The Goonies II/Items
Weapons[edit]
Primary[edit]
The yo-yo is Mikey's standard weapon. He starts the game with it and can never lose it. It has limited range.
The slingshot is occasionally dropped by defeated enemies. Collect it to obtain 40 stones worth of ammunition. Once the stones are depleted, you can't fire it again until you collect more.
The boomerang is an incredibly useful weapon that extends the range of Mikey's attack. It will attack going out and on its way back. Be warned, it can be stolen by the floating skulls on the bridge. If this happens, the boomerang can be re-obtained in its original location.
The harpoon gun is only usable (and is the only weapon available) when Mikey puts on the scuba gear. This fires harpoons horizontally across the screen.
Auxiliary[edit]
Bombs are dropped at Mikey's feet, and explode after a few short seconds. They are somewhat useful for attacking enemies, but they are excellent for exposing a few hidden entrances that aren't immediately visible to the eye. This automatically becomes Mikey's auxiliary weapon whenever he is underwater.
Compared to bombs, the Molotov cocktail is a far better choice when it comes to attacking enemies. Mikey will lob each one a short distance ahead of him, and it will crash onto the ground with a burst of flame.
Shoes[edit]
Mikey begins the game with the ordinary gray shoes.
These shoes allow Mikey to run and climb at twice the normal speed. His jump height is unchanged, but he can jump horizontally much farther with a running start.
These blue shoes allow Mikey to jump significantly higher than normal, allowing some previously inaccessible routes.
Implements[edit]
Keys are consumed when opening safes and rescuing Goonies. Each keyring increases your capacity by two. Extra keys will randomly drop from defeated enemies.
Glasses reveal hidden objects or doors in first-person rooms. You need to manually use them in each room you want to test.
The Hammer can reveal hidden doors in walls or holes in floors or ceilings in the first-person rooms. To fully test each room, you need to use the hammer on each of the center wall, the floor, and the ceiling.
Scuba gear, when used in a first-person room that has water, allows you enter the underwater areas of the maze. It comes with a harpoon gun, which is automatically equipped while wearing the scuba gear.
Some first-person rooms are pitch dark; the candle can provide light. Note it is only a convenience, as each dark room can be fully interacted with in the darkness.
The helmet prevents damage from falling icicles.
The transceiver can pick up nearby radio transmissions from others in the maze, often providing hints. Like the glasses, you need to manually test each first-person room.
The raincoat prevents damage from geysers and waterfalls.
The ladder allows Mikey to go up or down holes in the ceiling or floor in first-person rooms.
The bullet proof reduces all received damage by 50%.