Meikyuu Jiin Dababa/Walkthrough

Progression
To complete the game, the player must play through every stage in all four areas. Ordinarily, stages will proceed from one to the next in a linear fashion. However, in the event that more than one exit is present, it is possible for the player to make a wrong choice and wind up repeating the current stage, or even go backwards. There is usually some trick to reaching the boss stage, which is the final stage for each area.

Entrance
All areas, except for the fourth, have an entrance area that plays slightly differently than the regular areas. Entrances are composed of four segments arranged two by two, and each segment is two screens wide. In these areas, items are not obtained by jumping on tiles, but rather by shooting at select statues that appear throughout the stage. The statues that provide items must be shot at until the item appear, usually somewhere close by. The entrance is immediately open to the player in the first stage. In the second stage, the player must figure out a trick to access the entrance, and in the third stage, an item is also required.

Regular
Regular stages make up the majority of the game. In these stages, you must explore a room the width of two screens. In every room, there is at least one locked door, but sometimes there are more than one. To open these doors, you must reveal the book which will clear the room of enemies for a temporary period of time. In order to reveal the book you must usually (but not always) reveal seals which are hidden beneath particular tiles. To reveal these seals, you must jump on the proper tiles until they are fully cracked. Tiles may also conceal items or weapons, which you must also jump on to reveal.

Boss
At the end of each area, you must do battle with a boss character. You will not be permitted to advance to the next area, or complete the game, until you have defeated the area boss. Boss fights occur in a room that is no bigger than the size of the screen, and are presented from a side view as opposed to the isometric view that the game is normally presented in.