boy who has reached his fourteenth birthday and
What's New
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Version 2.0 - Ran a spell checker over the thing, added in answers to a couple
of "unanswered questions"
Game Introduction
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The Age of Darkness, without light. Creatures who wandered this world were
later called "monsters" by humans. They were feared by everyone. No one knows
Have they been here since the start of humanity, or were they here since the
Time passes...
One day, there was a change in the world. A great beam of light struck the
earth and diffused through the darkness. Filling the earth with light
and destiny. Most of the monsters had no resistance to light and quickly
perished...
A seemingly endless period of time passed. Humanity had evolved and dominated
But... monsters did not become extinct. They hid underground and increased
their numbers as if they were waiting for the moment of restoration. Our
story begins when the monsters reappear and the inevitable conflict between
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man and monster ensues.
Gameplay
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Game Controls:
B Button - *Jump
perform a particular action. For others, it will make them stand in front of
Start Button - Pauses game, and brings up the animal selection menu.
Walkthrough
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It's Corona's 14th birthday! Your mother will give you your father's
sword, as is custom for the village. After a few moments, you will hear a
fireworks outside. Your friends head outside to see the warrior Amon off to
battle. Once they leave, talk to your mother and she'll tell you to report your
birthday to the king. The castle is on the north side of town, so head there.
As you enter the castle, you will see Amon receive the Holy Sword for
completing his training. Talk to the king, and he will grant you access to the
Rafflesia Training Grounds. Exit the town and head to the training grounds.
Once you enter, talk to Duffy to learn about the courses. He's standing in
front of the Beginner's Course, where you can go and find the Bronze Medal.
The Beginner's Course doesn't require any special abilities, so enter it. Don't
forget to slash the grass, boxes, and chests as you go through it, as you'll
need at least 20 Malins to buy the Sword Throwing technique later. Plus,
The Beginner's Course introduces you to the objects and puzzles you'll face
in the first half of the game. Just keep heading north, and you'll make your
You'll come to a sign which reads "Slash the red switch to light the fuse".
Of course, it doesn't say which switch. The right switch will reveal 6 Malins,
and the left switch creates spikes in the pit you must walk around.
matrix. Slash them to pass, but some of them hide spikes. They are arranged as
follows:
OOXX X = Spikes
XOOX O = No Spikes
XXOX
Once you find the "Monster Crossing" sign, you can head right to meet a few
There's a red switch block in from of a group of trees. Hitting the switch
block will remove the trees and unleash a load of bees, as well as removing the
blue blocks to your left. Bees cannot hurt you directly, but they will push you
into the spikes that are unveiled after hitting the switch.
Hit the next red block you find to remove the columns in your way. Head
past the moving spikes, slash the mounds, walk through the shallow water, and
walk into the blue blocks to make them disappear. The chest containing the
Bronze Medal should be right in front of you, so open it and head north to
exit.
Re-enter the training ground and go into the house there. For 20 Malins,
the Swordthrower will teach you how to throw your sword. If you don't have 20
Malins yet, head back through the Beginner's Course and slash some
grass/boxes/chests to find them. You can't go through the other courses yet,
Back in Soleil Town, go to the house with the two doors and talk to the man
there. He'll tell you that his sister is in Dahlia Valley, but he can't go
there because he can't throw a sword. You can, however, so head there.
Head up the mountain using the ladders and climbing walls (they look
different from the standard cliffs there). Mid-way up the mountain, there's
two blocked doors together behind two rocks that you can't pass. Throw your
sword at the doors, and the water you release will drop you on top of a
house. Before you enter, there are four boxes which contain apples, so
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The first boss is inside the house - the Wolf. He attacks by hitting
himself on the head with a mallet, and the stars around his head will move out
and attack you. Keep your distance, and throw your sword at him four times to
defeat him. The stars block your sword, so either time your attacks well or
BOOKMARK
wait until the stars expand and hit him while he's unprotected.
After defeating the Wolf, the Old Lady will tell you about the fortune
teller in the plaza at Soleil Town. Head back there to find her. To the right
Head to the left of the town to the Plaza. The fortune teller's tent is on
the left side of the plaza (surrounded by flags). The right tent contains a
mermaid who will sell you an extra HP for 800 Malins. You will probably be a
bit short on cash at the moment, so just go to the left tent to talk to the
fortune teller.
Talk to the fortune teller, and she'll grant you the ability to talk to
plants and animals. Unfortunately, you won't be able to talk to humans anymore.
Head back to your house and talk to Mac, your dog, and he'll join you.
Assign him to an animal slot, and then talk to the other animals and talking
flowers in the plaza and town to find out other information. Head back to
Head to the top of the mountain, and enter the cave on the right. Talk to
the hare twice, and he will teach you to jump by throwing you onto the rocks in
the middle of the water. Head north to exit the area and go to Anemone Beach.
Head alongside the cliff until you see the first ladder going up. Head
north, and hit the switch that creates a ladder back down. Follow the cliff
north until you come to two mounds blocking a ladder going up. Go up, head
left, and throw your sword at the red block. Retrace your steps (down, right,
up), and head north past Sonic (Sonic???). There's a two more red switches for
a ladder back down and an apple. Continue heading north until you reach the
village.
Once in the village, go the leftmost hut and jump up and down on the mat in
front of the door three times to open it. Inside, talk to Daddyphant twice to
learn how to pick up and throw objects. It's also a good idea to go visit
Ramsey's hut and hire a kitty, which basically doubles your life bar (one time
only). You're now ready to go north to one of the most frustrating levels of
the game!
Pick up and throw the big red rock to make it disappear. Head to your
right and go to the far right of the area jump on the switch, and then back
just to the left of the raised area, hitting and jumping on red blocks as
you come to them. Once you reach the dead end, head back south and to
your left, jump on the block next to the cliff, and wait for a good
westward wind. Jump to the platform to the far left, and continue north.
Follow the land to the right, until you come to a red circle block. Jump
on it, continue to the east and as far north as you can go. You'll come to a
raft, so pick it up, throw it over the blocks, chop the blocks down, pick up
the raft, and go to the first open edge on your left. Jump and throw the raft
at the first rock. If you hit the rock with the raft, it will collapse. If
not, you can jump to the raft and slash the rock with your sword. If you
can, pick up the raft; if not, walk down a screen or two and walk back up
and grab another raft. Repeat for the next two rocks, and continue west.
On this island, pick up the raft, go to the edge of the cliff facing north,
and throw the raft. If you threw it far enough, you'll be able to jump to it,
and then jump to the next two blocks. Now there will be a yellow blob floating
in the sea you can jump on. Wait for the wind to die down, time your jump, and
jump twice to the north-most platform. From here, slash the grass to get
The next boss, Octopus, is pretty simple. Avoid the ice he throws, and
throw the sword to hit him eight times to defeat him. After the first four
hits, he gets mad and starts throwing more ice. With a full health bar, you
should be able to concentrate more on hitting him quickly, and less on dodging
the ice.
Destroying the Octopus will free Chilly the penguin who will join you for
the rest of the journey. Head south to leave the area and head north to Hot
Daisy.
This is just an "in the way" area. Just head west, dodging, jumping, and
slashing. The fire creatures can only be destroyed by a thrown sword with
Chilly and throw the sword at the fountain, which will freeze the lava. Next,
climb down, avoid the flames, grab the money, double back, climb up, hit the
Enter the cave, and take the first right path. Go down when you come to a
ladder, down again, and then north to the staircase surrounded by blocks. Push
Jump from rock to rock until you come to solid ground again. There will be
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two rows of blocks in your way:
1234
5678
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Push 6 up to trap the fire between 1 and 5, and then push 8 up, 7 right,
and three up twice to move on upstairs. Go right throw your sword at the switch
to create a staircase, do it again with the next block, jump to the ground to
(you can't do anything there yet). Your first jump is to the northeast, and
continue jumping from platform to platform until you reach solid ground again.
There's an easy-to-grab money bag along the way, along with a burnt bird. Once
you're back on solid ground, refill your health with a few hidden apples, and
The Shuffler's pretty simple. He splits into eight pieces, but you can
only slash one of them (the one that flashes red before he shuffles). He can't
hurt you by touch, but if you slash the wrong piece first, you will lose health
instead of him when you finally slash the right one. Repeat six times. Once
Shuffler's defeated, you'll release the Cecil the flying squirrel. Leave the
cave to the south, and go right once you're outside to continue to Iris.
Follow along the path (it's pretty one-way) until you come to a dead-end.
To get past the floating green spikes, just duck in a hole as they pass over.
Just the other side and to the south of the spikes is an Apple of Life on an
Once you come to the dead-end (a bunch of trees lie in your path), select
Cecil and throw the sword northeast from the northeast-most point you can go to
(next to the trees). You'll hit a switch that will unleash a flow of lava you
can jump over to continue on your path. Next, head north, then west, south, and
Of course, you can't talk to anyone in the village yet, so head north and
talk to the flower next to the giant hole. Buy his information twice, then head
Again, the path is fairly one-way, so keep moving until you hit the next
dead-end. Throw your sword northeast again, jump over the new lava, head north,
jump over the next pool of lava, grab the moneybag you saw next to the
In this village, go to the squirrel's cave (northeast corner) and fix all
of the holes in the floor by pushing the brown blocks on top of them. Talk to
the father squirrel, and he'll give you an Apple of Life. Next, go talk to the
rabbit (in the left-hand cave), and you'll get your next destination - the
Tower of Babel. In the northwest corner, Ramsey has a cave where you can get a
replacement kitty (if you lost yours), and an Eggbomb. Next, head west to the
At the racetrack, talk to the rabbit and agree to race the cheetah for 20
Malins. Before getting into the car, talk to Flash the cheetah and give him 50
Malins to slow down. Once you do this, beating him in the race and having him
join you should be a cinch! (Controls: D-Pad right and left to turn, A to
accelerate, B to brake).
Leave the racetrack, head south from the village, and to the west. Select
Flash, and jump over the large hole. (Save your game here, because you won't be
able to in a moment). Jump over the barrier, and bang, you've been turned into
a slime! Go to the south, and then east, then north to meet the other slimes.
When Amon comes, run for the slime's cave. Talk to the mother slime, and
she'll tell you how to go talk to Klin. Go to Klin's house, talk to him,
and then head back to the slime cave. Talk to MaSlime again, who will tell
you how to get into the witch's house. Go to the star in the southwest
corner, and jump on the center of it ten times (you'll hear a click
Talk to the witch, and she'll open up the door at the back. Talk to the
mirror, and it will tell you about the puzzle. This is the classic "Chicken,
Grain, and Wolf" puzzle. To solve it, push the caterpillar to the red carpet,
return to the green carpet, push the flower to the red carpet, push the
caterpillar to the green carpet, push the bird to the red carpet, return to the
green carpet, and push the caterpillar to the red carpet. Return to the witch,
who will turn you human again. Pieces the caterpillar will also join you,
although he's quite useless right now. Jump on the blocks and over the hole
(with Flash selected) to exit, and then head south to the Camellia Desert.
The desert is a pretty rough place. Head south until you hit a wall, then
turn west until you get to a large group of whirlpools. Make your way past to
the west to go to the next area. On this screen, there are several rocks,
brown blocks, green blocks and a single red block next to a raised area
with a fuse.
You'll need to move the red block to the fuse. The area is arranged like this:
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O O BXXXX F - Fuse
you can, push block 2 north as far as you can, and block three as far north as
you can. Next, push the red block the following directions: west, west, north,
continue. There's also a hidden Apple of Life if you follow the path to the
north back around to just north of where you started. You'll need to use Flash
In the middle left area of the whirlpools, there's a spot to stand still
open on the left-hand side. Make your way there, and then throw the sword at
the red blocks to open up the area to the west. Head west, then south until you
come to a huge area of spikes and holes in the ground. Jump from hole to hole,
XX 1 X
X 2 3 4R5X
X 6 7 8 X Move: 4 South
X9 0a bX 5 South
Xc de X 1 East 3 times
Xfg h i jX 3 East
Xk l m X h East
Xno p X l West
Xt vFXX v South
XAB XXX
XXXXXXXX
If you mess up, just go north to the next screen and come back south again.
Next, go south past all of the whirlpools with spikes until you come to a rock
OO
OOOO
O O.
Stand at the ".", and throw your sword (with Cecil selected) northwest. It
will hit a red switch. Next, make your way back around to the southwest, and to
the village. Talk to the creatures there, especially Dippy, the dinosaur (he
won't join you yet). You can hire Batty, the bat, at Ramsey's hut for 100
Malins. To leave, head south, slash the switch, and take the path to the left.
Enter the tower, take the express elevator, and then climb the rope.
Oops, that's not a rope, that's a boss, Roxie! He's invincible most of the time
- just wait and dodge until he throws the eight energy bursts at you, then run
up and slash him with your sword while his heart is exposed. His attacks/your
Taps both sides - dodge down (center of screen, as far down as you can go)
Energy burst - dodge, then attack while he recovers (at least three hits)
Eight slashes will take him out. Chilly will tell you about Freesia,
across the see to the south. You can't cross the sea yet, though, so head back
to the desert.
Enter the desert through the south entrance and return to the village to
talk to Dippy. He'll refuse, so walk away, but he'll change his mind and join
you anyway. Once you have Dippy, you can go to Castle Freesia across the sea
to the south.
Head south, and you'll see a lion trapped in a prison. To release him,
select Cecil and throw the sword at an angle from the open entrance you can get
to. A northeast throw should do the trick. Once freed, Inferno the lion will
join you (once you talk to him, that is). Inferno is very useful here, as he
can take out the snow monsters quite easily. Head into the castle (just north
of the prison).
First, to get a money bag: Hit both switch blocks and go to the north-most
entrance to room 2, throw the sword at a switch block and return to room 1, go
Go to room 4 and take the north-most of the left passageways. Go all the
3 to jump to room 9. Select Cecil, and throw the sword northwest from the
southwest corner of the enclosure. Return to room 4, and go north back to room
9. Head to room B and hit both switches. You can talk to some penguins in the
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north room, and then head south to room 7 and enter the teleporter there to
room.
6. Jump over the chasm (selecting Flash first), and head back to room 4. Jump
BOOKMARK
in the teleporter there to room D. Throw a flaming sword (Inferno) at the ice
block to free Amon, and go to the walkway. Throw a sword at both switches in
room D, and then go to room 7 (still on the walkway). Hit the little creature
south group of blocks. Head back to room 7 via the teleporter in 4. Head
south, and use Cecil to throw your sword at the other side of the wide chasm's
switch blocks before trying to jump over it using Flash. Head north to the Boss
The boss, Georama, will appear when you open the chest. Easy: when he's
red, throw a sword with Chilly selected. When he's blue, throw the sword with
of frozen trees. Just slash the only one that sits against the west wall to
Penguins Boss
# #
# B ### |A### 9 #
# # #
# # # D# # #
#====###==# # 8 #
# # # # # #
# # #### #####
# 7 # # #
# ############
# | #
#################
# ####===### #
# 6 # # 5 # # 4 #
# ####===### #
#===### ### #
# 2 # # 1 # # 3 #
# ### # # #
Entrance
blow bubbles at you which will sweep you along whatever path they travel, but
you can kill the fish with Chilly and your thrown sword, and block the bubbles
with movable blocks. You can only stay underwater for 60 seconds at a time, so
Continue along the only path until you run into the green push blocks next
to a large fish. You can't kill the fish, but when you're pushing something
(like that green block), you can't be blown away by the bubbles. Next, there's
another fish trying to prevent your progress. Either keep pushing one of those
green blocks, or just travel just north of the bubbles and jump over the holes
in the ground. Next are a lot of rocks that you can destroy with your sword
(and a money bag). Just north of there are a series of moving blocks that
you'll have to jump between. Jump to the right to kill a bubble-blowing fish
and then jump back north. Before jumping back onto the normal ground, throw
your sword north to clear a boulder in the way. South of the snake, there's a
easy jumps).
course, a bunch of bubbles from another fish. It's too far away to kill so grab
a block and start pushing. Once you get to the rocks, get another push block,
Leviathan is waiting in the next room. Hit him once with your sword to get
him angry. He'll create an image of your mother that you must defent. Swing
the sword to deflect his attacks, and throw the sword at him (with Inferno) to
wear him down. Ten hits of the sword or his own attacks will make him stop. If
you protected your mother well enough, he'll join you and raise the Temple.
Go back through the temple, and go just north of the original entrance.
You'll notice land to the right- jump there using Flash and make your way to
the exit in the East wall. From here, head back to the Tower.
16. Tower of Babel - Puzzles, Puzzles, Puzzles
Go back into the Tower of Babel, and Pieces will become a pupa and leave
you for a while. Enter, and you'll see that the express elevator has been shut
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down. You have to now go through 11 levels of puzzles:
Level 1: With Cecil, throw your sword to hit the red blocks. The first is
hit by standing on the right square north of the blocks and throwing the sword
southeast. The third opens when you throw the sword southwest standing right
BOOKMARK
next to the blue block.
Level 2: Hit the creature twice each time to make it move (and eat away
more of the floor). Where do you stand to prevent dropping down? 1: Right, 2:
Level 3: Ride Dippy (with Flash for speed) to walk over the moving floor,
Level 4: Hack your way through the blocks, avoiding the flames. Remember,
helps you swing the sword faster, which gets you through the level much
quicker.
Level 5: Jump to the rubber band to the left of the entrance to be flung
Level 6: Once block in the floor is not mirrored exactly: From the lower
right hand corner, up and left one block. Jump on it to open the staircase.
Level 7: Push the middle red block down once and left eleven times.
There's a blue block two spaces north of where the red block is now: push it
left, then up twice. Then push the red block up five times (it should be next
to the blue block you just pushed), and hit it to clear the way.
Level 8: Just guide yourself over to the other staircase. Good luck! If
you keep hitting the B button, you'll jump occasionally, giving you a little
more control.
Level 9: Use Leviathan to give yourself enough speed to take out the
blocks in your way! Just hack and move fast! Alternatively, you can use Cecil
to try and take out the big blocks before you get to them.
Level 10: Block-pushing time! Pick any three blocks in the middle (i.e.
not touching either wall), and do the following four times (the fifth you can
x x 1: Right x1x
1 x 3: Right 2 x
2 x 2: Up -> x
3 x 1: Up x
x x 3: Down x3x
Level 11: You can't see the floor or where you are, but you can see the
holes. Throw the sword to get your bearings, or just jump left a couple of
times.
Top: You've made it! Go up to the small mound of dirt and press "A" to
Climb up and enter the Place of Peace. Talk to all of the people there.
If you run around and touch every flower (get them all dancing), the man at the
northwest corner of the raised area will give you an Apple of Life. The man
just north of the fountain replenishes life. When you're done, head north.
Make your way through the area (Flash and Leviathan help). Hit switches
when you see them and throw your sword at pods to turn them into vines. Pods
and some switches unleash bees, so be careful! When you see an exclamation
point on a wall, that means that once you pass it, the walkway will crumble. In
other words, move quickly! At the first junction pass that section, head north
first. Make your way over the crumbling ground and through the narrow passage
(you can jump over the flame) to hit the switch. Back-track to the junction
and head right. Head left, hit the switch, and slide right and jump at the
end of the track (JUMP! JUMP! JUMP!). If you miss, you can jump on the
Head north, and follow the path until you find the last switch at a dead-
end. Hit it, and back-track to the moving blocks. Head west (go north to solve
a quick block-pushing puzzle for a money bag, push the blue blocks into place
and hit the switch), and make your way back through the level to the slide with
the JUMP! at the end. Now, there's a walkway in the way that will take you into
the palace.
In the next area, it looks like you're trapped. Not so. Just walk north
of the sign into the open air - there's an invisible floor! There's two more of
these, and there's one way to spot them: You, Birds flying over them, and your
animal companions all leave shadows on the invisible floors (which spell MAC).
Keep moving north, and stand next to the door with Mac as one of your
companions.
In this area, there are four switches along the outside circle. Jump on
them, and you'll awaken Maldra, the dragon. Just stay north of her, and when
she follows you all the way north, quickly run south, wait for her to follow,
and then stay just north of her again, attacking all the time (I recommend
After defeating her, you will be returned to the base of the tower. Pieces
will awaken after you talk to the worker twice, and you can use him to hit the
switch and exit the tower after grabbing the money bag to the right of the
tower.
Now that you've got your language skills back, you can go to Rafflesia and
finish the other two training courses. I'm not going into any details, as there
are no real puzzles, and the course is fairly linear (only one path through
it). Get the Silver Medal, exit, and then re-enter the course.
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It's the quest for the Gold! You'll need Flash here, but you're on your
own from here. Take your time, read the signs, and talk to the soldiers.
BOOKMARK
Now that you've got all three medals, go to the king and receive the Holy
your mother, and then go to the house for sale and visit your mother. Wait a
second. Go back to your house and visit your mother, and then go to the house
for sale and visit your mother. Select Mac and have him sniff out the imposter
There's one more apple to get here; First, talk to the cow in the flower
garden, and he'll tell you about a certain flower. In Wiseman's garden, there's
one flower moving in a different direction. Jump on it, and a bridge will allow
Take the south entrance to Iris and make your way to the human village and
the giant hole. Talk to the flower next to the hole (he's speechless), and then
go back and talk to everyone in town to find out about the cyclone, Dorothy,
and the magic shoes (sound familiar)? Talk to Chai, then Dorothy, then Chai
twice more. Go back to the flower, buy his information, and then stand
To get Dorothy's shoes, head back to the animal village and throw the raft
in the water right next to the Rio the armadillo to talk to him. He'll join
you, and you can head back to the human village. Throw Rio into the water to
use him as a plank, and you can get the shoes from the chest. Head out of Iris,
From the south entrance, hit the switch blocks to the north, then to the
west, then head west to the previously abandoned city. Enter the temple, and
head up to the second floor. Throw Rio at the red switch to open the way to
the third floor. Head to the fifth floor and talk to the dying man.
Walk back down to the fourth floor and notice the missing shadow in the
hallway right in front of you. Walk through it, and jump your way down
Here, use Rio to cross the spikes, Rio or Flash to cross the chasm, and
head upstairs. On the sixth floor, use Rio to hit the switch, and then climb
down to get the awakening powder on the first floor. Go to the west door, and
fight Chameleon.
Use Inferno to attack and Cheetah for maximum speed, slash the baby frogs,
and stay above him to avoid getting eaten. He has sixteen hit-points, but
Inferno takes three with each hit. Approach the sleeping Moa to awaken him, and
point on the floor where light is shining. Slash the wall here to open up a
passage. Talk to the man in the hut and the man standing outside to return to
the present. Leave the desert and follow the cyclone to Burn Daisy.
From the south entrance of Burn Daisy, head to the cave on the north side
of the level. Remember the burnt bird from the present? In the past, it's
still alive, and ready to join you as Dodo the dodo. Enter the PuppetMaster's
cave, and select Dodo and Moa. Throw the sword at the puppet, and the
PuppetMaster will attack. Use Inferno and Moa to destroy the puppet, and the
PupperMaster himself. Six hits will destroy him. The dungeon vanishes, and you
Just picking up a few things here. On the long wooden bridge jump on the
seventh plank from the right to create a rope down to a hidden Apple of Life.
Also, now that you can jump, grab the money bag on the lower bridge.
Head to the animal village and talk with the chief twice. Talk to every
animal in the village, then to the chief again. Follow the chief out of the
village. Along the coastline, you'll see four starfish in a diamond shape. In
the center of these starfish is the entrance to Baron's lair. You can spot it
by the fact that you don't leave footprints there. Jump on the entrance to
fight Baron.
Use Inferno and Mao to obliterate Baron in about three or four hits. If
you use a less powerful combination, he keeps splitting into smaller and
get that apple you couldn't earlier- just use Dodo and Monarchy together!
Finally, leave the beach and follow the cyclone to Dahlia Valley.
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On the second level of the valley on the far left is a blocked door. Hit
it to drop down to the bottom of the valley. Enter MotherMonster and make your
BOOKMARK
way through it. There's only one path through the monster, so take it. When
you come to a seemingly impassible flow of gunk flowing the wrong direction,
just ride Dippy over it. Once you reach the heart of MotherMonster, select
On returning to the
Back in time, monsters have escaped from the prison! Go to the castle, and
go upstairs to the King's bedroom. The monsters flee to the church, so follow
them there after talking to the King. Talk to each of the monsters, then go
outside. After a valiant battle, soldiers slay the helpless monsters. Go back
to the castle and talk to the king. Go back outside and read the sign at the
The cyclone is now in the lake in the middle of the continent. Go to the
First, push the green block over to one space above the water puddles to
the north (6 east, 8 north). Then, climb up and hit the red switch, and use
Dippy to cross the water you created. Go north over the rocks, using a
combination of Leviathan and Flash. When you come to the dead-end, use Monarchy
and Moa to hit the switch to your left. This opens up a new area, so continue
with Leviathan and Flash. Use Moa and Flash to jump the large chasm. Next,
throw Rio to hit the switch on the other side of the rock (twice), and Dippy to
cross the stream of muck. In the next section, I recommend Dippy again as the
spikes tend to pop up under your feet. Next, throw your sword into the chasm
using Monarchy and Moa to reveal the hidden land beneath (don't miss the Apple
of Life). Throw your sword at the remaining red block to create a staircase,
MotherMonster several times to pass her, and then get ready to battle the five
Smell
Hearing Touch
Sight Taste
Smell: Walk over a section of the screen, and then use Roxy on that spot.
While the monster is on the weakened area, jump on one of the tiles you've
touched. You'll take damage, but he'll take more. Five hits will do him in.
Hearing: Inferno and Moa to cause damage, and Dippy to ride out the
Sight: Leviathan and Moa will tear up the floor pretty quickly, hitting
the eye. It takes a few hits, but it's not very hard.
Taste: It's Pac-Man! Get Flash (with or without Moa) and run along and
Touch: Use Roxy to set up a diversion, and then stand back and slash away
defeated the senses, go to the center doorway for the final battle with the
Spirit Energy.
Use Dodo to make Spirit Energy's eye open up, and select Leviathan and
Roxy. Drop Roxy, and get several hits (4 or 5) on the eye before it closes
again. Repeat until death occurs. Or, use Dodo and Inferno to burn up the
Spirit quickly.
After the defeat of Spirit Energy, the monsters leave, and history is
changed...
You can go around and talk to different people in the town to learn how
history has changed. When you're ready to go, go upstairs in the castle, talk
to Mac (Bow Wow!) and head towards the exit. Talk to Alice, answer yes, talk to
-----------FIN------------
Animals
-------
1. Mac (Dog)
Press C to "drop" Mac. When an non-boss enemy runs into him, Mac will hold
it still.
Combinations:
2. Flash (Cheetah)
Doubles walking speed. Allows you to run faster and jump farther.
Combinations:
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Dippy: "Strengthen the Ability" - Doesn't seem to do much of anything
Moa: "Make Walking Speed 3 Times" - Triples your speed. Very useful, but
you tend to run into a lot of things.
BOOKMARK
Causes your sword to rebound from almost any wall it hits, along with
Combinations:
Monarchy: "It's A Secret" - Causes the sword fly in circles, somewhat under
A to recall it).
4. Dippy (Dinosaur)
Lets you move over spikes, water, lava, moving platforms, and anything
else that causes damage or loss of control. Also allows you to swim on the
world map.
Combinations:
Allows you to guide your sword in the air with the D-Pad for a limited
time. To recall the sword earlier, run it into a wall or press the A button.
Combinations:
Cecil: "It's A Secret" - Causes the sword fly in circles, somewhat under
6. Moa (Moa)
Combinations:
Flash: "Make Walking Speed 3 Times" - Triples your speed. Very useful, but
Inferno: "Strengthen the Flame" - Most powerful weapon in the game. Causes
sword to leave a trail of fire and send out fireballs when it hits something.
Leviathan: "Make Swing Speed 3 Times" - Really speeds up that sword (and
Chilly: "Strengthen Ice Magic" - Increases the power of the sword. Leaves
7. Dodo (Dodo)
Attaches the enemy to the sword. Usually a bad idea, as it brings the
Combinations:
8. Rio (Armadillo)
When you press "C", Rio drops and turns into a plank you can pick up and
9. Inferno (Lion)
Combinations:
Moa: "Strengthen the Flame" - Most powerful weapon in the game. Causes
sword to leave a trail of fire and send out fireballs when it hits something.
Chilly: "Strongest Ice Magic" - It's not that strong, but necessary to
Doubles the speed of the sword swing and throw, and halves the charge time
for a throw.
Combinations:
Moa: "Make Swing Speed 3 Times" - Really speeds up that sword (and the
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charge time).
11. Chilly (Penguin)
BOOKMARK
Attaches ice to a thrown sword.
Combinations:
Moa: "Strengthen Ice Magic" - Increases the power of the sword. Leaves a
everything Hide
Inferno: "Strongest Ice Magic" - It's not that strong, but necessary to
Press the "C" button, and Wong drops in place and becomes a likeness of
you, drawing fire away from you. Works on normal monsters and bosses. Works as
long as he's set, but is reset if you change animal partners at any time.
The only animal that cannot be selected. When you "die", refills your life
Unanswered questions
--------------------
What about the mythical Sonic Code??? Apparently, there's a secret Sonic
game hidden somewhere, but I've never quite figured out where...
Credits
-------
Well, the FAQ was originally written over a year ago, and 4 people finally
suddenly sent in answers to getting two more apples...So, big thanks to:
lovedy
Josh Chambers
Break Man Z
Ryououki
Copyright
---------
contents are not changed in any way. Permission for any other use or
distribution of this file must be obtained from the rights holder, Jeff
respective owners.
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