Doraemon - Nobita to Yousei no Kuni Walkthrought

Doraemon - Nobita to Yousei no Kuni

Picking up right where we left off: charting a course straight into Doraemon: Nobita and the Land of Fairies. Some carts read Doraemon — Nobita to Yousei no Kuni, others remember it as "Nobita and the Fairy Kingdom"—same SNES storybook, where the cozy art hides some properly toothy stages.

Forest Edge

The first full stretch is trickier than it looks. Stick to the high branches: down low the shrubs are packed with caterpillars and thorns, and quick bees cruise at about shoulder height. Twined vines lead up to a second "floor"—easy place to snag your first dorayaki for healing. Don't rush the Bamboo Copter: its charge melts faster than you think; save it for long canopy gaps. You'll hit two screens in a row with log bridges—boxes with hearts are tucked underneath; drop only after the bees fly off-screen, or a dunk in the water will punt you back to the checkpoint.

Right before the first boss's lair there's a tiny pocket room. It opens if you crouch for a couple seconds by the tree with the hollow—Nobita slips down. Inside: a fairy and dorayaki; talk and you'll get a hint about the boss's attack window. Preserve your health—you're sent to the arena with no extra pickups. The forest boss runs on a three-beat loop: two short hops, a ground-slam shockwave, then a pause—shoot during that pause. If you pre-climb the left platform, the wave won't tag you and the spacing stays comfy. Don't get greedy; after the third hit it speeds up—wait for the next clean pause. Beat it and you earn your first pink "Anywhere Door"—a compact teleport you'll use to link distant chunks of a stage.

River Rapids and Caves

Here the game locks you into a "jump—platform sinks—next jump" rhythm. Stone steps submerge if you linger, and the current tosses you into shoreline spikes. Simple rule of thumb: jump from the edge, not the middle. On the third rapids screen there's a side grotto behind the waterfall: the entrance is invisible, but the water's ripple gives it away. There's an extra life (1-Up) in there—handy before the caves. In the tight tunnels, don't sprint: bats launch on a diagonal, and if you hop early they'll pass underneath. Cave ladders are two-way, so you can backtrack for missed dorayaki—the checkpoint sticks.

Three vertical shafts in a row lead to the cave miniboss. He sprays a top-to-bottom fan and loves to pin you to a wall. Stand on the second ledge from the left—the spread whiffs there; after a volley he stalls and drops to eye level. Two clean shots shave his phase, and on the third he changes tempo with a fake rush. Don't bite—wait for the real dive and punish. Afterward there's a short section built around the "Anywhere Door": plant it near the entrance to a long hallway, sprint to the end, scoop the hearts, and warp back—clean, no-risk backtracking. The post-cave password uses fairy icons—write it down if you plan to revisit this spot later.

Icy Slopes

The ice goes down easier if you switch to a walking pace—momentum is hefty here. Icicles only drop after you step into their trigger zone—bait them: step in, step back, then pass. On the second screen, top-right, there's a hidden nook behind a translucent wall; a faint crack marks the entry. Inside are a couple dorayaki and a rare Pocket Shield from Doraemon's gadgets that soaks two hits—save it for the boss. On tilted runs it's best to use the Bamboo Copter in short taps: a quick hop and gentle glide; hold it too long and you'll drift into ice spikes.

The ice boss hates heights. Two protruding platforms sit on the arena; climb the left one, wait out its center tumble, and bonk the head the moment it straightens up. Every two hits it scatters icicles in an arc—either face-tank with the shield or bounce to the right platform. The cycle repeats, but in the last phase it speeds the tumbles and shrinks your attack window; don't try to shoot on the move—only take the brief opening after a full stop. Your reward is another "Anywhere Door" and a long elevator climb where that door is your safety net: place it, slip, and instantly warp back instead of reriding lifts. You'll also find the "Small Light"—the shrink gadget. Only flip it at the narrow fissure with fluffy snowdrifts: in tiny form every touch stings harder, but you'll squeeze through to a hidden heart and an extra copter charge.

Fairy Sky Castle

The finale in "Nobita and the Fairy Kingdom" loves looping ring-rooms. Memorize door motifs: flower goes left, star goes right, leaf drops down. If you hit the same staircase three times, you skipped a lever in the side room with the clock. There, the pendulum slams the floor and opens a grate on the upper balcony. The flying-knight trap is simple: don't clear them all—leave one alive and stand at the platform's edge; spawns stop, and you can calmly line up the secret on the right. Inside is a whole stash of dorayaki—plenty for the boss bout.

Catch your breath before the throne hall: two screens of cog lifts with ceiling spikes are all about bursts. Each lift "sags" a hair before it climbs—jump on that dip to avoid brushing spikes. In the narrow passage with two turrets, use the "Anywhere Door" as a shield: place, nudge it forward, desync their bullet pattern, slip through. On the platform before the boss there's a final big heart hidden inside a cracked column—shoot to pop it out.

The final boss loves grand gestures and only opens up after a ground wave. The sequence goes: wave—jump—overhead barrage—pause. Aim and fire during the pause, keeping a comfortable mid-range. If he corners you, pop the Bamboo Copter, hop over his back, and keep the loop going. In phase two he summons ghostly adds—you can ignore them if you keep the boss centered on-screen; they dissipate on phase change. Save the Pocket Shield for this part, and skip the Small Light—mini-Nobita is too fragile here. His closing barrage is longer than before, but the last pause is wider too—hold your rhythm; three solid hits finish the fight and open the path to the fairies.

If things go sideways, those fairy-symbol passwords save your nerves. But it's much sweeter to string it all in one go: once you know where to drop the "Anywhere Door," where to conserve Copter charge, and where to stash dorayaki, Doraemon: Nobita and the Land of Fairies becomes exactly what you want—a neat adventure with secrets and fair bosses. We already broke down the gadgets in /gameplay/, and you can peek behind the story curtain in /history/—a clean tour of context and nods.

Doraemon - Nobita to Yousei no Kuni Walkthrought Video


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