Marvelous: Mou Hitotsu no Takarajima (Super Famicom)
Item owners, locations and uses
Which boy to switch to, where to obtain items and which mechanisms use them. Chapter 5's colored keys upgrade each time you open a chest.
Scope: Japanese Super Famicom version (released October 26, 1996) / Content checked: October 2, 2026
19 main item entries
| Owner | Item | Where obtained or unlocked | Use |
|---|---|---|---|
| Dion | Dash Shoes | Chapter 1: red chest on the ship | Ramming, races, generator and final reunion |
| Dion | Mitt and Ball | Chapter 1: route after the rescue | Throw at monkeys, dogs, targets and enemy weak points |
| Dion | Hammer | Chapter 1: where Dion is captured | Stakes, ice, bursting forest orbs and skull floors |
| Dion | Red Key | Rescue Winkii | Red chests; open chests to upgrade its stage in Chapter 5 |
| Max | Goggles | Chapter 1: help the child in the water | Collect items in the pond |
| Max | Soccer Shoes | Chapter 1: pond | Penalty kicks, wall switches, grass and hardened plant projectiles |
| Max | Mogura-kun digging machine | Chapter 2: Junk and Blueprint | Past water source, grave, village floor and ant nest |
| Max | Punch Gloves | Chapter 3: boxing | Enemies after spraying, underground plants and roots |
| Max | Green Key | Rescue Winkii | Green chests and the final chapter's green doors |
| Jack | Fishing Rod | Chapter 1: cooperate at the pond | Fish, distant items/switches and mouse bridge |
| Jack | Jump Boots | Chapter 1: blue chest on the ship | Footprint platforms, gaps and the spider contest |
| Jack | Controller | Chapter 1: beyond the fish's mouth | Crate-breaking robot, watering and invisible floor |
| Jack | Tape Recorder | Chapter 3: researcher above the ledge | Record and play gorillas, mice and rock music |
| Jack | Dr. Marlow's Magnet | Chapter 3: deliver the Photograph | Retrieve Max's key revealed by the X-ray |
| Jack | Salt-Water Spray | Chapter 3: speak to the doctor after the rain | Stops parasitic plants, bagworms and ants |
| Jack | Blue Key | Rescue Winkii | Blue chests and the final blue door |
| Everyone | Transceiver | Chapter 1: rescuing separated companions | Switch to an off-screen boy; R or Y alone cannot reach him |
| Everyone | Tomato | During exploration and battles | Restores LIFE; have the injured boy collect it |
| Everyone | Luck Rock | Exploration and minigames | Ship fuel, Pirak's hints and completion rating |
Items that advance conversations
| Item | When received | Recipient or target |
|---|---|---|
| Photograph | Chapter 2: Benson's grave | Townspeople and future Benson |
| Blueprint | Chapter 2: architect in the past | Use it with Junk in the future |
| Piece of Board | Chapter 3: dig below the papers | Sign beside the telephone |
| Cheese | Chapter 3: Smith's house | Mouse hole on the second floor |
| Village Coin | Chapter 3: play the mouse recording | Jackie's boxing |
| Doll | Chapter 3: child exposed by music | Mother carrying a baby |
| Empty Flask | Chapter 3: deliver lunch | Fill it with salt water in the cave and take it to the office |
| Soldier Blue | Chapter 4: ant nest | Fallen soldier, then Hazan |
| Buster Cannon | Chapter 4: rescue Hazan | Search the queen ant to use it |
| Colonel's Permit | Chapter 5: visit the colonel and teacher | Sailor outside the minecart cave |
5 material types for the Ant Buster
| Material | Main action | Trade or collection |
|---|---|---|
| Frog's Tail | Operate the castle electricity remotely | Leave 2 boys on the small island in the pond |
| Forest Shell | Answer the pill bug's question and trade | Shed Skin -> Doghouse -> snail |
| Golden Drop | Startle the bee with the Hammer | Use the honey clue to visit the person in the cave |
| Forest Coat | Spray -> Ball | Stop the bagworm |
| Silver Thread | Ball -> Fishing Rod | Take it when the spider turns its rear toward you |
Chapter 5 keys have 4 stages per color
| Color | Early upgrades | Final upgrade |
|---|---|---|
| Red | Generator minecart -> before the quicksand -> race | Max's pushing contest with the robot |
| Green | Route outside the stairs -> floor panel -> far left of the pushing contest | Chest near the elevator's 4F stop |
| Blue | Invisible floor -> fall from the rope -> 15-puzzle | Chest after meeting the teacher beyond the red door |
Check before spending Luck Rocks
- Prepare 10 for Chapter 1's ship and 20 for departure after Chapter 2. In later chapters, check the amount requested by the ship's boiler.
- Pirak's hints, cannons and minigames use them too. Finish the side trips you need before adding fuel, and check how many you hold.
- Some rocks are hidden in tree roots, walls and skull floors. Investigate places for dashing or Hammer use; do not assume the same spot produces unlimited rocks.
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