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The Complete Friday the 13th NES

Information and Strategy Guide

Created by
TripleZeroFilms
Contents

1. Introduction

2. Premise and Controls

3. Time of Day

4. The Counselors

5. Locations

6. Weapons

7. Basic Enemies

8. Pamela Voorhees

9. Jason Voorhees

10. Winning or Losing the Game

11. Advanced Techniques

12. Credits
Introduction

Friday the 13th on the NES is widely accused of being among of the worst games for the
system. However, the reality is that while not being an instant classic in the vein of Super
Mario Brothers, it is actually a fairly deep and complex survival horror game. Much of the
hate for this game likely stemmed from the lack of instruction included in either the manual
or the game itself. It also didnt help that in more recent years most peoples introduction to
the game came via James Rolfes (aka the Angry Video Game Nerds) rather famous, and
scathing, comedic review of the game.

With all this in mind, and my personal love this this particular title (as well as the fran-
chise it represents), I have put together this guide one I hope will serve to inform and help
with the enjoyment of this game for years to come and be the nal word on an underrated
classic.
Premise and Controls

The Premise
You play as a counselor at Camp Crystal Lake who must defeat Jason while
defending both the children under your care and your fellow counselors.

Controls

A Button: The A button is used for jumping. You can B Button: The B button is used for attacking.
jump to dodge enemies or cross over Pits (only Attacks consist of throwing the currently equipped
found in The Cave). Jumping can also trigger the weapon at the enemy. The strength of the attack
appearance of items on the paths. varies depending on the weapon being used and
the enemy being attacked.
Premise and Controls

Controls

Start Button: The Start button is used to bring up the map screen. From the map screen
you can see a complete map of Crystal Lake, including your current position, the locations
of all cabins (both small and large), and where Jason is attacking (if applicable). Moving left
while in the game causes the selected counselor to move clockwise around the map while
moving right causes them to move counter-clockwise.* The map screen also shows the
health bar of the currently equipped counselor, which other counselors are still alive, and
how many children remain. In addition, pressing start while inside a small cabin will allow
the player to switch to any other available counselor. As time does not pass while in the
map screen, it eectively doubles as a pause screen (Note that his function is unavailable
during Battle).

* This sometimes results in an oft criticized eect wherein (while on the top paths) going left in the
game takes the player right on the map. The logic is easy to visualize though, if you imagine that every-
thing is pivoting around the Lake in the center.
Premise and Controls

Controls
Select Button: The Select button is only useable while inside a cabin. It allows the player to toggle a red cursor be-
tween the Change, Pass, Use, and Take commands (see the Small Cabins section, under Locations, for more informa-
tion on these commands).

D-Pad (Directional Pad): The D-Pad is used primarily for basic movement.
On the Path: Pressing left or right causes the selected counselor to move in the corresponding direction. Pressing up
while in front of a path causes the counselor to go up it, while pressing up in front of a door causes the counselor to
go inside. Pressing down causes the counselor to crouch, while pressing down above a path causes the counselor to
go down it.
In Cabins: Pressing left or right causes the selected counselor to turn in the corresponding direction. Pressing up
causes the counselor to go forward, while pressing back causes them to turn around. After pressing Select, the up and
down arrows allow you to toggle a red cursor through the Change, Pass, Use, and Take Commands.

In Battle: Pressing left or right causes the selected counselor to go in the corresponding direction. Pressing down in
addition to left or right causes the counselor to dodge in the selected direction. Up has no eect.
Time of Day

The game takes place over the course of 3 days, each containing 3 distinct times of day: Day,
Dusk, and Night. The transition will happen gradually as the game progresses and, once it becomes
Night, it will remain Night until the player defeats Jason for that Day. The time of day aects things
such as which enemies are around, how many of them there are, hazard appearance, and which
items appear on The Path.
The Counselors

At the beginning of the game you are able to select which counselor you would like to begin the
game as by positioning the cursor above their picture using the D-Pad and pressing Start. There are
six counselors in the game, equally divided between male and female. All counselors start out with
32 bars of health, which are displayed at the top of the screen. Each counselor has their own unique
abilities divided across Running, Jumping, and Rowing. It should be noted, however, that inside of
battle all counselors are eectively equal (besides their weapon and/or how many Vitamins they
have). You are free to switch between counselors at any point during the game by either going to the
specic cabin they are in or visiting any Small Cabin.
The Counselors

George is a white male and is a Slow Mark is a white male and is a Fast Paul is a black male and is a Medium
Runner, a Low Jumper, and a Slow Runner, a High Jumper, and a Fast Runner, a Medium Jumper, and a
Rower. As such, George would be Rower. As such, he is one of the best Slow Rower. While not as universally
best used to ght Jason inside the counselors to explore and traverse useful as Mark, he is still a decent
cabins or kept in the cabins around the map with and is great at saving character to explore with and makes
the inner circle at the lake to defend his fellow counselors no matter his a good primary character should
the children. location on the map. He will likely Mark and Crissy be killed.
be your primary character.
The Counselors

Laura is a white female and is a Debbie is a white female and is a Crissy is a white female and is a Fast
Medium Runner, a Medium Jumper, Slow Runner, a Low Jumper, and a Runner, a High Jumper, and a Fast
and a Slow Rower. Her uses are Fast Rower. Due to her low stats, Rower. As her stats are equal to
eectively the same as Pauls as except for rowing (some argue she is those of Mark, she could also serve
their stats are the same (though the fastest rower in the game), she as your primary character.
some will argue she is the slowest is another good choice to keep in
rower in the game). the cabins around the inner circle at
the lake to defend the children.
Locations

There are seven locations in the game, all which you are free to explore.

The Path

The Path is the primary location where you will be spending most of your time. It consists of three circles (an
Outer Circle surrounding everything, an Inner Circle surrounding The Cave, and an Inner Circle surrounding The Lake)
and is used to travel between locations. The path is also home to many of the enemies you will ght in the game,
including Zombies, Crows (at Dusk and Dark), and occasionally Jason himself.
Locations

Small Cabins
There are ten small cabins spread across the map (4 on the Outer Circle, 2 on the Inner Circle surrounding The Cave, and 4
on the Inner Circle surrounding The Lake) and are marked on the map by the small house icon. When they are not in use, your
other counselors will be located in these cabins (one counselor per cabin) and will frequently move from cabin to cabin. You can
enter any cabin containing another counselor with your active counselor to interact with them. Interaction can be done by
pressing Select while inside the cabin looking at the other counselor. This will bring up a red cursor which will allow you to:
Change: Selecting this option with the A Button will switch your current active counselor with the one currently in the
cabin. This is particularly useful if your active counselor is running low on health or the one in the cabin has a better
weapon or stats.
Pass: Selecting this option with the A Button will allow you to switch weapons between the active
counselor and the one in the cabin. This can be useful for equipping counselors that have lesser stats with better
weapons (without having to explore with them), or just storing a good weapon for later.

Use: Selecting this option with the A Button allows you to use one (1) of your active counselors Vitamins to heal the
counselor currently in the cabin. You can use as many Vitamins on a single counselor as you wish, but you must select the
option again for each additional use.

Take: This option is not used when interacting with other counselors. Selecting this option with the A Button allows the
active counselor to pick up any item found in a cabin, including Messages and Weapons.

In addition, by entering any Small Cabin and pressing the Start Button you can switch to any available counselor in the
game. Note that while this can be useful for switching with counselors who are far away from you, you are not able to interact
with them in any other way unless they are already in the cabin with you. Finally, Jason will periodically attack your inactive coun-
selors while they are in these cabins and will need to be stopped (see Jason section for more information). Like the map screen,
time stops while in Small Cabins.
Locations

Large Cabins
There are ten Large Cabins spread across the map. Seven of these are regular Cabins (3 on the Outer Circle,
2 on the Inner Circle surrounding The Cave, and 2 on the Inner Circle surrounding The Lake) and 3 are hidden
Cabins (2 in the Upper Woods, and 1 in the Lower Woods) which require the Key to enter. All of them are marked
on the map by the large house icon. As their name suggests, these cabins are much larger than their small coun-
terparts in regards to interior space (with the exception of the hidden ones). Jason can periodically be found in
these cabins during exploration, and must be fought to be escaped. Like the map screen, time stops while in
Large Cabins.
Regular Large Cabins: All seven regular Large Cabins contain replaces which can be lit using the Lighter (the game famously
begins by incorrectly stating that the Torch, in actuality a weapon, is used for this purpose). Lighting a replace takes place auto-
matically once a counselor who has a Lighter sees the replace. While lighting all seven replaces you will nd Messages along the
way which give clues to nding the Torch, and once all seven are lit you will receive the Flashlight. Note, however, that all seven
replaces must be lit by the same counselor. If you switch counselors midway through, you will have to re-light all the previously lit
ones again with the new counselor. The Torch is also found in a Large Cabin, once all the appropriate Messages are found and only
by the counselor which found the Messages. In addition to aiding in obtaining the Torch and Flashlight, lighting a replace ensures
that Jason cannot enter that Large Cabin. It should be noted, however, that a replace will not remain lit forever and will need to
be re-lit to keep out Jason.
Hidden Large Cabins: These Large Cabins are only found in the two Woods and require that the active counselor have the Key to
enter them. Note that while the map shows these as Large Cabins, their layout is actually that of the Small Cabins and they also
have no replaces to light. These cabins can contain Messages and powerful weapons such as the Machete and Axe.
Locations

The Lake

The Lake is located directly in the center of the map and must be traversed in order to reach the Childrens Cabins. While
on The Lake, the active counselor will be in a rowboat and their speed will be dependent on their Rowing ability. Jumping while
on The Lake is impossible, but weapons can still be thrown in either direction. The Lake is technically a circle, with you rowing
around the outer edge, so be sure to note which side you entered so as to take the shortest route to the Childrens Cabins (tak-
ing the longer route will nd you passing the other entrance on your way and cost you precious time). Just as on The Path, you
will encounter Zombies, Crows, and even Jason himself. However, due to the inability to jump, Jasons attacks on the lake are
unavoidable (though you can still damage him).
Locations

Children's Cabins

The Childrens Cabins are located in the center of the map at top of The Lake and are represented on the map by the three
interconnected house icons. Despite being three cabins, you can only enter one of them at a time. Inside, the layout is identical
to that of the Small Cabins with the exception that instead of a counselor you will nd ve Children standing against the wall.
There are 15 Children in total in the game (5 per cabin), and they are all located here. As the number of Children decreases, so
will the amount of Children against the wall. If ve Children are lost, the game moves on to the next cabin and we see 5 new
Children against the wall. This process will repeat for all three cabins, until all 15 Children are dead. There are no Messages or
Weapons to nd in these cabins. The only action to perform in these cabins is the saving of the Children via ghting Jason.
Locations

The Woods

The Woods are actually split into two locations on the map, an Upper Woods and a Lower Woods. Both Woods are set up
as mazes and, as such, oer no in-game map. Pressing the Start button will still bring up the map (and serve as a pause screen)
but it will only display your location as in The Woods. Since The Woods are dicult to navigate they are really not intended be
used as a quick method of travel between the Outer circle and the inner Circle around The Lake. Rather, the reason for entering
The Woods is to access the Hidden Large Cabins inside them to retrieve Messages and powerful weapons. The Upper Woods is
home to two Hidden Large Cabins, while the Lower Woods contains only one. The Woods are home to many enemies including
Zombies, Wolves (at Dusk and Dark), and occasionally Jason himself.
Locations

The Woods - Map Tutorial


Adaptation of directions by storko

SAMPLE MAP: HOW TO READ THESE MAPS

{A} The main pathway "wraps-around," so if you walk o the right side
| of the map, you will go to the left and vice versa.
--[b]----------------------[a]---------
| | If you start on the left side of the sample map and take the rst
(exit) {B} upward path ending in {A}. this will drop you o at point [a] at the right
side of the map. So if you take a path to an uppercase letter, it will warp
you to its corresponding lowercase letter.
Locations

The Upper Woods Map


This is the forest on the top of your map. There are two Hidden Large Cabins inside.
Hidden Large
Cabin 2
F
H
I
I

a b e f
I I I
North Exit D A
Hidden Large
C
Cabin 1
I
B
I

g h
d c I
E
I
H
I
South Exit
Locations

The Lower Woods Map


This is the forest at the bottom of your map. There is one Hidden Large Cabin inside.

E A G
I I I

b c a f e
I I
D C

Hidden Large C
I Cabin I
North Exit
B
I
g
I
d F

I
F
I
South Exit
Locations

The Cave
The Cave is located in the upper left of the map inside the Inner Circle surrounding it. The Cave, much
like The Woods, is set up as a maze and oers no in-game map. Pressing the Start button will still bring up the
map (and serve as a pause screen) but it will only display your location as in The Cave. Unlike The Woods,
however, many of the connecting paths within the cave are hidden in darkness. To reveal them, the active
counselor must have the Flashlight (obtained by lighting all the replaces). The reason for entering The Cave
is to nd and defeat Jasons Mother, Pamela Voorhees, in Jasons secret lair. Defeating her will award the
player with powerful weapons and items, many of which cannot be obtained anywhere else (see the Pamela
Voorhees section for more information on this ght). The Cave is home to many enemies including Zombies,
Wolves, and Bats (at Dusk and Night). In addition to enemies, The Cave also contains two hazards found no-
where else in the game: Pits and Falling Stalactites.

Pits: Pits are gaps in the path, usually separating paths of dierent heights. Crossing a Pit requires that
the player jump over it, a feat which can prove more dicult with counselors that have a lower Jumping
ability. Falling into a Pit results in the instant death of the active counselor regardless of their health,
items, or Vitamins.

Falling Stalactites: Falling Stalactites, as their name suggest, are large sharp rocks which fall from the
ceiling of The Cave. They cannot be destroyed by weapon hits, and as such must be avoided. One hit by
a Falling Stalactite causes 1 health bar of damage to the active counselor. They only appear at Night.
Locations

The cave Map


Adaptation of directions by storko

Pamela
A
Voorhees
I

As The Cave is a simpler maze than


The Woods, the map directions have
been simplied. In The Cave, {A} will
lead to the other {A}, {B} will lead to I
the other {B} and so on. D

I Pamela
Pamela
Cave Exit C Voorhees
C Voorhees & Machete
& Axe
I
I

I I
I I B D
A B
Items

There are 6 items that can be found across the game:


4 Regular Items, Messages, and 1 Special Item that can only be obtained once.
All items are non-transferable between counselors.

Lighter The most common item in the game. The Lighter appears after you have killed 2-4 Zombies. It will continue to
re-appear until the active counselor obtains it, after which it will stop appearing to that counselor. The Lighter is used
to light the replaces in the Large Cabins, which can help your counselors obtain Messages, Weapons, and Items. The
Lighter does not disappear after use. You must jump into the Lighter to collect it.

Key
The Key is found randomly throughout the game as a result of jumping and killing enemies. The Key used to
open all locked doors in the game, specically the Hidden Large Cabins and Jasons secret lair. The Key does not
disappear after use. You must jump into the Key to collect it.
Items

Vitamins Vitamins are found randomly throughout the game as a result of jumping and killing enemies. Each counselor can
carry a maximum of 7 Vitamins with them at a time. The active counselor cant use the Vitamins directly on themselves,
but they can use them to heal their fellow counselors in the Small Cabins via the Use command on the Select menu.
When used on a fellow counselor, Vitamins will heal 4 health bars of damage and will be removed from your inventory
after use. You can use as many Vitamins on a single counselor as you wish, but you must select the option again for each
additional use. If your active counselor loses all of their bars of health while carrying Vitamins, they will automatically use
them to regain 6 bars of health. This will happen until the active counselor runs out of Vitamins. Vitamins are only found
during Day and at Dusk and are more common in The Woods and The Cave. You must jump into the Vitamins to collect
them.

Flashlight
The Flashlight appears only after an active counselor has lit all seven replaces in the game. To obtain the Flashlight
all replaces must be lit by the same counselor. The Flashlight illuminates all hidden paths in The Cave for the counselor
who has it.
Items

Messages
Messages are found in the Large Cabins throughout the game as the active counselor lights the replaces. They can
also be found in the Hidden Large Cabins in The Woods. Messages give the player hints about where to go or where
powerful weapons, such as the Machete, Axe, and Torch, can be found. Messages are picked up using the Take command
on the Select menu, and disappear after they are read.

Sweater
The Sweater can only be obtained once per game, and only by one counselor. The Sweater is found in Jasons secret
lair after defeating Mrs. Voorhees on Day 2. The Sweater causes the equipped counselor to ash and has two eects:

The equipped counselor takes half damage from Jasons attacks.

The equipped counselor is less likely to run into Jason on The Path.

These eects only apply while the equipped counselor is the active counselor and does not protect them from
damage from Jason while unattended in Small Cabins.
Weapons

There are 6 Weapons that can be found across the game:


5 Regular Weapons, and 1 Special Weapon that can only be obtained once.
All Weapons are transferable between counselors via the Pass option on the Select menu.

Rocks
Rocks are the most basic, and weakest, weapon in the game. It takes 6 hits from this weapon to remove one bar
of health from Jason, and 3 hits to kill a Zombie. It is important to note that the Rocks y in an arc, so they require
that the active counselor crouch to accurately hit enemies on The Path. All counselors begin the game with rocks.

Knife
The Knife is the easiest weapon to obtain, and is more powerful than the Rocks. It takes 5 hits from this weapon
to remove one bar of health from Jason, and 2 hits to kill a Zombie. The Knife ies straight across the screen until it
hits an enemy. The Knife is found randomly by jumping and killing Zombies. You must jump into the Knife to collect it.
Weapons

Mactete
The Machete is the strongest weapon you can obtain via usual methods. It takes 3 hits from this weapon to
remove one bar of health from Jason, and 1 hit to kill a Zombie. The Machete ies straight across the screen until it
hits an enemy. There are three ways to obtain the Machete:
A Machete appears after the active counselor has killed 60 Zombies. You must jump into the Machete to collect it. This
method is repeatable.

A Machete appears after the active counselor defeats Mrs. Voorhees on Day 1 with Rocks or the Knife.

A Machete can be found in one of the 3 secret lairs where Mrs. Voorhees can be found, after she is defeated (It is located
on the left wall, and this is in addition to the weapon dropped by Mrs. Voorhees). The Machete will only appear here if the
Axe active counselor has collected the proper Message.

The Axe is the third strongest weapon in the game. It takes 2 hits from this weapon to remove one bar of health
from Jason, and 1 hit to kill a Zombie. The Axe spins straight across the screen until it hits an enemy. There are three
ways to obtain the Axe:
An Axe can be found in one of the Hidden Large Cabins in The Woods once the active counselor has collected the proper
Message.

An Axe appears after the active counselor defeats Mrs. Voorhees on Day 1 with the Machete.

An Axe can be found in one of the 3 secret lairs where Mrs. Voorhees can be found, after she is defeated (It is located on
the left wall, and this is in addition to the weapon dropped by Mrs. Voorhees). The Axe will only appear here if the active
counselor has collected the proper Message.
Weapons

Torch
The Torch is the second strongest weapon in the game, and the strongest that there can be multiples of. It takes
1 hit from this weapon to remove one bar of health from Jason, and 1 hit to kill a Zombie. The Torch ies in a slight arc
across the screen until it hits an enemy and leaves a (temporary) small re burning which can also damage enemies.
There are 2 way to obtain the Torch:

The Torch can be found in the upper left Large Cabin on The Lake once the active counselor has collected
the proper Message. The proper Message appears as the active counselor is lighting the 5th or 6th replace.

The Torch appears after the active counselor defeats Mrs. Voorhees on Day 1 with the Axe.

Picthfork
The Pitchfork is the strongest weapon in the game. It can only be obtained once per game, and only by one
counselor (though it can be passed to another counselor via the Pass option on the Select menu). It takes 1 hit from
this weapon to remove one bar of health from Jason, and 1 hit to kill a Zombie. What makes this weapon unique is
that, unlike other weapons, the Pitchfork continues across the screen even after it hits an enemy. This allows the
active counselor to kill multiple enemies with only one attack. The Pitchfork is found in one of Jasons secret lairs after
defeating Mrs. Voorhees on Day 3.
Basic Enemies

There are 4 basic enemies in the game.


Some enemies appear all the time, and others only appear during certain times of day.

Zombies
Zombies are the most common enemies in the game and appear in two varieties:

Normal Zombies This is the type of Zombie found across the game on The Path, in The Woods, and in The Cave. They
are brown and green in color and sprout from the ground. They then walk around and attempt to damage
you. One hit from a Zombie causes 2 health bars of damage to the active counselor. You can either jump
over a Zombie or kill it with your weapon. To kill a Zombie it requires one of the following:

o 3 hits with the Rocks

o 2 hits with the Knife

o 1 hit with the Machete, Axe, Torch, or Pitchfork

While Normal Zombies can appear at any time of day, their numbers increase as it gets darker. During
the Day, only one Zombie can appear at a time. At Dusk, two Zombies can appear at once, and at Night, 3
Zombies can appear on screen at the same time.
Basic Enemies

Water Zombies
This type of Zombie is only found in The Lake and looks and acts quite dierently from the others.
They are blue in color and jump out of the water with no warning. One hit from a Water Zombie causes 2
health bars of damage to the active counselor. Unlike the Normal Zombies, however, one hit with any
weapon will kill them.
Basic Enemies

Crows

Crows are a ying enemy which can be found on The Path (only during Dusk and Night) and on The Lake.
Crows swoop down from the sky and attempt to damage you. One Crow appears for every six Zombies you
encounter on The Path, and they appear randomly on The Lake. One hit from a Crow causes 1 health bar of
damage to the active counselor. One hit with any weapon will kill them.
Basic Enemies

Bats

Bats are a ying enemy which are only found in The Cave, and only during Dusk and Night. Bats y across
the screen, but unlike other enemies, do not actively aim for the counselor. One hit from a Bat causes 1
health bar of damage to the active counselor. One hit with any weapon will kill them. While they might be
easy to avoid on the ground, make sure to watch out for them while you are jumping over the Pits.
Basic Enemies

Wolves
Wolves are the most dangerous basic enemy in the game and appear in two varieties:

Forest Wolves Forest Wolves are found in The Woods, but only during Dusk and Night. Forest Wolves are brown in color
and are extremely aggressive. They will continue to chase down the active counselor until they are killed or the
active counselor switches to another path. One hit from a Wolf causes 3 health bars of damage to the active
counselor. To kill a Wolf it requires one of the following:

o 10 hits with the Rocks

o 5 hits with the Knife

Cave Wolves o 4 hits with the Machete, Axe, Torch, or Pitchfork

Cave Wolves are found in The Cave at any time of day. Cave Wolves are
blue in color but are otherwise identical to the Forest Wolves.
Pamela Voorhees

Mrs. Voorhees is found in one of 3 secret lairs located in The Cave and appears as a oating
severed head. Fighting her is entirely optional, but will reward the player with a powerful
weapon or item. If defeated, she will drop:
Day 1: Day 2: Day 3:
o If defeated with Rocks or a Knife: a Machete The Sweater The Pitchfork
o If defeated with a Machete: an Axe
o If defeated with an Axe or Torch: a Torch
Pamela Voorhees

She can only be fought once per day and only by one counselor. She is a dicult ght as she will oat in the
air and then swoop down to attack the active counselor. One hit from Mrs. Voorhees causes 5 heath bars of
damage to the active counselor. To kill Mrs. Voorhees it will require one of the following:
18-20 hits with Rocks

15 hits with the Knife

10 hits with the Machete, Axe, or Torch

On each subsequent day, regardless if she was defeated previously, she will become faster and more dicult
to predict. Each day she will also change colors, to signify her change in diculty:
Day 1: Day 2: Day 3:

Blue skin and Purple hair Pink skin and Yellow hair Green skin and Red hair
Jason Voorhees

Jason is the primary enemy of the game, and it is your job to stop him. He will travel around
the map attacking the inactive counselors in the Small Cabins, the Children in the Childrens
Cabins, and even the active counselor. Like you, Jason has a denite location on the map
and must travel across the same paths (and into the same cabins) you do. This means that
aside from meeting him while saving your fellow counselors or the Children, you can also
run across him on The Path, in The Woods, on the Lake, or in the Large Cabins as he moves
around the map. Like the counselors, Jason also has his own health bar lled with 32 bars of
health. This health must be whittled down over the course of a Day and reduced to zero to
defeat him.
Jason Voorhees

In Cabins
This is the primary location where you will be fighting Jason. He will appear
here under one of the following circumstances:

He is attacking a counselor (Small Cabins Only) - If Jason is attacking a fellow counselor, the Jason
alarm will sound and the icon next to the ve other counselors at the top of the screen will ash. If you go
to the map screen the location of the counselor under attack will also be ashing. The counselor under
attack will take dierent amounts of damage depending on how long it takes you to arrive:

o 60-41 seconds remaining: They will have taken no damage from Jason.
o 40 seconds remaining: They will have taken 2 health bars of damage from Jason.
o 30 seconds remaining: They will have taken 4 health bars of damage from Jason.
o 20 seconds remaining: They will have taken 8 health bars of damage from Jason.
o 10 seconds remaining: They will have taken 16 health bars of damage from Jason.
o 5 seconds remaining: They will have taken 24 health bars of damage from Jason.
o 0 seconds remaining (not saved): They will have taken 32 health bars of damage from Jason.
Jason Voorhees

In Cabins

He is attacking the Children (Childrens Cabins Only) - If Jason is attacking the Children, the Jason
alarm will sound and the icon next to the Children at the top of the screen will ash. If you go to the map
screen the Childrens Cabins will also be ashing. You will lose dierent amounts of Children depending on
how long it takes you to arrive:

o 60-31 seconds remaining: Jason will have killed no Children.


o 30 seconds remaining: Jason will have killed 1 Child.
o 20 seconds remaining: Jason will have killed 2 Children.
o 10 seconds remaining: Jason will have killed 3 Children.
o 5 seconds remaining: Jason will have killed 4 Children.
o 0 seconds remaining (not saved): Jason will have killed 5 Children.
Jason Voorhees

In Cabins

You run into him during your journey (Large Cabins Only) - Since Jason moves around the map as you
do, he can occasionally be found in the Large Cabins you are exploring. You can tell if Jason is in a Cabin with
you by looking to see if his health bar appears at the bottom of the screen. If so, he is in the Cabin with you.
Jason Voorhees

In Cabins
No matter which of these you nd him in, the way in which you ght Jason remains the
same. Jason will move horizontally across the screen (on upper and lower paths) and attempt
to hit the player with his weapon (via single or double hits), which can be dodged. When you
run into Jason he will be using one of three weapons:

Fists A Machete An Axe


Jason Voorhees

In Cabins
Each time his is successfully fended o, he will return with the next weapon on the list until he gets the Axe.
Once obtained, he will keep his new weapon until either the start of the next Day or until he successfully kills
your active counselor. He will then revert back to his sts and the process will begin over. Despite the imposing
look of his new weapons, they do not actually do any increased damage to the player. One hit from Jason in a
Cabin will cause 8 health bars of damage to the active counselor. Due to his large health bar, Jason cannot be
defeated in one battle - you will have to ght him multiple times across the game to defeat him. Each time you
run into Jason, he will escape the battle after 7 hits with any weapon (unless his health is under 20%, in which
case he will ght to the death). Dierent weapons each do dierent amounts of damage to Jason:

Rocks Mactete Torch


7 hits with Rocks do 1 health 3 hits with the Machete does 1 health 1 hit with the Torch does 1 health
bar of damage to Jason bar of damage to Jason bar of damage to Jason

Knife Axe Picthfork


5 hits with the Knife does 1 health 2 hits with the Axe does 1 health 1 hit with the Pitchfork does 1 health
bar of damage to Jason bar of damage to Jason bar of damage to Jason
Jason Voorhees

In Cabins
As Jason has a definite location on the map, he can usually be followed outside after one of
these battles and encountered again on The Path, The Woods, or a nearby Large Cabin. On
each subsequent Day, after being defeated, Jason becomes faster and more difficult to predict:

Day 1: Jason will move slowly and usually attacks with single hits.

Day 2: Jason will move with a mix of slow and fast speeds and attacks with both single and double hits.

Day 3: Jason will only move fast and will only attack with double hits.
Jason Voorhees

On the path and in the woods


Jason will sometimes be encountered while
moving about the map. When met in one of these
locations, fighting him will resemble normal
combat in these locations. When he is encoun-
tered, the screen will stop scrolling and Jason will
appear from the right side of the screen. He will
chase the player around the screen and will throw
either a Machete or an Axe at the player (the Axe
will only be thrown if he has acquired it in the
Cabins). The active counselor will take damage by
either being hit by the thrown weapon or touching Jason himself. One hit from Jason on The
Path, or in The Woods will cause 5 health bars of damage to the active counselor. As in the Cabins,
he will flee the battle after 7 hits with any weapon. Weapon damage to Jason here is the same as
in the Cabins. As Jason has a definite location on the map, he may be followed after one of these
battles and encountered again on The Path, The Woods, or a nearby Large Cabin. Fighting Jason
here on subsequent Days does not change.
Jason Voorhees

On the Lake

When encountered on The Lake, Jason behaves differently to anywhere else in the game. He will occasionally
swim quickly across the screen, dealing damage to the active counselor in the boat. As you cannot jump while
on The Lake, Jasons attacks here are unavoidable (unless you exit into The Path or the Childrens Cabins before
contact). In addition, Jason can be met on The Lake even while attacking another counselor or the Children
inside the Childrens Cabins (the only time he can effectively be in two places at once). One hit from Jason on
The Lake will cause 5 health bars of damage to the active counselor. Unlike other locations, Jason will leave on
his own regardless of any damage taken. Weapon damage to Jason here is the same as in the Cabins. Fighting
Jason here on subsequent Days does not change.
Winnng or losing the Game

There are two ways to lose the game and only one way to win.

Loss Conditions:

All 6 of the counselors are killed. All 15 of the Children are killed.
Winnng or losing the Game

Win Condition:

You win the game by successfully defeating Jason on all three days.
Advanced Techniques

Quick Torch
One technique used by advanced players is called Quick Torch. Quick Torch, as its
name suggests, allows the player to obtain the Torch faster than by normal means.
Doing so will require following a very specic set of instructions:

1. Have the active counselor obtain the Lighter, the Key, and a Knife.
2. Enter the Large Cabin marked on the map and pick up the Message that
reads: GO INTO THE WOODS.
3. Enter the Upper Woods from the southern entrance and go right.
4. Take the rst path you encounter, heading up.
5. Go up again.
6. You will now be at one of the Hidden Large Cabins. Do not enter yet. Go
back down to the path then, press up again to return to the door.
Advanced Techniques

Quick Torch

7. Go inside the Cabin and pick up the message that reads: FIRE WILL
DAMAGE JASON THE MOST.
8. Exit the Cabin and go right.
9. Take the rst path you encounter, heading down.
10. Go right again and take the rst path you encounter, heading down.
11. Now that you are out of The Upper Woods, return to the Large Cabin
from Step 2. Enter and take one step forward once inside.
12. Turn to leave the Cabin and you should nd the Torch.

This technique can be done as many times as you wish, with as many counselors as
you wish. Note that you will need to stay on top of Jasons attacks while performing
this or you could lose many counselors or Children.
Advanced Techniques

Blind Cave
Another technique used by advanced players is called the Blind Cave. This method
allows the player to navigate The Cave, and access all its hidden rooms, without rst
obtaining the Flashlight. This is done by using two techniques:

1. Memorize the layout of The Cave Map - This will allow you to remember
which oors have hidden passages, where they take you, and their general
locations.

2. Check for the Broken Rocks - Once you know approximately where the
entrance to a passageway is, look at the large rocks behind your counselor
which line the pathway. The ones which are located directly in front of a
hidden passage or room will have a slight crack and malformation. By hitting
up while standing in front of these misshapen rocks, you will enter the
passage or room as usual.
Credits

The Complete Friday the 13th NES Information and Strategy Guide
created by
TripleZeroFilms
www.youtube.com/user/TripleZeroFilms

Cave and Woods maps based on maps originally created by


Storko
June 22, 2004

Friday the 13th (NES) copyright Pack-In-Video, LJN, and Nintendo.

Jason Voorhees (Character) copyright Paramount Studios and New Line Cinema.

Friday the 13th (Franchise) copyright Paramount Studios.


The Complete Friday the 13th NES Information and Strategy
Guide by TripleZeroFilms is licensed under a Creative Commons
Attribution-NonCommercial-NoDerivatives 4.0 International
License.

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