------------------------------/////////\\\\\\\\\------------------------------- ------------------------///////////// \\\\\\\\\\\\\\------------------------ -------------------/////////////// \\\\\\\\\\\\\\\-------------------- ---------------/////////////// Maxi \\\\\\\\\\\\\\\---------------- ---------------\\\\\\\\\\\\\\\ 15 ///////////////---------------- -------------------\\\\\\\\\\\\\\\ ///////////////-------------------- ------------------------\\\\\\\\\\\\\ /////////////------------------------- ------------------------------\\\\\\\\\/////////------------------------------- This FAQ was made for the NES FAQ Completion Project. You could contribute to this yourself! Just check out Devin Morgan's web site about it: http://faqs.retronintendo.com ------------------------------------------------------------------------------- Table of Contents ------------------------------------------------------------------------------- 1. - Descriptions of the Games 2. - F-15 City War 3. - Puzzle 4. - Pyramid 5. - Tiles of Fate 6. - Krazy Kreatures 7. - Double Strike 8. - Dudes With Attitudes 9. - Venice Volleyball 10. - Stakk M 11. - Deathbots 12. - Rad Racket Tennis 13. - Chiller 14. - Solitaire 15. - Menace Beach 16. - Shockwave 17. - Death Race 18. - Blackjack 19. - Contact 20. - FAQs (Frequently Asked Questions) 21. - Credits 22. - Disclaimer *All of the sub-sections for each game is in that section. If you are looking for the Table of Contents of Tiles of Fate, for example, go to the Tiles of Fate section of the FAQ/Walkthrough and it will be in the beginning. *Thanks to ASchultz for FAQing Shockwave and letting us use it in this FAQ!!* ------------------------------------------------------------------------------- 1. - Descriptions of the Games ------------------------------------------------------------------------------- *These descriptions are the descriptions in the game. F-15 City War -Pilot a fully armed F-15 Strike Eagle and destroy an invading enemy army! Puzzle -Tired of shoot-em ups? Test your wits and skill. Unscramble eight intense picture puzzles. Pyramid -Turn and twist the falling stones. You must fit the perfectly to win. Tiles of Fate -Match the enchanted tiles to gain access to the seven ancient castles. Krazy Kreatures -Operate an intergalactic transport service. You gotta line-em-up to move-em- out! Double Strike -Enter the exotic South Pacific and destroy a vicious organization. Dudes With Attitude -Find a King's Ransom in the catacombs of an ancient lost desert island. Venice Volleyball -It is the mst radical summer sport at the coolest hangout in the world. Stakk M -Stack the falling blocks up and down, side to side, or horizontally. Challenge your reflexes and play with a friend. Deathbots -Only you can save the human race from the deadly Deathbots! Seven levels of fast action! Rad Racket Tennis -Electronic tennis at its best. Play with your friend as a doubles partner. Chiller -Destroy the Living Dead. The curse has come true. Release the dead before they eat the living. Use light gun or control pad. Solitaire -The computerized version of the most popular game of cards. Fun for all ages! Menace Beach -Your girlfriend has been kidnapped. Grab your trusty skateboard and get ready to ride 'cuz it's up to you to get her back. Shockwave -Explore A-mazing new dimensions and collect power crystals more valuable than gold. Beware! Evil also seeks these crystals. Blackjack -Computerized version of classic card game. One or two player gambling fun. Death Race -Race a fully armed futuristic vehicle across this deadly country. ------------------------------------------------------------------------------- 2. - F-15 City War ------------------------------------------------------------------------------- ------------------------------------------------- Table of Contents ------------------------------------------------- 2.1 - Controls 2.2 - Walkthrough 2.3 - Enemies 2.4 - Weapons --------------------------------------- 2.1 - Controls --------------------------------------- D-Pad - Moves Your Jet. A - Fires Rockets. B - Fires Machine Gun. Start - Pauses Game. Select - No Use. --------------------------------------- 2.2 - Walkthrough --------------------------------------- -------- Level 1: -------- This is a nice little map in the city. You can fly anywhere in any direction as long as you don't go through the limits of the level. That basically means that you can't crash into the buildings on the sides. To begin the level, there will only be tanks for a while. The first tanks will come on the left and the next set of tanks will come from the right. To prepare for that assault, just go to the right and down along the ground. Fire rockets and the gun to kill all of the tanks that are coming and avoid they're attacks. Do the same thing when the tanks come from the right. After those two sets of tanks there will be a set of helicopters that you will see from a distance. Line yourself with some helicopters and take them out. There will be another set of helicopters right after that set so be careful. After those two helicopter attacks, you will see a long line of tanks to the left. It will come very quickly after the helicopters so be ready as quick as possible. There will be an assault of helicopters coming up the middle after those tanks. You will reach one more set of helicopters so be careful. Tanks will come up to the right next with a long line of tanks that seems like it lasts forever. After that will be some helicopters. Tanks will then come up from the left with another long line. Wait for another set of helicopters. After the first set, will be another set of helicopters but they'll come one by one this time unlike last time in sets. After those two sets of helicopters, there will be a set of tanks to the left. There will be yet another set of helicopters that will come up after those tanks and they will be pretty well seperated. Tanks will be on the right after the helicopters stop attacking. After this long line of tanks ends, there will be some helicopters coming directly at you. There will be another quick assault directly after so don't get too comfortable. There will be one more set of helicopters coming up after that too. There will be tanks on the left after those three sets of helicopters. After that is pretty much a bonus level. There will be a few sets of jets flying from behind you and then across and off the screen. They will start coming from the left. Just kill them and after a while, they will come from the right. Kill them now. After the jets stop, there will be a short line of tanks to the left. After that short line, will be tanks to the right. After those tanks, there will be tanks on both sides. After those tanks will be helictopers. Now here, you have to be VERY careful. There will be a jet flying directly at you shooting about ten shots at once. Avoid those shots as best as you could. There will be a long pause here but pay attention. There will be another one of those jets that you just got by again. Avoid that one with the best of your ability again. There will be a shorter pause with another jet just like the last two. You'll wait the same amount of time for the next jet. There will then be some tanks to the left side of the road. That's when the buildings come back on the screen so when you see that either go on the left and shoot, or stay on the left and avoid. After those tanks will be helicopters coming at you. There will be another set of helicopters after that set so be ready for them. There will be two more set of helicopters so be careful. After those helicopters will be tanks on both sides of the roads shooting at you. After those tanks, you will finally reach the boss. It seems like a long wait but this game is fun enough that it seems to go by so quick so don't worry. So anyways on to the boss. It will be a huge battleship that you will never get any closer to so just keep shooting at it. Shoot with both your rockets and machine gun as much as you can. To avoid the battleship's attacks, you can either just go in a circle around the screen or make a figure eight. Just keep moving to avoid the attacks. Keep shooting until you blow up all of the weapons and you're done with this boss. -------- Level 2: -------- _____________________________________________________________________________ | | | Notes | |-----------------------------------------------------------------------------| | You can only shoot one rocket at a time just like the first level except | | you can only shoot three shots from the machine gun. | | | | The "First Assault" will be the easier and slower paced part of this level. | | The helicopters will move slower and side to side. The boats will move | | towards you. | | | | The "Second Assault" will be harder and fast paced. The helicopters will | | try to fly straight at you. The boats will move to the left so when you | | are far away from them, shoot a little to the left. | |_____________________________________________________________________________| You start off in a non-3D envirement in this level. This one has helicopter view. You will start off near two helictopters. This level will be hard because there will be pretty much always enemies in the way at every second of the level. It will have very few breaks and even the few last very quick. The boats have to be blown up with rockets. Blow those up as fast as possible because they will get in your way later on, especially since they move so slow. The helicopters you could avoid. Just shoot them with your machine gun. There will eventually be a pause that you will ge for the first time in this level. Be careful here and wait in the middle. The helicopters will come a lot quicker this time and won't move side to side. You can either avoid them, shoot them, or do both, avoid them and shoot them. There will also be a few boats around here too which also mess you up a lot. Shoot them a little to the left because they slowly move left now instead of towards you. After a while you will reach another break. Now the level will be just like the beginning of the level. The helicopters will move slowly towards you moving side to side. Also the boats will just move forward shooting. This part's easy for getting a lot of kills in. Just keep going through this part until you reach the next pause. The part after that pause will be the same as the second. For now on I'll just call them "Second Assault" and "First Assault" for the different types of attacks. The only difference here is that the boats do move a little quicker. The next pause will come quicker than usual too. You will now reach a new type of helicopter. It will fly into the screen and shoot a few shots in different directions. You don't have to kill this one, just let it fly off of the screen. The battleship will be on the left. Shoot at the guns with your machine gun to kill them. There will also be a few boats you will have to kill with rockets. You will have a nice little break after that battleship with just a boat here and there. After that little break will be a "First Assault." Simple in every way. After a while, there will be another break. This one will come quicker than usual so if you're being frantic trying to avoid everything, you won't have to worry long. After the pause will be the "Second Assault." This one is harder but still simple if you know what you're doing. Just get through this assault and to the next break. AFter that break will be another one of those helicopters that will shoot. Try to shoot it for a 1-Up. Now there will be a small boat to the left and a nice big battleship on the right. After the battleship, you will get a nice easy- going break with only a boat here and there again. After a few boats you hit, you will see your plane fly forward automatically. That's how you know you finished this level. -------- Level 3: -------- Ahh, back to the great 3D levels. You will start off in the middle but go down immediately. If you hit those walkways going across the screen, you're F-15 will crash so make sure you avoid those. The very first one will be in the beginning on the top. They will pretty much all be on the top so try not to go too high. After a while, there will be some tanks in the middle of the road. After that set, will be another set pretty much in the same position. After those tanks will be those tie fighters from Star Wars. They are the same as the helicopters except they shoot now. There will be one more set after the first set. Avoid them as best as possible and also avoid the walkways so you won't crash. There will be another two sets of tanks in the same position as the first two sets. After those tanks will be two more sets of tie fighters. There will be two more sets of tanks after those with the walkways in your way. You noticing a pattern yet? Well forget it. Because right away will be a new enemy. You will have to fight a stormtrooper. He will come out just to fire a few shots and then leave. Don't even try to kill him because it will take too long and you will probably end up coming in suicide. You will reach three more sets of tanks. After those tanks will be those jets that will fly by you and won't hurt you. They will come from the left first. There will be one set coming from the right after the first set so pay attention. After those jets, you will see some helicopters coming torwards you from a distance. After the helicopters will be four sets of tie fighters. Now it's time to duck again so you won't hit the walkway. There will be tanks in the middle just like they always are. After the first set, there will be another three sets. After those tanks, there will be tie fighters. After the first wave of them, will be another one. After those tie fighters will be a stormtrooper. The stormtroopers will always be in the same spot so if I say a stormtrooper will appear, just go to where they start and try to kill him before he shoots. After that stormtrooper leaves, there will be four more sets of tanks. After that ordeal with the tanks, will be some tie fighters. Two sets to be exact but after those tie fighters will be helicopters so don't think your about to fight some tanks. There will be two sets of helicopters and then it will go to the tanks again. There will only be one set of tanks and they will be immediately followed by some tie fighters. Two sets of tie fighters will be there and then one set of helicopters will come right after. After those helicopters, immediately dive down to the ground to shoot at tanks. These tanks will come quicker than usual with a lot less of a pause so be careful. There will be four sets of tanks total and after those tanks a jet will attack you. It will give you very little time to move so be careful. This jet is one of those that fly torwards you and fires in all directions so be careful. There will be four of those jets so be careful. After the jets, you will encounter one set of helicopters. After the helicopter, there will be another stormtrooper. After that stormtrooper, will be two sets of tanks. After the tanks will be some helicopters. After the second set of helicopters will be four sets of tie fighters. After those helicopters will be two sets of tanks with a very small pause in between. After those tanks will be those jets that won't shoot at you. They will first come from the left so stay on the left for some easy kills. After that first set of jets, you will have to go to the boss. You will see your jet fly up to fight yet another boss. This boss will be just like the battleship boss of the first level except now it is a large tank. The tank will shoot all of it's guns at you until one of two things happens. Either the tank kills you, or you kill the tank. Use the same strategy against the tank as you used against the battleship. Just keep shooting all of your weapons and move in either a circle or a figure eight. Pretty much, keep moving. -------- Level 4: -------- You will start in the non-3D envirement again here. Right from the start, there will be one of those helicopters that stop and fire to the right. Either go to the right right away and kill him, or you can go to the left and avoid him. There will also be a new type of enemy to the left. That a missile pad that will fire missiles at you so be very careful. They are pretty much just like the helicopters in the second level except they move faster now. After a few of those missiles will be a battleship to the right. This level is really just like the second level except with missile pads instead of boats. The helicopters movements will all be the same between the two different kinds of assaults. Just keep going through this level either killing them or avoiding them. Whichever you prefer. There will be small breaks in between helicopter assaults again except now there will still be missile pads shooting at you in between the breaks. Just keep going through this level like you did for the last level. -------- Level 5: -------- This level is pretty weird because of the colors but it's pretty much just like the other 3D levels (levels one and three.) You will start off with a little bit of peace at the beginning. You will eventually reach a line of tanks to the left. After that line will be another line of tanks to the left too. After those tanks will be two of those jets that will fly directly at you and shoot in all directions. Immediately after those jets, with a very small break, will be more tanks to the left. There will be another set of tanks to the left after that set too. Once again, after the two sets of tanks, you will have to fight two more of those jets that fly at you. After those jets, the colors will change for some odd reason but it's still the same level. Now with the different colors, there will be pillars around. They will go straight up and you will have to avoid them. The first will come from the left and the next two will come from the right. Now there will be a short break. In these breaks, try to position your jet in the middle of the screen as fast as possible for the best approach. After the quick break will be another same set of pillars, one on the left followed by two on the right. You will have one more of these that will be followed by many others, except now there will be tanks coming after you. Now all of the pillars will be in a completely random order. There will also be a line of tanks to the left so be careful and try to avoid everything at once. After the tanks, you can just go to the far right and you shouldn't hit anything in the way. There will eventually be one that will hit you. When you see it, move. Now just go to the middle of the screen. There will be a line that you can run here now that will let you fly through the whole area without hitting any pillars so this area will be pretty easy. Just keep going through this line until you have to move again. After that set of pillars will be some tanks. After a while the screen will change again to the original colors that you saw at the beginning of the level. There will be four sets of tanks to the left now. After those tanks, you will have to avoid some jets. Two sets to be exact. Immediately after that short stint of enemies, you will go back to the second set of colors. Just use the same strategy for this section that you used before. Look for a line to avoid the pillars easier and just keep moving if you have to. You will also fight some tie fighters and jets this time around so be ready for it to be even more challenging. After a while, the screen will go back to its original colors again. The tanks will come up early and they will come across the screen, from right to left. There will be another set shortly after straight up the middle. After those sets of tanks will be two jets. After the jets will be another set of tanks up the middle again, followed by a set to the left. The colors will change yet again so use the same strategy. The colors will change again and there will be a set of tanks up the middle. There will be one more set of tanks up the middle and then a quick jet coming after you. There will be another following the first jet. After the two jets will be two sets of tie fighters. There will be even more jets here. There will be two jets and then two sets of tie fighters again. The colors will change again, use the same strategy. That will be the last time the colors change and you will finally fight the boss. This boss will be just like the last two except this one actually moves a little bit. Just fly around in a circle or in a figure eight while shooting at the plane. Just keep shooting at the plane and avoiding its attacks until it finally blows up. ----------------------------- Congratulations! You are the hero of the city war. --------------------------------------- 2.3 - Enemies --------------------------------------- *These are ordered in the order they will be first encountered. Tanks - They will always be in a line on one or both sides of the road. They will try to shoot directly at you and you can either kill them or avoid their attacks. The best weapon to use against these tanks are the rockets. Helicopters - They will always be in sets of five. They may come out all at once or one at a time. All they will do is try to fly into you so just keep shooting them. The best weapon to use against these helicopters is the machine gun. Jets - There are two different kinds of jets. One is the jet that will fly forward and off to the other side of the screen. They won't shoot at you and the best way to kill them is with your machine gun. The others are the jets that will fly directly at you and shoot about ten shots all in different directions trying to hit you. You best bet here is to do your best at avoiding those shots. Boat - They will just be in the water and move very slowly. They will be just like the tanks except slower so they will get more shots off. The best thing to do is to kill them as quick as possible so they won't bother you later. The only weapon you can use to kill these are the rockets. Battleships - Huge ships with multiple guns that shoot at you. Best weapon to use against these battleships is the machine gun. Tie Fighters - Just like the helicopters. They do however move faster and shoot at you. Stormtrooper - Will come out and shoot a lot of shots then run away. Don't worry if you can't kill him, he has a lot of health. Missile Pad - These will be floating in the water and will fire a rocket straight at you. They are just like the helicopters in level two except now they move a lot quicker. The only way you can kill these is by firing a rocket at the pad before their missile is fired. Once the missile is fired, you can't kill it. All you can do is avoid it. --------------------------------------- 2.4 - Weapons --------------------------------------- There are really only two weapons in the game but here I will describe each of them. The machine gun is pretty much great for any enemy. It will kill most in just a single shot and also fairly easy to aim with. There are certain frames that will all be going straight to the center of the screen, that is how you aim this gun. You could kill everything with this gun except for certain enemies in the above view camera levels. The rockets are great for the enemies on the ground. The aiming will be exactly the same as the machine gun except it will travel along the ground. The rocket will drop to about a few feet off the ground and it will then go forward exploding on impact with any enemy or wall it hits on the ground. It will not hit the flying enemies and it still won't in the above view camera levels. When you fight a boss, use both weapons. Just keep pressing the A and B buttons as fast as possible to kill the bosses. Also try spiraling around the screen to avoid its shots. Just keep shooting at it with all of your weapons and it will eventually die. ------------------------------------------------------------------------------- 3. - Puzzle ------------------------------------------------------------------------------- ------------------------------------------------- Table of Contents ------------------------------------------------- 1. - Controls 2. - FAQ --------------------------------------- 1. - Controls --------------------------------------- D-Pad - Move curser. A - Select highlighted tile. B - Chance for extra help (Five Chances) Start - Pauses game, takes away the screen so you can't cheat and plan ahead. Select - Show how you have to align the tiles. --------------------------------------- 2. - FAQ --------------------------------------- This game has pretty much infinite levels. All of the levels will be completely random. Each level will look like this diagram : _____ _____ _____ _____ | | | | | | # | # | # | B | |_____|_____|_____|_____| | | | | | | # | # | # | B | |_____|_____|_____|_____| | | | | | | # | # | # | B | |_____|_____|_____|_____| | | | | | # | # | # | |_____|_____|_____| The number signs is where the picture has to fit in the proper order. The B's are the blank spots that help you move some of the blocks around. The help will be a game of rock, paper, scissor. If you win, you can move two adjacent blocks which may help you in certain problems. ------------------------------------------------------------------------------- 4. - Pyramid ------------------------------------------------------------------------------- --------------------------------------- Table of Contents --------------------------------------- 4.1 - Controls 4.2 - FAQ ----------------------------- 4.1 - Controls ----------------------------- A - (In Menu) Changes level selection. (In Game) Rotates piece. B - (In Menu) Changes music from on to off or vice versa. (In Game) Rotates piece. D-Pad - (In Menu) Moves cursor. (In Game) Moves piece. Start - (In Menu) Confirms selection. (In Game) Pauses game. Select - (In Menu) Not used. (In Game) Not used. ----------------------------- 4.2 - FAQ ----------------------------- Basics of the game- This game plays almost exactly like tetris, but it varies in certain aspects. One of those aspects are the fact that now instead of the blocks from tetris you now have triangles to deal with. It plays the same as tetris just place all the pieces n like a puzzle but it gets harded as more triangles are hard to make into a straight hole less floor. This becomes even more of a chore as diamonds and mucj larger triangles are thrown into the mix. It doesn't matter if you are good at tetris or not because this game is harder for even a pro at tetris. Another aspect is the music. Tetris had many clever little tunes that would stick with you this game just has anoying tunes. Time to stop comparing and contrasting. To the walkthrough! Ok so there are a total of eight levels in this game. The only difference between them though is the speed. I recommend you start from level zero and make your way up to level eight so that you get a better feel for the game. This game plays a lot like tetris by requiring you to make a solid wall on of pieces to make that wall disappear and to advance. ------------------------------------------------------------------------------- 5. - Tiles of Fate ------------------------------------------------------------------------------- ------------------------------------------------- Table of Contents ------------------------------------------------- 5.1 - Controls 5.2 - Tips and Strategies 5.3 - Power Ups --------------------------------------- 5.1 - Controls --------------------------------------- D-Pad - Move Cursor A - Select tiles B - Deselect tiles Start - Pauses game Select - Choose Power-Up --------------------------------------- 5.2 - Tips and Strategies --------------------------------------- The whole point of this game is to match the tiles. They won't be next to each other but they can be. There will have to be a blank path to each Tile which is the black part of the screen or the background. Look at it as a road, the path can only make a maximum of two turns so if there are more than two turns in a path, it won't connect. Also check if there are any other possible paths. If you are ever stuck use the power-ups in the following section to find any available paths. The skull in the bottom right corner means you cannot make a move without a power-up, you also can't use the flag. Some tiles, mainly the tiles that look like Chinese characters (I am not sure if they are Chinese characters but I think they are) can match with other Chinese characters that don't look exactly alike. Here are a few tips you could only use with an emulator: *DO NOT E-MAIL ME ASKING WHERE YOU MAY GET AN EMULATOR AND ROM FOR THIS OR I WILL JUST IGNORE YOUR E-MAIL* Most emulators have the function where the emulator will stop running if the program loses it's focus. Meaning that if you click on a folder or something else, the emulator will automatically freeze stopping the time. This will let you look at the screen and giving you time to think. All emulators have a save state function. This will let you save the game at any time. So you could save in the middle of a round, use a power-up to see what you should do, then load state and you will know exactly what to do and you will save the power-up for later use. --------------------------------------- 5.3 - Power Ups --------------------------------------- Flag - This will automatically match any of the possible moves you could make. I suggest that you save these for when you are almost out of time. Ying-Yang - This will destroy the brick blocks. Lightning Bolt - This will match any tiles from a distance. They don't have to necessarily connect but they will disappear. ------------------------------------------------------------------------------- 6. - Krazy Kreatures ------------------------------------------------------------------------------- ------------------------------------------------- Table of Contents ------------------------------------------------- 6.1 - Controls 6.2 - Walkthrough --------------------------------------- 6.1 - Controls --------------------------------------- A - Picks up and drops kreatures B - Speeds up clock and gives you extra points Start - Pauses game confirms selections in menu select - Moves cursor between options in menu --------------------------------------- 6.2 - Walkthrough --------------------------------------- Level 1- Kreatures: Cats and Dogs Hint:Get three animals in a row to get groups and try to clear the screen. Map: ======================================================================= = = = = = = = = = = = = = = = = = = = = = = = = = = ======================================================================= This is a good map to try out new combos to use for other levels. All you have to do is make a link of three of the same animal together. Real easy right? But make sure that you dont end up with two or one left over or you'll miss out on some big points. Also note that if the map fills totally up its game over. So start as soon as the first animals are tossed up on the screen. You have four combos to use before the timer starts this is a great way to make a combo of five so you start off with twenty animals gone. Once all four free combos are gone the timer starts from twenty so start making combos. Once the timer starts all the empty spots will be counted up and you'll be awarded points for every spot cleared. Some spots are valued more than others. If you clear the board you are awarded with five hundred points. Level 2- Kreatures:Elephants and Snails Hint:Press the A button twice on top of existing groups. Map:======================================================================= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ======================================================================= This is where things get a little harder. The animals start shooting onto the screen and the map is bigger so that means more animals to deal with. Now instead of having four free combos you have five so make the best out of them. Once all five combos are used the timer begins. Now you have twenty five seconds to get rid of all the animals.Just go for big combos at the beginning and when the clock gets to ten start making as many small combos as posible and look for already made combos and double press A as the hint suggested. Level 3- Kreatures:Dogs, Elephants. Snails, and Cats Hint:No need to panic untill the foot starts tapping Map: ============================= __________= =__________ = = =============== ============ = = = = = = = = = = = = = = =============== ========== ============= ========== = = ============================== Seems to be a pattern with the free combos. Now you have six free combos to use. Use them well because now you have a lot of different animals to match up and move around. Once all six combos are used the timer starts from fifty so quickly start looking for combos. If you wanna take your time and look for some just hit pause. Level 4- Kreature:Snakes, Dogs, Cats, Elephants, and Snails Hint:Watch the group counter on the lower left Map:========================= ======================== = = = = = === === = = = = = = = = = = ======= = ========== ========== = = = = = = = = = = ========== ========== = ====== = = = = = = = = = = === === = = = = = ========================= ========================= Ok now there are seven combo bonuses so try and use them to the best way possible.There are not to many bog combos to get in this one so make small ones like three or four. Once you use up all seven combo bonuses the timer starts at seventy so get ready to make quick combos. Remember to look out for diaganol animals. Level 5- Kreatures:Blue circles and red mouths Hint: You need a four in a row for things. Map:=========================================================================== = = = = = ============ =========================== ============ =
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So of course now there is a eight combo bonus. Well like the hint said things
can only be in a four combo so you can only put everything in a four combo.
This clears the screen faster and if you had been doing four and five
animal/thing combos then you should be already use to this type of combo. Also
note that you can not cross the bars in the middle of the map they are there
to make this game harded. Once you use up all eight free combos the timer
starts from fifty seconds so get going.
Level 6-
Kreatures:Blue balls, Red mouths, Books
Hint:There is no hint number four
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This is really easy because there are a lot of books and most will land
together letting you get a big combo.And as if this level can't get easy
enough they give you two question marks that whatever you put them next to will
get rid of. I recommend saving them until you have a large amount of items next
to one another or if you wanna get some extra points quickly. But now instead
of getting a minute of time you only get forty seconds to get as much as the
area cleared.
Level 7-
Kreatures:Red elephants, Gray Elephants, Green Mouth, Red mouth, Green Head,
Red Heads
Hint:Tap B button while watching timer.
Map:
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Now you have nine free combos use them quickly before the map fills up. This
round is kind of tough but if you move quickly and use your, if you have any,
question marks stragetically then you'll be fine.
Level 8-
Kreatures:Books, Red Mouths, Pink Mouths, Red Heads, Green Heads
Hint:Tap B button and watch your score
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This match is hard because its all items and there are a lot of different
types. Luckily there are two questions marks to your using. And now you have
ten free combos. The timer starts at forty once you use up all your free
combos.
Level 9-
Kreatures:Green heads, Pink Heads
Hint:Get five people in a row.
Map:========================================================================
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Okay now its time to do a five combo. You are given seven free combos so use
them wisely. Once all seven are gone the timer starts at fifteen! But since
you make combos of five and if you have any question marks and had seven
free combos then it should be alright.
Level 10-
Kreatures:Grey Cats, Green Heads, Pink Heads
Hint:Try the horizontal adjust! Pause then hold select and move left or right.
Map:========================================================================
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You start with ten free combos and you have three different types of kreatures
to combine. Luckily there are a lot of question marks and and everything is
stacked in big piles. Everything comes blasting onto the map at once so it may
be a bit of a pain at first but once the counter starts there will be no more
kreatures added onto the map.Double pressing A works well in this level. Once
you use all the bonuses the clock starts at fifty seconds so start clearing
away.
Level 11-
Kreatures:Dogs, Green Heads, Cats
Hint:Try holding B on slow levels.
Map:========= ========= ========= =========
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You start with seven free combos to use so use them quicly before the screen
totally fills up. After using all the combos you have fifty five seconds to
clear out the map so get to it.
Level 12-
Kreatures:White Elephant,Black Elephant, Green Ball, Cats
Hint:Stay away from those tight and narrow channels.
Map: =============== ==============
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This round you get ten free combos to use before the timer starts. Once all
ten free combos are used up the timer starts from fifty seconds so start
clearing everything out. The two main clusters of animal/things in this level
are cats and the green balls. So start taking these two kreatures out first
beacuse you will see them the most. There are also two qustion marks for
this round so use them in a large cluster of assorted kreatures.
Level 13-
Kreatures:Red Monsters, Green Monsters, White Monsters
Hint:Get six monsters in a row.
Map:======================================================
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Again at the start of this level there are ten free combos to use. The
monsters swarm on tothe map so get to work quickly getting rid of them. As
the hint suggests you have to line them up in groups of six in order to get
rid of them. After the first burst of monsters onto the screen they start
coming on very slowly until you use up all ten free combos. In this round you
get one question mark to use so use it well. Once all ten free combos are
used up the timer starts from fifty seconds so get goin'.
Level 14-
Kreatures:White Monsters, Green Bugs
Hint:During competitive mode you can trap you opponent.
Map:============================ ===============================
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This is an easy level because there are only two types of creatures to deal
with it. Theresanother ten free combos to use. The speed of how fast the
monsters come on to the screen isabout how fast it was last round. Once all
the free combos are used up the timer starts from fifty seconds.
Level 15-
Kreatures:Blue Monsters, Skulls
Hint:Plan ahead for the timer phase.
Map:========================================================
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Looks like another ten free combos for this round too.The monsters come
speeding onto the screen so your going to have to have to work quickly if
you wanna stay alive in this round. After the first couple of waves they start
to slow down. After using all free combos then the timer starts from fifty
seconds.
Level 16-
Kreatures:Blue Cats, Pink Heds, Aqua Balls
Hint:The level of continues depends on the level of difficulty.
Map: ========= =========
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Again another ten free combos and to make this level even easier you get five
question marks. Once all the free combos are used up the timer starts from
fifty. This level combines the three, the four, and five combos so it will be
a little confusing trying to remember from past levels.
Level 17-
Kreatures:An assortment of colored blocks.
Hint:Sometimes its better to give up during the timer phase.
Map:=======================================================================
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Of course you start off with another ten free combos to use. Now its time for
a change upin kreatures. Now there are blocks to match up. The screen fills
up with blocks and then they start coming up on the screen very slowly. After
the first wave of the blocks start matching them up. It only requires a row
of three to make a combo. After using the last ofthe free combos the timer
starts from forty.
Level 18-
Kreatures:Pink Elephants, Grey Elephants, Snails
Hint:Hold four buttons for reset. This space for rent.
Map:=======================================================================
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Another ten free combos. You should be familiar with these kreatures by now so
get going. It only requires a row of three to make a combos so nothing too
challenging. After the first rush onto the screen of the kreatures they start
coming on in spurts. After using allten free combos the timer starts from
forty seconds.
Level 19-
Kreatures:Pink Elephants, Dogs, Cats
Hint:The more you cleat the more Question Marks you get on the next wave.
Map:===================================================================
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This round is very similiar to the last round except different kreatures and
map. You still have to make a combo of three with all the kreatures and you
still have ten free combos.
Level 20-
Kreatures:Snakes, Grey Cats, Snails, Grey Elephants, Yellow Dogs
Hint:Two players can cheat and pick up two stragglers
Map:===================== ======================
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This is a pretty tight map but its likely for a long line of the same
kreatures. But there are five different types of kreatures to deal
with but it only requires a row of three to get rid of them so it
shouldn't be too tough. And plus the fact you have another ten free
combos at your disposal. Once you use up all ten free combos the
timer starts from forty seconds.
Level 21-
Kreatures:Red mouths, Blue balls
Hint:Lesen sie bitte die anleitungen.
Map: =============================================================
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Easy level just line up all the kreatures in a row of three and there are
only two different types of kreatures so there will be a lot of long rows
made up of the same kreatures. Just quickly use your ten free combos to
stop the rush of kreatures onto the screen and start clearing them but
you only get forty seconds so get to work.
Level 22-
Kreatures:Yellow Books, Red Mouths, Blue Balls
Hint:Hint number nineteen is totally bogus.
Map:=== =================== ===================== ===
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Another one of those matches where there are going to be a lot of rows of
kreatures already set up. And yes another ten free combos to use. After
using the last of the free combos the clock starts down from forty.
This will require some moving kreatures around. If you have alot of
question marks this round will be easy.
Level 23-
Kreatures:Green Balls, Red Mouths, Red Cats, Grey Elephants, Red Heads,
Red Dogs
Hint:Hint number eighteen is totally bogus.
Map:===============================================================
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This level is one of the more harder ones because the kreatures come flying
onto the screen and this will require a lot of moving to make a working row.
Its easier to concentrate on the row of threes of animals and then work on
the things. After using all four free combos the timer starts from forty
seconds.
Level 24-
Kreatures:Yellow Books, Green Balls, Red Balls, Red Mouths, Pink Clocks,
Pink Mouths
Hint:Take a break now and then or you will go kraaaaaaazy!
Map:===============================================================
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This is going to be hard because you have a small map to work on and the
kreatures come swarming onto the screen. And then the fact that you have
to match up rows of four of six different things. Once all ten free
combos are used up the timer starts up from forty seconds.
Level 25-
Kreatures:Green Heads, Pink Heads
Hint:Keep unused groups in reserve if you can.
Map:========================================================================
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This an easy level because there are only two types of kreatures to deal with
and the map is spread open allowing a lot of rows to be made. Start making
the rows of five as soon as they launch. Once all free combos are gone again
timer starts from forty.
Level 26-
Kreatures:Green Heads, Grey Cats, Pink Heads
Hint:For secret level select pause and hold A and tap select ten times.
Level:=======================================================================
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Move quickly and use up the ten free combos early so the screen won't fill up.
Concentrate on getting rid of the cats first because they only need to be put
in rows of four. Once all ten free combos you know the drill start making rows
as the timer starts from forty seconds.
Level 27-
Kreatures:Pink Elephant, Yellow Dog, Pink Head, Black Head, Yellow Snails,
Grey Cats
Hint:There are three endings
Map: ==============================
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Again just go after the animals first because they only need to be in rows of
three. Once all ten free combos are used the timer starts from forty seconds.
Level 28-
Kreatures:Blue, White, and Black group of people, Red, Pink, and Yellow groups
of people, Brown and Yellow groups of people, Pink Elephants, Pink Monster,
Black Head, Grey Cat
Hint:No more hints
Map:===================== ======================
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This is gonna be a hard one. First off there are a lot of different kreatures
to deal with and this is a small map. As soon as the level begins start
making rows or else you are going to lose. Once all ten free combos are gone
the timer starts from forty seconds.
Level 29-
Kreatures:Red Monster, White Monster, Green Monster
Hint:No more hints
Map:=========================================
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To beat this level you will have to be able to make rows of six at a very fast
pace. Just keep making rows and as soon as you lift one kreature from a space
quickly fill in the hole with another kreature or else one will fly onto the
screen and take its place ruining your row.
Level 30-
Kreatures:Green Insect, White Monster
Hint:No more hints
Map:=== === ============ === ===
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Just use the last levels tactics and you will be fine. Same number of free
combos and after using them all up the timer starts from forty seconds.
Just use up the free combos as fast as possible and you will do fine.
Level 31-
Kreatures:White Monsters, Green Insects, White Skulls
Hint:No more hints
Map:=======================================================================
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Just keep making rows. Get that free combo umber gone so then you can get rid
of those kreatures. Not much else to say about this level refer to earlier
tactics of levels with the same map for more help.
Level 32-
Kreatures:White Balls, Green Insects, Red Monsters, Green Monsters, White
Skulls
Hint:No more hints
Map:=======================================================================
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Alright the last level. Just move fast and get rid of the now twelve free
combos and the clock will start from forty. I recommend that if you have any
available question marks at the start of the level you try and save them till
the timer starts. Give yourself a break after all this is the last level.
After beating the game you are treated to a cheesy congradulatory screen.
Good Job! Now go back and play it on a different difficulty.
-------------------------------------------------------------------------------
7. - Double Strike
-------------------------------------------------------------------------------
-------------------------------------------------
Table of Content
-------------------------------------------------
7.1 - Controls
7.2 - Walkthrough
7.21 - Round 1 (Sky)
7.22 - Round 2 (Jungle)
7.23 - Round 3 (Ocean)
7.24 - Round 4 (Jungle 2)
7.25 - Round 5 (Ocean 2)
7.26 - Round 6 (Sky 2)
7.27 - Round 7 (Ocean 3)
7.28 - Round 8 (Sky 3)
7.29 - Round 9 (Jungle 3)
7.3 - Enemies
7.4 - Power-ups
---------------------------------------
7.1 - Controls
---------------------------------------
D-Pad - Moves your ship up, down, left, and right
A - Fires your gun
B - Drops bombs if you pick up the bomp power-up
Start - Pauses game and displays number of lives left
Select - Moves cursor between 1 player and 2 player in main menu.
---------------------------------------
7.2 - Walkthrough
---------------------------------------
-----------------------------
7.21 - Round 1 (Sky)
-----------------------------
You instantly start up in the sky. With no other option but right. Continue on.
You will come across the first (and easiest) enemy in the game. One shot at
them is enough to kill them. But be careful to dodge them because they will
come flying at you so be ready to dodge and continue blasting through.
Eventually you will come across pink planes that usually will be found near the
bottom of the screen in the clouds. Upon blowing these planes up they will drop
power-up. Make sure to pick those up because they are extremely helpful.
After a while they're will be no other planes on your screen. But dont get too
lazy because another wave of planes appears now with a new type of plane. The
new plane is gray and is stronger but is also slower then the first wave of all
green planes. So just plow through them collecting power-ups along the way.
Like before there will be a quick rest where there are no other planes in the
sky. Same as last time a new enemy is introduced. A jet appears from the top
left of the screen and it is the only one of its type on the screen. Just keep
blasting away at it and the other planes on the screen and collect power-ups
and you should be okay. I found it helpful to use the bombs and stay up above
the jet and just throw bombs at it.
After a little while you will come again to an empty sky then the game feels
like it sped up. The only major threat now are the random green planes that
will come flying in from the bottom and top of almost none will shoot at you.
They're intent is crashing into you. After this you will again reach an enemy
free zone and then will enter the next part where it gets a bit more tricky. As
last time with your first encounter with the jet it happens again but this time
once you destroy the jet a new one takes its place. If you're having trouble
taking the jets out just stay near the top of the screen and throw bombs. After
destroying both jets all you'll have to deal with are the gray and green planes
no big deal.
But after a while, a third jet will come so go blow it up. If you're having
trouble just rely on above tactics. After that fight another one of the sped up
parts happens but instead of green planes you now face the grey planes. Just
keep dodging and shooting and you'll be ok. There will also be some green
planes but not many. After the sped up part you'll face another two jets.
Destroy them and continue on.
Now for the first boss fight in the game! The enemy is a huge jet that has
turrets on it. All you have to do is weave in between the shots from the turret
and destoy all the turrets. It takes a lot of shots to take out a turret so be
patient and the camera will moves forward and backwards along the planes so you
can take out all the turrets. If you have any on the shot upgrades it helps
this battle a lot. After destroying the last of the turrets you win the fight.
-----------------------------
7.22 - Round 2 (Jungle)
-----------------------------
You meet your first enemy instantly again. This time its a car with a turret
(I'll refer to these vehicles as turret mobiles later on). Just fly down low
and blast away or if you have bombs just toss them. After a bit you'll come to
an enemy free zone and then a new threat. Now those turret mobiles are
accompanied by our good friend green plane and a new enemy a jeep that shoots
at you with turret and is slightly faster than the turret mobile. Now after a
while fighting with those enemies, we again reach an enemy free zone only to
encounter a new enemy, a tank.
The ground will fill up with tanks. After taking them all out you'll just have
to fight with turret mobiles and a few tanks. Same tactics used on jeeps and
turret mobiles will work which is to fly low and just blast away or you can fly
high and bomb them away. After that ordeal, you have to fight against a wave of
tanks again, just blast away at them. After a while, there will be a lot less
tanks and you'll have to fight jeeps and green planes now as well. After that
you'll face this rounds boss.
Much like Round 1, all you have to do is destroy all the turrets that are on
the castle. This battle will be really easy if you have any of the shot
upgrades. Just keep dodging the shots and blast away. Also when you first come
on to the screen with the boss center yourself to the middle screen and just
keep shooting if your fast enough you should be able to destroy a turret thats
on the far left of the castle. If you had not destroyed this turret take out
all the other turrets first and once the area is cleared of all but that one
turret you're goonna have to quickly go in front of that turret and shoot at it
as much as you can before the camera pushes you forward into the turret. After
taking out all the turrets on the castle the fight is over.
-----------------------------
7.23 - Round 3 (Ocean)
-----------------------------
You'll meet a barrage of enemies as soon as you start so be ready to move. Also
note that the red planes that drop power-ups are very rare in this level so be
extra careful. You meet your first two new enemies to this round in the first
three seconds. There are missile type objects that have an identical attack
pattern as the green planes they just shoot at you and will swerve. The second
type of enemy is a boat. The boat is like the turret mobile of the jungle round
so just swoop down and blast away. After awhile the green planes will show up
so just avoid or destroy those along with the boats and missiles.
After taking down all the green planes, boats, and missiles, two more new
enemies will appear, subs and a large boat that has many turrets on it. The
subs are the same as the jeeps from the jungle so just swoop down and blast or
bomb away. The large boat will require a lot more strategy. You'll have to
weave in between its blasts and throw bombs at it or you'll have to swoop down
and attack while dodging its blasts. After the large boats are taken care of, a
new wave of the boats and missile objects appear. Next to appear are waves of
all the enemies for this level, just dodge and blast your way through. You'll
eventually reach the boss of this round.
The boss of this level is a large ship. I think its the easiest boss in the
game because almost all f its turrets are in a straight line if you have the
shot power-ups this battle can be quickly won. If you don't just keep firing
and dodging the turret blasts and be patient don't go rushing in just look for
an opening between the turret blasts then take it.
-----------------------------
7.24 - Round 4 (Jungle 2)
-----------------------------
Ah the jungle again. This is a really short level. There are basically no enemy
free zones but there are a lot of power-ups. The only two new enemies you will
see in this level are the missile type objects from the ocean. They have the
same fighting tactic still and these white missles that will randomly shoot out
from the ground. You can just dodge the missiles or if you have bombs keep
throwing your bombs and it should take out any missles before they can even
get off the ground.
Once you reach the boss its the castle again from Round 2. Use same tactics
listed for round 2. All you have to do is destroy all the turrets that are on
the castle. This battle will be really easy if you have any of the shot
upgrades. Just keep dodging the shots and blast away. Also when you first come
on to the screen with the boss center yourself to the middle screen and just
keep shooting if your fast enough you should be able to destroy a turret thats
on the far left of the castle. If you had not destroyed this turret take out
all the other turrets first and once the area is cleared of all but that one
turret you're goonna have to quickly go in front of that turret and shoot at it
as much as you can before the camera pushes you forward into the turret. After
taking out all the turrets on the castle the fight is over.
-----------------------------
7.25 - Round 5 (Ocean 2)
-----------------------------
Nothing new here that wasn't already in Round 3. Except now there are those
rockets from Round 4 added so just keep blasting through collecting power-ups
along the way. Once you reach the boss its the same as Round 3.
-----------------------------
7.26 - Round 6 (Sky 2)
-----------------------------
A wave of green planes meets you at the beggining then after a while you hit an
enemy free zone then you meet another new enemy, a helicopter. Fight through
the wave of the helicopter and dodge them as they try and crash into you. After
a while missles will start shooting up at you from out of the ground so dodge
them or throw bombs on the ground before the missles can hit you. After that
you then fight another wave of green planes so just plow through them. After
the fight through that wave you come acroos the missles agin so just bomb the
ground or dodge. After the fight with the helicopter its time for a boss fight.
Just use tactics from Round 1and the battle will be quickly won.
-----------------------------
7.27 - Round 7 (Ocean 3)
-----------------------------
Pretty easy just keep dodging the boats shots and take out any green planes in
your way. After awhile you'll come across the barges again and now you will
have to fight two of them at a time. After fighting your way through you
finally hit the boss just follow past tactics from Rounds 3 and 5 and you
should be all set.
-----------------------------
7.28 - Round 9 (Jungle 3)
-----------------------------
This is exactly like the past Jungle levels so just continue on. You'll come
across a wave of tanks and turret mobiles soo blast them apart and keep
dodging their attacks. Once you reach the boss take out the turrets. Refer to
the other Jungle missions if you get stuck. After destroying the last turret
the boss has been defeated. Congradulations you just beat the game!
---------------------------------------
7.3 - Enemies
---------------------------------------
Green Plane - First type of plane you encounter is just a simple green plane
that is fast and often attempts to crash into you. Simple to kill just blast
away at it. Be careful as to some of these planes drop bombs.
Grey Plane - Second type of plane is a larger grey ship and is a bit more
powerful then the first and only moves up and down. Be careful as to some of
these planes drop bombs.
Jet - Things get a little harder now with plane number 3. This is a much
larger jet that comes on to the screen from behind you and will only shoot
backwards. Not to hard just stay between its shots and attack till it blows up.
An easy tactic is to stay at top of screen and just throw bombs at it.
Turret Mobile - First type of enemy you meet in the jungle is a car with
turret. I'll refer to these as turret mobiles. No big threat just come down to
the ground and blast away or throw a couple of bombs.
Jeeps - A jeep with a machine gun on it is your next threat. The jeep is
faster than the car with turret and there are a lot more of them than when you
first encountered the turret mobile in the first part of the level.
Tanks - Final new enemy you'll see in this round are tanks. They're very
strong and will require a lot more shots to destroy them. They're slower than
the turret mobiles but they're stronger.
Green Missles - The first enemy you encounter in a missle looking object.
It's not that fast and it attacks the same way as a green plane.
Boats - The boats are much like the turret mobile except that its on the
ocean.
Subs - Third enemy you encounter in this stage are the subs. They stay really
low to the ground and will shoot up at you so be ready to dodge. They don't
require to much fire-power to destroy them so sink down low or you can just
throw bombs.
Barge - Last new enemy of this round is a large boat that has many turrets on
it so it can shoot out in different directions. I found easier to just fly
behind it and keep firing till it explodes.
Green Missiles - A new type of the missle from ocean appears these missles are
very fast and will fire at you quickly then swerve out of the way.
Missiles - Only other new threat from this level are the missles that will
randomly shoot out from the ground. You can easily dodge them or destroy them
with bombs before they can get off the ground.
Helicopter -The helicopter is much like the grey plane only its slightly
faster.
---------------------------------------
7.4 - Power-ups
---------------------------------------
Double shot - This upgrade just appears as two bullets and just doubles the
shots that you shoot.
Triple shot - Same like double shot but now you've got another set up bullets
shooting from your plane.
Eight shot - Your ship now shoots out 6 bullets exploding into different
directions.
Bombs - It's a black circle with a d on it that after picking it up
you'll shoot out bombs from the bottom of your plane.
Invincable - It's a weird gold icon thats as the name implies makes you
invincable for a limited amount of time.
1-Up - Pretty self-explanatory; it gives you an extra life.
-------------------------------------------------------------------------------
8. - Dudes With Attitude
-------------------------------------------------------------------------------
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Table of Contents
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8.1 - Controls
8.2 - Walkthrough
-Starting the Journey
-Level 1:Hi There
-Level 2:Swervy Derby I
-Level 3:Jungle Treasure
-Level 4:Gum Tree
-Level 5:Nutcracker
-Level 6:ZOOOOOOOOOOOM
-Level 7:Buried Treasure
-Level 8:Roundabout
-Level 9:Death Spiral
-Level 10:Bypass
-Level 11:Riverside
-Level 12:Diamonds Galore
-Level 13:Whoopsie Daisy
-Level 14:Wall Basher
-Level 15:Sand Traps
-Level 16:Rad Hot City
-Level 17:Letting Loose
-Level 18:Doom Lagoon
-Level 19:Labrynth
-Level 20:Goal no Goal
-Level 21:Swervy Derby II
-Level 22:Ruby Rumble
-Level 23:Ups and Downs
-Level 24:Love over water
-Level 25:Impasse
-Level 26:Finders Keepers
-Level 27:Sleeping Dogs
-Level 28:Detour de France
-Level 29:Gumberry Pickin
-Level 30:Express Route
-Level 31:Teamwork
-Level 32:Ice Arena
8.3 - Passwords
-----------------------------
8.1 Controls
-----------------------------
A = (Map)Brings the cursor right to an X on the map.
(In-Level)Speeds character up.
B = (Map)Not used.
(In-Level)Not used
D-Pad = (Map)Moves cursor around map.
(In-Level)Moves character around.
Start = (Map)Returns you to main menu to make changes to character
selection.
(In-Level)Pauses Game
Select = (Map)Confirms choice of level when cursor is on it.
(In-Level)Resets level.
-----------------------------
8.2 Walkthrough
-----------------------------
Starting the journey-
Welcome to Dudes with attitude. After picking your character(they look
like the ancestors of todays smiley face icons) you are brought to a map
of an island. Hit A if you want the cursor to automatically go to a level.
Levels are represented as "X"s on the map. I started with the X on the far top
so I'll describe it now from here if you wanna start somewhere else on the map
just look up the level in the walkthrough table of contents hit CTRL+F then
paste in the part your looking for into the search box. Also note that the
hints will only come up after you have lost on that level a certain number of
times. Now for the first level.
Level 1:Hi There-
Theres a reason why this level is called Hi There. Besides the level
welcoming you there is also the word HI written in pink blocks.As soon as you
press A to start moving go up and collect all the coins. For this level you
are given three hundred seconds and must collect eighty three jewels. Once
you get all of the ten coins and you are at the top of the screen go left
and through the red door to turn red enabling you to collect the red hearts.
Once all eighteenhearts go to the bottom of the screen and go through the aqua
colored door to turn an aqua color now letting you collect all the aqua colored
gems. Get all fourteen gems and go through the green door at the far right wall
of the screen to turn green. Once green collect all of the green bricks. Now
with all the green bricks out of the way you can go through the pink door and
turn pink allowing you to get the pink blocks. Once all eighty three jewels are
gone go through the stairwell the appears at tne bottom of the screen. One you
go through the stairwell it will prompt you for your name and will then give
you a password.
Level 2:Swervy Derby I-
Hint:Watch out for MINES! Get the easy jewels first.
As soon as you start go to the right and through the red door to turn red. Once
red try and ricochet yourself into any available red hearts. There are four red
hearts you will have to ricocet off of. If you hit a mine go hit off of the red
cross box and you will have another life. If you hit a mine you lose one life
out of two and once you loss that other one you have to restart the level. You
will have to use the grey door as a means of ricocheting to another jewel. Try
and get rid of the green blocks first because there are only two of tehm to
deal with. Keep getting rid of all the easy blocks and this will allow you to
get more of an angel to ricochet of the wall and into more jewels.
Level 3:Jungle Treasure-
Hint:Lure the jaws up top before getting the last jewel.
This level only has two jewels to collect. But don't think it easy yet. There
are three hazards in your way that can only be avoided. There is a spinning
blade that will move around the screen at random places. There is a random
enemy that will chase after you around the screen.And the last hazard is a
snake stuck under one of the green jewels. In the middle of the level is a
wall that will allow you some defense against the spinning blade and jaws
while you try and break the green jewel and avoid the snake that is under
it. To get both jewels you will have to ram into the jewels a total of two
times before they dissapear. Remember two hits from an enemy and you die.
The speed up button helps a bit in this round for quickly avoiding the
enemies.
Level 4:Gum Tree-
Hint:The gum gets you and the cross makes you well.
You will have to go through a green door first if you wanna get rid of the
layer of green jewels and gum away before you can get to the aqua gum and gems.
Once the aqua gems and colored gum are gone then turn red and take out the last
protective sheild of red gum and red hearts. Once all the gum and jewels are
gone go through the yellow door and you will now have to ricochet of the far
left wall and push up in an attempt to get the coins blocking the door.
Try and watch out for the blue doors or you will have to then angle yourself
so you can go through the yellow door. Remember during the gum cleaning part
that if you hit the gum twice you die, that is unless you are currently the
same color as the gum then you will take no damage. but if you are a different
color and hit the gum twice you will have to start all over so go for health
as soon as you lose health for the first time.
Level 5:Nutcracker-
Hint:The eyes have it!
When the level starts you see a face with a red row of doors as a mouth. Three
blue blocks that make up the eyes. And yellow sand as hair that can be removed
by hitting into it. Remove the left and right sides of the hair to discover
several coins and a white and pink door are also revealed. If you ram into the
thwo grey blocks that make up the nose it will reveal two pink blocks. After
getting rid of all the diamonds and pink blocks ram into the left eye where
there is an opening to reveal a gold door. After going through the door go
collect all of the gold coins. Once everything is gone head through the door
at the bottom of the screen.
Level 6:ZOOOOOOOOOOOM-
Hint:Hit button A to go fast and hold control pad down.
The reason this level is called zoooooooom is because this round is fast. Just
move to the left at the start and hold down and you will collect all the
jewels along the way. When you reach the buttom let go of the speed up button
or you will fly into the spinning blade. Thats all there really is to this
level.
Level 7:Buried Treasure-
Hint:Sailing without a boat can be bad for your health.
Yar matey. To get around in this level you will need to hit the boat icon. Hit
it only once! If you hit it again while on the ocean you will drown. This is a
simple enough level just keep ricocheting off the walls untill you uncover a
green door in the sand at the upper left corner. After going through the green
door clear out all the green blocks while avoiding the boat icons. To get the
last jewel, the red heart it will require a red door. Go to the bottom right
corner of the screen and hit the outside grey block on the bottom to find the
red door. Now go get that last jewel and exit through the door.
Level 8:Roundabout-
Hint:If you get Trapped, press select to end the round.
Theres a reaason why this level is called roundabout just like all the other
levels have a level descriptive name. For roundabout you will have to get all
the way around the map collecting all the pieces. Whatever way the arrows are
pointing is the onyl way you can go. For example if an arrow goes right and
you go by it then you can go back over it to the left. Also you have to go
the color doors to get through the color locked doors. Be careful not to go
into a color door by accident with out getting all the jewels of the color
door from the last room you had just come from. If you miss a jewel you will
have to go all the way artound the screen again if you wanna get the password.
Also be careful not to get blocked in by jewels in the way that are a different
color than you.
Level 9:Death Spiral-
Hint:Keep the joystick down as you leave the center.
Ok only one jewel to get in this level but its not going to be easy. For if you
wanna get that jewel it will require having to get rid of the gum first. When
the level begins you are above all the different corridors you can go through
that will drop you off in different color doors. Take the first corridor when
you start so that you go through the pink door. Now pink you can take out the
first of four different gum. After going through the pink door and coming up
through the right of the map quickly press right to drop down a corridor. The
goal is to get to the bottom corridor so if you go in the one betweem the one
you come through after the pink door and the bottom one just quickly press
or right to get back the the center and drop down to the last corridor. Now
when you go into the last corridor go to the right and take out that pink gum.
The pink gum must be gotten rid of first or else you will keep running into it
if you attempt to take out the green gum first. Now with that obstical down now
for the next gum. Just exit out to the middle corridor section and go up two
corridorsand go to the right. Keep following the path until you go through the
green door. Once green follow the corridor around untill you hit the middle
corridor again go down to the last corridor on the bottom and take the right
path. Now dispose of the green gum. With the green gum that leaves the aqua
and gold gum left. You will have to get rid of the aqua gum first or else it
will be in your way. In the same corridor you take to get to the gum and jewel
just go down the middle line of all the color doors and as soon as you go
through the aqua press up and go back to where all the gums were and hit that
aqua gum. Now just one left in the way, the gold gum.Go to where you start the
level all the way at the top and and go right and down to reach the gold door.
Now return to the area with gums and the jewel and get rid of that last gum
while avoiding the mine. Once its gone repeat the step that you took to get the
aqua gum but this time hit the jewel. With the jewel gone go up the center
corridor and go up the stairs.
Level 10:Bypass-
Hint:There is a logical solution to this puzzle.
This is a pretty easy level. Just a little hard to get use to. You will have to
keep going through the grey doors to change to different colors. Once you
change colors immediately take out that colored jewel on the side you are
currently on. Just keep going through the grey doors at random points and
collecting all of the jewels. If you wanna beat this level it will require
you to use the small opening at the far right. An easy way to beat this is to
keep moving in a clockwise manner and going through that gap at the far right
and then you will keep changing colors and this will allow you to get all the
jewels.
Level 11:Riverside-
Hint:Keep the lower star trapped. Let the top ones out.
This is a busy map. There are two types of spinning blades on this map red ones
and green ones. As long as you are the same color as the star they wont hurt
you. There is also a river breaking the map into two parts. As soon as the
level starts go and get the two red hearst then go to the green door to turn
green then hit the sand above that door to reveal a boat. Now cross the water
and hit all of the green jewels. After obtaining all the green blocks that are
not blocked its time to clear out the sand. On the left side of the level you
should find in the sand a block that has an arrow pointing up and down on it.
After hitting this block it will make you go up and down now rather than left
and right. This is helpful in getting the blocks on the far right by going
under the barrier and going up and collecting the jewels. If you change colors
and get hit by an opposite colored spinning blade then quickly hit the health
block that can be found under the sand. After getting all of the jewels head
through the door. If this level is giving you a lot of trouble try keeping the
red spinning blade iscolated by clearing out the areas around it. I found this
level to be easier without using the block with the arrows pointing up and
down.
Level 12:Diamonds Galore-
Hint:Start by cutting three vertical strips.
This make look like an easy enough of level but you are not given that much of
time. It helps if you hold up or down while moving through the diamonds because
then that way you will pick up any diamonds in those directions.
Level 13:Whoopsie Daisy-
Not much to this level just start with the top two diamonds and get them. Once
you have them start making your way down every row after each two diamonds are
gone from each row. Once the last diamond is gone quickly press up and you will
have to go through the gum to bounce off the wall into the stairwell.
Level 14:Wall Basher-
Hint:Have five jewels left before you turn green!
When the level begins go left and keep breaking all of the grey boxes in the
way. When you go through the grey door you will change colors. It doesn't
matter what color you are because you are going to turn pink soon. When you go
through the grey door quickly press down to break through to the room bellow.
Once you go down as far as you can go turn right and when you hit a wall and
can not go any farther go up as soon as you hit the far right wall. Then go up
one block then go right again. If you come across a pink block while going
through this passage way and you are a different color go back to the grey
door and keep going through it until you turn pink now you can go get rid of
that pink block. Once you go as far right as possible in that corridor go down
Once you go as far down as you can go left. Once you are in the same room as
white and pink doors clear out the blocks on the bottom of the room. When they
are all gone hit the block facing the pink door at the top of the room. To
reveal a pink block. With the pink block gone go back the the bottom of the
part that you had cleared all of those grey blocks from. Weave through the
invisible walls until you find a route that will bring you out to the bottom of
the screen now you should be at the bottom of the screen. First go right Keep
going left. Once you reach the far left part of the map go up and get the pink
block and ignore the green block even farther up top. Now return to the bottom.
Now time to go right.After awhile you will run into another wall now its time
to go up. You should come across a pink block so get it and continue going up
until you hit another invisible wall now go left. Now clear out the top bricks
but don't go through the green door! Now go down back to where the gum monsters
are close and make a path going underneath them you should come across a pretty
open amount of blocks and go to the far right of the screen and go down and up.
If you go up you will be at the bottom right of the gum holding cage and you
find a pink block. If you go dwon you will come across a green block. Now all
of the pink blocks are gone so go turn green by the green door. Collect the
green brick that I just talked about on the far right of the screen if you
remove it and continue down there a glass that you must stay away for it will
reverse your controls making it hard to move and may up killing you so avoid it
Now go to the far left of the screen and get that green block after getting it
continue up and you will find a white door go through it. Now contine you on
the bottom path untill you uncover more of a secret passage untill you find a
diamond get it and go back up avoiding the green door and get the last diamond.
Now with all the diamonds gone two doors open. Go through the one closest to
the bottom of the screen because there is no way to get to the other one
because there is an invisible wall around it.
Level 15:Sand Traps-
Hint:Everyone has their own way of doing this one.
As the hint says everyone has their own way of doing this and that hint
couldn't be truer. My startegy for this level was to get all of the sand out of
the way and try to get all the easy coins first so that I only had to let two
spinning blades out to get to two coins. This took me a long time because I was
being careful not to accidently let one of the spinning blades out.
Level 16:Rad Hot City-
Hint:Don't jump out of the windows!
This level has got to be the biggest pain in the butt. It took me a good three
days to get all of the jewels. Okay now to start this beast of a level. To
start with get all of the easy jewels out of the way. You should be able to get
all of them but one. That one being the red heart on the far left. Two hard
ones are the red heart trapped in between the red mine and the grey mine
located sort of in the middle to the left. To get this go up through the red
row of doors that are right next to the red heart row thats trapped betweem
the mines. To get it go through the row of doors as explained above and as soon
as you are next to the red heart press right and you will hit into it and then
ricochet off to the left quickly press down to avoid falling into the water
then repeat this step again to get that heart. The other hard to reach jewel is
the gold coin at the top right part of the screen right below the health. To
get this coin just go up either row of gold doors and then hit right or left
pending which row you took so that you will move across and will end up below
the gold coin then just quickly press up and grab it. Now for that last jewel.
This will be a pain to get and will require many tries to get to but don't quit
keep at it. Alright then how to get that red heart. First make sure you didnt
lose any health because if you had you may as well just die and restart. You
will need full health! Ok with that said make sure your character is gold. As
gold you can go to the far right of the screen and break through the sand and
keep going down till you hit the boat icon as soon as you hit it press up and
go through the pink row of doors and out onto the ocean so that the spinning
blades won't hit you. *Note* Make sure the gold spinning blade is on the side
of the sand you are about to go through if it isn't then you will take damage
from the white spinning blade. Now just go up to that last red heart on the far
left and grab it and head through the door and this level is over.Whew!
Level 17:Letting Loose-
Hint:Trap the critters next to the right wall
As the hint says just keeping the blocks over to the right and form a wall
between the norht and south part of the left part. once you have iscolated
all of the spinng blades make a hole to the top right white door and go
through it to turn white now allowing you to collect all of the white
jewels. Be careful when getting the diamonds when you get the last diamond
next to the water be careful not to then fall into the water. After getting all
of the diamonds go through the door at the bottom of the screen.
Level 18:Doom Lagoon-
Hint:Grab the rubies from the side to avoid the boat.
When the round starts keep going left until you hit an invisble wall. You'll
know you hit it if you ricochet into the other direction. Then keep pressing
down. Until you go down a long path that will brind you to the bottom of the
screen. By this time you should be in the bottom left corner. Then go right and
keep pressing up till you go up keep making your way so that you are at the
bottom right corner of the lake. Then if you are in the right spot you should
run into a boat icon. Now blindly make your way back to the icon with the two
arrows going in two different directions. Now weave yor way to the middle of
the lake by going in the same direction as how you obtained the boat icon. Make
sure to leave the bottom left red heart alone to use it as a wall to ricochet
off of so you can get the other hearts easily. Once all the hears are gone head
through the door at the bottom right of the screen.
Level 19:Labrynth-
Hint:Hey! There is a way to get all of the jewels.
No real way to describe this one. Just move around the map collecting all of
the available jewels. To get those last two jewels at the bottom left you have
to take the white door on the left side next to the empty path near the bottom
of the screen. Remember two improtant things for this level don't get ticked
off for every time you go the wrong way and take your time, As soon as all the
jewels are collected exit through the door at the bottom of the screen.
Level 20:Goal no Goal-
Hint:You have to bounce your way across the top.
The beginning of this level is the only truly hard part because it requires
perfect timing. Just keep at it trying to get across once across with the blue
gems gone its gets easier. Now go down and collect those gold coins by
traveling back and forth across the gap to turn gold and aqua. Leave the aqua
colored gem thats below the arrow until after you get all of the gold coins.
With all the gold coins gone you can get the last two aqua colored gems.
Leaving the aqua colored gem under that arrow allows you to get back and forth
through the arrow without accidently falling into the arrows clutches. After
obtaining those last two gems head through the door at the bottom of the
screen.
Level 21:Swervy Derby II-
Hint:Aim to get one jewel on each pass if you can
Just use the same tactics from Swervy Derby I to beat this level. The only
difference in this level then from the first one is that there are more mines.
Level 22:Ruby Rumble-
Hint:Its been done in fifty four seconds. Take coordination!
To start head right and go as far right as possible until you go down. Just
keep making your way through all the grey blocks and remember to bounce off of
all of the walls in order to find all of the hearts. Once you beat the level
head through the door back at the start point of the level.
Level 23:Ups and Downs-
Hint:You will probably need the hidden hospital.
As they hint suggests there is a hidden hospital it is two blocks up from the
gap that leads into the room full of jewels and and mines. This level is a lot
like and up and down version of the level Swervy Dervy I and II. The key to
this level is paticene. You are given a lot of time so just take your time with
it and be careful. Remember to refill health after every attempt at the jewels.
Once you collect all of the jewels head through the door in that gap.
Level 24:Love over water-
Hint:One if by land, two if by sea.
To start push all of the blocks that are surrounding the pice of land you are
on into the water to create a bridge to get to the hearts next push all of
the blocks that start out in the middle of the level into the water next to the
boat icon. This level requires the boat icon to win or at least it become a lot
easier to beat with it. Create a bridge next to the boat icon to the right of
it. Then collect all of the hearts and head through the door at the right of
the screen.
Level 25:Impasse-
Hint:Sherlock Holmes would have loved this one!
Ok as you start whatever you do, DO NOT GET THE GOLD COIN next to you at the
start of the level you need that for if you want to beat this level. This level
uses the same tactic as in Ice Arena but thats the last level I wrote up on.
This level is easy if you know what you are doing. Now to start. When the match
begins get all of the other jewels you can but leave that gold coin that is
right above you at the start of the level. Now with all of the other jewels
that you are able to get go to the top left square and go down so that you go
the door that is right above the gold coin that I told you not to get. If you
do this right you will ricochet back up but now as a different color. Repeat
this tactic untill you get all of the other jewels. Once done head through the
door at the top middle of the screen. Good job you have just beat a level
that the makers of this game think Sherlock Holmes would consider hard.
Level 26:Finders Keepers-
Hint:Get inside ASAP and work from left to right.
This is a nice and easy map but it requires speed and accuracy. Just keep
moving blocks out of the way and keep moving down and clearing out the rows
of jewels that are going diagonally. This is an easy enough level just use the
blocks to ricochet off of so that you dont hit into a color door and change
into a color you didn't want to be. When the level begins you will have to turn
white by going through the white door then go back to where you started and go
down to find two white diamonds. Now for the pink blocks under the white
diamonds. Go to the pink door and in doing so you will push a block down twice
that is facing the pink door from the bottom. With that block pushed down twice
there should be a small gap to the left if you go down and attempt to keep
pushing the block. Push into the gap to find a pink block keep hiting it to get
it. Then over to left to find two green blocks in doing so yo will also move
the blocks. Now you have a clear run to the green door from the green blocks
so get the two green blocks you had just found. With the green blocks gone
a row of aqua colored jems appears. Push the long line of blocks goind vertical
to the left once, all of them, so you will be able to get from the aqua door to
the agua gems easily. So keep moving blocks around to keep movind down through
the rows until you collect all of the jewels with them all gone head through
the door on the far left but don't block the entrance in by accidetly hit the
row of blocks that is next to where the door is or else its time to restart the
level.
Level 27:Sleeping Dogs-
Hint:If the jaws get out, trap them with a block.
This level is pretty straight forward after all of those mine boggling ones.
You can either trap all of those jaws up in blocks well at least the top two.
With the jaws out of the way you can easily get the two diamonds and head
through the door at the bottom right corner.
Level 28:Detour de France-
Hint:You're partner can rescue you from the gum.
To start get rid of the three gum that are red, green, and pink. Don't worry
about the aqua colored gum for now. Now go through the maze at the bottom of
the screen and turn aqua then go to where all the gum were and take out that
aqua colored gum. Now for the jewels. Keep getting all of the rows of jewels
until you come across the aqua gems. To get these you will have to go all the
way back to the red lock door and go up to the aqua door and then through the
aqua locked door and get the aqua gems then continue up getting all of the
jewels. When they are all gone head through the door at the bottom right of the
screen.
Level 29:Gumberry Pickin-
Hint:There's three differin' ways through this maize.*Note*This is the games
spelling of the words.
The easiest way to get through this is after ricocheting off of the right wall
go down into the aqua door and then push the block on the left over one so it
blocks off the red door way now push the door on the right side of the aqua
door to the other side so you have acsess to both the aqua door and the green
door. Now make your way down weaving through and hit any blocks on the way down
so that they may uncover any health icons. Make all your way down to the door
at the bottom right of the screen.
Level 30:Express Route-
Hint:Tough!Take the express way on the outside.
This is sort of hard sort of easy. It requires perfect accuarcy and timing.
Both jewels that you need to accuire to beat the level are in the center of the
map so just keep going by them and press down or up as soon as you pass one to
try and get it once you get both head through the door at the top right of the
screen.
Level 31:Teamwork-
Hint:One player moves the block for the other player.
Hint:One player moves the block for the other player.
Ok first off if you want to beat this level you need another person to play
with. If you want to get those last rows of jewels you need someone to be able
to push the block while you are a certain color to get at those last row of
jewels in the far back wall. With that said you and your partne take out both
sides of level and take out of the jewels then take turns getting the second
row of jewels. Now the ever so elusive last row of jewels. Time your movements
and take your time. With all the jewels collected head through the door at the
the bottom of the screen.
Level 32:Ice Arena-
Hint:Watch where you skid kid!
To start hit the left part to find a spiked shoe icon. With this icon you wont
get stuck on the ice now go through the middle part of the screen and keep
going through the grey doors untill you turn pink and gold so that you can
aquire all of the jewels in the middle first. Once thats done make your way all
the way around the top collecting the white, gold and aqua jewels. Once you
collect them all head through the door at the bottom right of the screen.
Congradulations you have just beat one of the hardest games for the NES!
-----------------------------
8.3 Passwords
-----------------------------
*Note*You must enter your name as MERC in order for these passwords to work.
Level 1:Hi There=3240DB
Level 2:Swervy Derby I=779X1F
Level 3:Jungle Treasure=CC-LP5
Level 4:Gum Tree=FCHSB7
Level 5:Nutcracker=820ZLJ
Level 6:ZOOOOOOOOOOOM=SGNKQ4
Level 7:Buried Treasure=KCPDX7
Level 8:Roundabout=824Z6N
Level 9:Death Spiral=YWY9DB
Level 10:Bypass=FFFS4V
Level 11:Riverside=RRPGP5
Level 12:Diamonds Galore=977YBM
Level 13:Whoopsie Daisy=WTR3BJ
Level 14:Wall Basher=7BB0DK
Level 15:Sand Traps=6-C18L
Level 16:Rad Hot City=SGGTGR
Level 17:Letting Loose=NZX-68
Level 18:Doom Lagoon=FH-X-Q
Level 19:Labrynth=982NYZ
Level 20:Goal no Goal=557RMT
Level 21:Swervy Derby II=MGDT4R
Level 22:Ruby Rumble=6WYJX3
Level 23:Ups and Downs=Y75KD0
Level 24:Love over water=GLS67C
Level 25:Impasse=KQS8VY
Level 26:Finders Keepers=V7XK40
Level 27:Sleeping Dogs=KFNVWS
Level 28:Detour de France=5120C6
Level 29:Gumberry Pickin=NJMHKP
Level 30:Express Route=W8R99Z
Level 31:Teamwork=1WT66N
Level 32:Ice Arena=WPR9LZ
-------------------------------------------------------------------------------
9. - Venice Volleyball
-------------------------------------------------------------------------------
-------------------------------------------------
Table Of Contents
-------------------------------------------------
9.1 - Controls
9.2 - Configuration
9.3 - Strategies
9.4 - Characters
---------------------------------------
9.1 - Controls
---------------------------------------
D-Pad - Moves your character around.
A - Hits the ball.
B - Jumps (used to spike the ball.)
Start - Pauses Game.
Select - No Use.
---------------------------------------
9.2 - Configuration
---------------------------------------
Game Mode:
-This is pretty many players play and how they play. 1P vs Com is pretty much
what you expect. Just you against the computer. 2P vs Com is cool. It let's
you play with a friend on your same team. Finally, the last one, 1P vs 2P
which is also pretty obvious. You against a friend.
Level:
-This is just the level of difficulty. The three levels are obviously: easy,
medium, and hard. Choose which ever you want.
Point:
-This just shows how many points you need to win a game in volleyball. Get one
point by making the ball hit the ground on the opposite end while in bounds
all at the same time. The only amounts of points per game you could use are
five, ten, and fifteen.
Set:
-This is how many games you have to win to completely beat the other team. One
set is pretty much one game and three sets is either three or two. For three
sets, whoever wins two sets wins the game.
Rule:
-Normal and Rally Point are the only rules you can use. They are both really
the same rules except just a different point system that isn't really
necessary to explain.
---------------------------------------
9.3 - Strategies
---------------------------------------
Always try to spike the ball as any times as possible. Just set up a great
spike and jump to time your shot right. Just spike as much as possible and try
not to knock it out of bounds. If you spike the ball right every time, then it
will be very easy to win.
If they spike, you will have to predict where the ball will go. Try to predict
where the ball will go right when you see them jump. You will have to get there
quick and you may have to dive sometimes so be ready.
If you ever have to dive to keep the ball alive, just toss the ball to them.
Don't try to spike it to their side or anything because you will probably just
mess up and the only person who could save you will be on the ground.
---------------------------------------
9.4 - Characters
---------------------------------------
Name: Bob
Partner: Howard
Wt: 150
Hi: 5-11
Age: 22
Receiving: 85
Smash: 70
Speed: 90
Name: Lisa
Partner: Bambi
Wt: 121
Hi: 5-11
Age: 18
Receiving: 90
Smash: 75
Speed: 85
Name: Steve
Partner: Jamile
Wt: 175
Hi: 6-1
Age: 20
Receiving: 80
Smash: 80
Speed: 85
Name: Kelly
Partner: Morica
Wt: 106
Hi: 5-4
Age: 20
Receiving: 85
Smash: 70
Speed: 75
-------------------------------------------------------------------------------
10. - Stakk M
-------------------------------------------------------------------------------
-------------------------------------------------
Table of Contents
-------------------------------------------------
10.1 - Controls
10.2 - How to Play
10.21 - Player Options
10.22 - The Game
10.3 - The Cards
---------------------------------------
10.1 Controls
---------------------------------------
A -(In-game) Speeds up card fall.
(In-menu) Changes between options.
B -(In-game) Not used.
(In-menu) Not used.
D-Pad -(In-game) Moves cards.
(In-menu) Not used.
Start -(In-game) Pauses game.
(In-menu) Confirms selections.
Select -(In-game) Not used.
(In-menu) Switches between options.
---------------------------------------
10.2 - How to Play
---------------------------------------
When you make your selection of whether you want to play solo or with a
friend a new menu will pop up. Here you can change your options to make the
game more personel. You have the options of changing the dificulty, see next,
music and then for 2 player options you can set a compete point.
-Difficulty: You can adjust how fast the blocks fall. Your options are Easy,
Normal and Hard.
-See Next: This option allows you to see what card is coming next. Like the
Tetris see next.
-Music: You can either turn it on or off.
---------------------------------------
10.21 - Player Options
---------------------------------------
- Compete Point: You can set this from 10,000 to 90,000. This is a set score
and the first to reach it wins.
With everything set up you can now start the game by going down and
selecting exit
---------------------------------------
10.22 - The Game
---------------------------------------
This game tries to be tetris but utterly fails. Well not really. Its an
ok game but you didn't come for a review you came for a FAQ/Walkthrough so here
we go.
You play on a big square room where a lot of cards with numbers fall
down into. The object of the game is to get three cards that are of the same
number or that go in order, like 1,2,3 or 4,5,6, to make them disappear.
The Game looks like this:
-------------------------------------------------------------------------------
= =============== =
= =============== =
= =============== =
= =============== =
===== =============== =====
=---= =============== =---=
=---= =============== =---=
=---= =============== =---=
=---= =============== =---=
=---= =============== =---=
=---= =============== =---=
=---= =============== =---=
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=---= =============== =---=
=---= =============== =---=
=---= =============== =---=
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=---= =============== =---=
=---= =============== =---=
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=---= =============== =---=
=---= =============== =---=
=---= =============== =---=
=---= =============== =---=
=---= =============== =---=
-------------------------------------------------------------------------------
=====---------------------------===============---------------------------=====
=====- -===============- -=====
=====- -===============- -=====
=====- Total_00000 -===============- -=====
=====- -===============- -=====
=====---------------------------===============---------------------------=====
From the side holes is where all the cards come from and they keep
moving up until they reach the top area and then they move out to the left or
right, ending on which player you are and they begin to move down to the bottom
of the screen.
Theres not a whole lot of tips on beating this game. I usually stack
cards I don't need in one corner of the map and then if that pile gets too big
I then concentrate on that pile in making it smaller. One of the obstacles in
this game is the Skull Cards. These cards get in the way of your pile making so
deal with them sperately. To fight back agains the skulls are a ball card these
cards takes the place of any card you may need.
---------------------------------------
10.3 - The Cards
---------------------------------------
The cards are very simple. Besides the number cards there is a mimic
card and a blocker card. The mimic card is in the shape of a ball and will
take the place of any card you may need. The blocker card will block and rows
it lands on and you will have to get three in a row of the same blocker card.
The mimic card appears as a ball and the blocker is a skull.
1= ====================== 2= ===================
= = = = ========= =
= = = = = =
= = = = = =
= = = = = =
= = = = ========= =
= = = = = =
= = = = = =
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====================== ===================
3= ====================== 4= ===================
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= ============= = = ========== =
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====================== ===================
5= ======================= 6= ===================
= ============= = = ============ =
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= = = = = = =
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= ============ = = = = =
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======================= ===================
7= ======================= 8= ===================
= ============== = = ============= =
= = = = = = =
= = = = = = =
= = = = = = =
= = = = ============= =
= = = = = = =
= = = = = = =
= = = = = = =
======================= = ============= =
===================
9= =======================
= ============ =
= = = =
= = = =
= ============ =
= = =
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= = =
=======================
-------------------------------------------------------------------------------
11. - Deathbots
-------------------------------------------------------------------------------
-------------------------------------------------
Table of Contents
-------------------------------------------------
11.1 Controls
11.2 Walkthrough
11.3 Codes
-----------------------------
11.1 Controls
-----------------------------
A -(In Game) Uses Weapon equipped in A.
(In Menu) Confirms selection of Drp or Use.
B -(In Game) Uses Weapon equipped in B.
(In Menu) Switches option between Use and Drp(drop).
D-Pad -(In Game) Moves character.
(In Menu) Changes weapon to be equipped.
Start -(In Game) Pauses game.
(In Menu) Not used.
Select -(In Game) Opens Equip Screen and displays score, health, and ammo.
(In Menu) Closes Equip screen.
-----------------------------
11.2 Walkthrough
-----------------------------
=======
Level 1
=======
Area 1:
-------
When the stage begins in no time at all the welcoming comitee comes armed with
guns. They have a long distance shot. Dodge the blasts to get close enough to
shoot back. There are three of the enemies. Move to the end of the hall until
you reach a corner. From here go up. At the top are sets of doors leading to
the right. Position youself between the wall and the door so that when the door
opens you can shoot the guards but they won't be able to hit you. There are
two guards that you have to take out. With them destroyed move into the room
they were previously in. In this room there is another set of doors on the
right wall. Behind those doors are five enemies waiting to attack. As soon as
they open the doors begin firing into the room untill they are all killed.
Move into the room and continue moving to the right untill you reach a door
going into a room below you. Go into this room to find eleven enemies. Run to
the bottom right corner of the room to find a missle icon. All it does is give
you some points. From here continue to fight the robots untill they are all
destroyed. If you need any health during the fight go to the equip screen and
select the little yellow square item to refill some energy. With all the
enemies destroyed move to the left to find another gun. Move through the doors
on the left. Inside the next room is a new type of laser gun and a teleporter
to the next level.
Area 2:
-------
When the level starts a line of six enemies attacks you. Quickly defeat them
and move to the right. Pick up the grenade. Continue to the end of the hall to
the second set of doors. Enter into this room to pick up six grenades. Continue
down the hall to reach six enemies. When they are killed continue past them to
reach another room with a gun in it. Exit through the door at the top of the
room. Past the door are another four enemies. Kill them and move to the left
untill you reach a path leading down to a gray teleporter. Step on it and it
will move to the bottom left corner. Move to it defeating the enemy at the
bottom of the screen. Step on the porter to go to the next room.
Move down the long hall to the left to get another gun. Keep going left to
reach a door leading into the room below the long hall. Enter the door and
head for the room at the bottom left corner of the room. You will have to run
through this area because enemies will keep respawning. After going to the
bottom left room and getting the two grenades go to the right side of the
room and step on the teleporter to go to the next room.
In the next room enemies start pouring in from all sides. Run to the top left
corner to find two gun. From the two guns go down to reach a teleporter.
Area 3:
-------
From your starting point move down to collect three new guns. Go to the top
left corner to find two more guns. Go through the door below. This will bring
you into a room with the teleporter to the next area.
Area 4:
-------
This is your first boss fight. Its very simple too. Open the equip screen and
equip the big bomb. With this one hit destroys the large robot. If you have
only the small bombs keep using them untill the robot blows up. Go through the
door on the bottom left corner of the screen.
When you enter the room there will be two new enemies at the top of the hall.
Blow them up and go through the door behind them to get a gun and a grenade.
Go through the door on the right. Keep moving right to reach two missle icons.
Go through the door leading to the room below you. In this room step on the
blue panel in the bottom right of the screen. This will teleport you to the
left side of the screen. As soon as you teleport be ready to fight another two
of those green bots you met when you entered the room. If you go down after
teleporting to the left side of the room you will get another gun. Move to the
top of the hallway on the left side of the screen. Destroy the two green
robots. Around the corner is another gun. Return to the teleporter. Go back to
the hallway you first went down and go into the room on the left. When you
enter pick up the gun. Return to the room on the right and go through the door
leading up. Go down the hall to the right and step on the teleporter.
Area 5:
-------
From the starting point move down the hall to the right. At the end of this
hall is a teleporter that will bring you two hallways up. You will have to take
it or you will get stuck at the teleporter at the top of the screen. When you
get of the teleporter fight your way to the left and step on the teleporter.
Area 6:
-------
When you start move up to and go to the right. Move into the small room on the
right and grab the grenade. Go to the right side to pick up a gun and another
grenade in the small room. Go back to the main hallway and go through the door
at the top of the screen.
In the next area go into the big room on the right to pick up three grenades.
Go through the teleporter at the bottom left of the room. This will bring you
right next to the teleporter.
Area 7:
-------
Move down the hall to the very end. When you reach the end go down to find six
grenades. Move along to the right bottom corner of the room to move into the
next area. Above the area exit is a gun and a grenade.
In the next room move to the right. And go through any of the doors leading to
hallway down. Your objective is to get to the bottom left part of the room.
This will bring you to the next area.
In the next room gow directly down to reach a teleporter that brings you to a
small room with two gun and health in it. When done teleport back. At the
bottom of the screen are three guns. Get to the middle of the right wall to
reach a teleporter.
Boss Fight
----------
This is the boss of the level. In the bottom right corner of the screen are
three grenades. I used the big gray gun and shot it three times and it died.
When it is defeated go through the door at the top right part of the wall.
=======
Level 2
=======
Area 1:
-------
You start off next to a teleporter. Use it to get to the room to the left of
yours. Take the teleporter in the bottom right of this room to get to the long
room above you. Move to the right destroying the two enemies. In the middle of
this part are two health packs. Go through the teleporter at the far right.
This drops you off at the room below. In this room go through the teleporter
at the bottom right of the room. This will bring you to the porter on the right
side of the whole room. Go to the top of the room and use the teleporter.
Area 2:
-------
In this room is a gun at the top. On the bottom right side of the room are
three guns. Go through the door on the bottom right corner.
Go down and around the wall to reach two grenades and a gun. Go to the next
enclosed area to the right to pick up three grenades. Retrun to the start
point. Go down the hallway at the top of the screen. Go through the door at the
bottom right corner of the room.
Move down the hall to the right. At the end of the hall go through the door at
the top. Move through the small room into the next big room. Go through the
door at the top left of the screen. Move through the small room and into the
big room and follow it to the left. Go through the door at the end of the hall
leading to the room up. Move to the right. Go through the door at the top.
In this room at the top right corner is a gun. In the middle of the top wall is
another gun. At the top left corner is health and a door to next area.
Move down the hall and go through the door at the end of the hall leading into
the large room. In the big room run to the door all the way on the right.
Move down the hall and go through the door leading into the hall below. Keep
moving to the other side of the hall to get to another door leading to the hall
below. Go through the door at the bottom to the next boss.
Boss Fight
----------
I used he big gray gun again and killed him in a few shots. When he is defeated
go through the door at the top right corner.
Move to the end of the hall and then go down. Move to the left. Inside the
crevice at the bottom are two grenades. Continue to the door at the far left.
In the next room move down the hall to the left. Move to the bottom of the room
and at the bottom follow the hall at the bottom to the right. Along the way are
a few health pick ups. Go through the entry at the far right of the hall.
In the next room move directly to the right and into the small hallway to find
two grenades. Now go through the path leading down. At the bottom of the screen
go to the teleporter. This will bring you to the top of the screen. Move to the
left and pick up the health. Keep moving left and go through the teleporter at
the top left.
Area 3
------
When you start move to the top of the hallway and go into the larger room
through the entry at the top right of the hall. In the bottom left of the big
room is a gun pickup. To the direct right of the gun pickup is a entry into a
hallway that leads to the top of the screen and to the teleporter at the top.
Along the way are two gun pickups.
Area 4
------
In the next room shoot out the land mine infront of the teleporter on the left.
This will bring you to a teleporter at the top right of the screen. Go to the
teleporter below you to bring you to the room on the left. Go through the
sliding doors and move down the hall. At the end of the hall go down to enter
the big room. Move through the hall at the bottom to the right to find three
gun pickups and two grenades. Move through the teleporter at the bottom of the
screen to enter the next area.
Area 5
------
As soon as you start a swarm of robots will attack you. Move to the bottom of
left of the screen to find a gun pickup. Move through the doorway at the
middle of the screen. Move through the entry way at the top right of this room.
Go through the teleporter at the top right of the screen.
Boss Fight
----------
I used the big bomb four times to blow this boss up. Hes the same as the last
bosses. So nothing new to exspect. Watch out for the mines in the level. In the
top left of the screen is a health pick up. At the middle top of the screen is
a health pick up and to the right of it is a gun pick up. In the top right
corner is another gun pick up. After destroying the robot you blow up with it
and beat the game. Game Over, Simulation Complete appears on the screen along
with your final scrore.
=======
Level 3
=======
Area 1
------
You start off next to a teleporter. Use it to get to the room to the left of
yours. Take the teleporter in the bottom right of this room to get to the long
room above you. Move to the right destroying the two enemies. In the middle of
this part are two health packs. Go through the teleporter at the far right.
This drops you off at the room below. In this room go through the teleporter
at the bottom right of the room. This will bring you to the porter on the right
side of the whole room. Go to the top of the room and use the teleporter.
Area 2
------
In this room is a gun at the top. On the bottom right side of the room are
three guns. Go through the teleporter on the bottom right corner.
Area 3
------
Go down and around the wall to reach two grenades and a gun. Go to the next
enclosed area to the right to pick up three grenades. Retrun to the start
point. Go down the hallway at the top of the screen. Go through the teleporter
at the bottom right corner of the room.
Area 4
------
Move down the hall to the right. At the end of the hall go through the door at
the top. Move through the small room into the next big room. Go through the
door at the top left of the screen. Move through the small room and into the
big room and follow it to the left. Go through the door at the end of the hall
leading to the room up. Move to the right. Go through the teleporter at the
top.
Area 5
------
This room is very bizzare. Not much to do in it. At the middle of the bottom
wall is a gun pick up. The teleporter to the next area is at the top right of
the screen.
Area 6
------
In this room at the top right corner is a gun. In the middle of the top wall is
another gun. At the top left corner is health and a teleporter that leads to
the next area.
Area 7
------
Move down the hall and go through the door at the end of the hall leading into
the large room. In the big room run to the door all the way on the right. On
the right wall is the teleporter leading to the next area.
Area 8
------
Move down the hall and go through the door leading into the hall below. Keep
moving to the other side of the hall to get to another door leading to the hall
below. Go through the door at the bottom to the next boss.
Area 9
------
Boss Fight!
===========
I used he big gray gun again and killed him in a few shots. When he is defeated
go through the door at the top right corner. This will bring you to level 4.
=======
Level 4
=======
Area 1
------
Move to the end of the hall and then go down. Move to the left. Inside the
crevice at the bottom are two grenades. Continue to the teleporter at the far
left to go to the next area.
Area 2
------
In the next room move down the hall to the left. Move to the bottom of the room
and at the bottom follow the hall at the bottom to the right. Along the way are
a few health pick ups. Go through the teleporter at the far right of the hall
to go to the next area.
Area 3
------
In the next room move directly to the right and into the small hallway to find
two grenades. Now go through the path leading down. At the bottom of the screen
go to the teleporter. This will bring you to the top of the screen. Move to the
left and pick up the health. Keep moving left and go through the teleporter at
the top left.
Area 4
------
When you start move to the top of the hallway and go into the larger room
through the entry at the top right of the hall. In the bottom left of the big
room is a gun pickup. To the direct right of the gun pickup is a entry into a
hallway that leads to the top of the screen and to the teleporter at the top.
Along the way are two gun pickups.
Area 5
------
In the next room shoot out the land mine infront of the teleporter on the left.
This will bring you to a teleporter at the top right of the screen. Go to the
teleporter below you to bring you to the room on the left. Go through the
sliding doors and move down the hall. At the end of the hall go down to enter
the big room. Move through the hall at the bottom to the right to find three
gun pickups and two grenades. Move through the teleporter at the bottom of the
screen to enter the next area.
Area 6
------
As soon as you start a swarm of robots will attack you. Move to the bottom of
left of the screen to find a gun pickup. Move through the doorway at the
middle of the screen. Move through the entry way at the top right of this room.
Go through the teleporter at the top right of the screen.
Area 7
------
In the next area move to the right. Along the way to the right on the bottom
is a teleporter. If you use it it will bring you into a hallway at the bottom
of the screen. All the way to the left of this hallway is a gun. Return to the
teleporter and the top of the screen and keep moving right to reach the
teleporter that will bring you to the next area.
Area 8
------
Move all the way to the right and go into the hall leading down. Follow the
hallway down to the bottom and then at the bottom to the left. On the left wall
is the teleporter to the next area. If you go through the hallway leading to
the right, away from the teleporter it will bring you to a grenade and a gun.
Go through the teleporter when done to go to the next area.
Area 9
------
Move to the right down the hallway. At the end of the hall is a large room. In
the middle of the room is health. At the bottom of this room is a door on the
left that leads into a bigger room with a new gun in it. Return to the last
room and go through the teleporter at the bottom of the room to get to the next
area.
Area 10
-------
In the next hallway move down into the big room. Move to the left. At the top
next to the hall you had just came down from is another hallleading up and to
the left. This leads to a gun pick up. Go into the room on bottom left of the
room to find the teleporter to the next area.
Area 11
-------
Boss Fight
==========
I used the big bomb four times to blow this boss up. Hes the same as the last
bosses. So nothing new to exspect. Watch out for the mines in the level. In the
top left of the screen is a health pick up. At the middle top of the screen is
a health pick up and to the right of it is a gun pick up. In the top right
corner is another gun pick up. Go through the door at the bottom left of the
screen to go to the next level.
=======
Level 5
=======
Area 1
------
You start in a small room with a door leading to the left keep moivng through
the rooms untill you come to a large room at the end. Go through the door at
the top right corner of the room. Through the door head to the right to reach
the teleporter to the next area.
Area 2
------
You start off in a small room. Move up through the door at the top of the room
into a larger room. Move to the left of this room to find two doors and a
teleporter at the bottom. Both doors are locked so you will have to use the
teleporter. It will bring you to the top left area of the room. From here go to
the left and through the door at the bottom left of the area. This will bring
you into a large room with a locked door and a teleporter. Go through the
teleporter to get to the last room in the area. The teleporter leaves you at
the bottom of the last room. Move up and use the teleporter to go to the next
area.
Area 3
------
In the next area move down the hallway to the left. At the end of the hall is a
door leading into the room below. In the room below go through the door on the
right to get into the next part. Keep moving to the right and collect the six
grenades. In the third room from the left are eight grenades and the teleporter
to the next area is at the bottom.
Area 4
------
In the next area move down. At the bottom right of the screen is a gun
surrounded by mines. Along the top wall are a lot of gun pick ups. In the
middle of the room is a health pack. The teleporter to the next area is at the
bottom left of the screen.
Area 5
------
You start off in long hallway. Move all the way to the right and step on the
teleporter. This will bring you to the bottom of the screen. Move to the right
and at the bottom right of the screen is the teleporter to the next area.
Area 6
------
When you start move through the doors leading down so that you get to the
bottom of the screen where a health pack is. Return to the start point and go
to the left. Keep moving left to reach a door leading into a large room below.
Move to the bottom left of the room to find the teleporter to the next area.
Area 7
------
Move to the left and go through the door leading into the room below. In the
top right corner is a teleporter which brings you to a room on the far left
where theres a grenade. The teleporter to the next area is at the bottom of the
main room.
Area 8
------
In the next area it is a mine field. Weave through the mines will fighting off
or avoiding enemies to reach the top right corner where the next teleporter to
the next area is.
Area 9
------
This area is nothing more than a big room. There are a lot of mines and enemies
in the room but there are also a lot of health packs to be collected. Go to the
teleporter at the top left of the room to go to the next area.
Area 10
-------
As soon as you enter the area a swarm of enemies attacks. Move down the hall
untill you come to the hallway leading left. Along this path is a hallway
leading into the room in the middle of the area. On the path to the room it is
lined with mines. But in the middle is a gun. Continue to follow the hallway
at the botton of the screen leading left to get a hall leading up and to the
teleporter to the next area.
Area 11
-------
In this area keep moving through the rooms to the left until you reach a room
with a door leading into a room below. Now move from room to room to the right.
Keep following this pattern og going down into a room below and then moving in
the opposite dirrection to get to the last room with a door leading into the
next set of rooms. When you get to the bottom use the teleporter to the next
area at the bottom left.
Area 12
-------
Boss Fight!
===========
Slightly harder then previous fights. There are a lot of grenade pick ups and
teleporters to get from one side of the room to the other to avoid being shot
at. Use your strongest weapon to take this robot down. Then go through the door
at the far left of the room.
=======
Level 6
=======
Area 1
------
Follow the hallway down and around the room untill you come to a door leading
into a larger room in the middle. Enter here and now go for the teleporter at
the top left corner of the room to go to the next area.
Area 2
------
Move down into the teleporter in the middle of the hallway to go to go to the
other side of the room. Move down and go through the teleporter to go into the
room on the right. Move down and use the next teleporter. This will bring you
to the room to the right. In this room is a door leading into the room next to
you. In this room is a grenade surrounded by mines. When ready go onto the
teleporter below the teleporter you had just used. This will bring you to a
room on the bottom right corner of the area with the area teleporter to you
right and three health packs above you. Go through the area teleporter to go to
the next area.
Area 3
------
Follow the hallway around the room untill you come to an entry to the room in
the middle. Move across the room to the left side and go through the teleporter
at the top to go to the next area.
Area 4
------
In this area go into the room at the top and use the teleporter at the right
corner of this room to teleport to a room ont the bottom right corner of the
area. Use the teleporter in this room in the bottom right corner. This
teleporter will bring you to a room at the top of the area. Use the teleporter
to the left in this room. This brings you to the left side of the area. Move up
to the top of this part and use the teleporter to get to the main room. Go to
the top right corner and use the teleporter to go to the next area.
Area 5
------
Move up the hallway and if you go into the room on the right you can get a few
pick ups. Go to the top of the main hallway and continue to follow it around
untill you reach the top left corner where the teleporter is for the next area.
Area 6
------
This is just a really big room. Move to the top left corner to find the
teleporter that will bring you to the next area. There are a few gun pick ups
at the bottom of the screen.
Area 7
------
The exit to the next area is at the top right corner but if you want some extra
items then go to the left side of the room to get some gun pick ups and in a
small room are some health pick ups but they are guarded by mines.
Area 8
------
From the starting point move to the top right corner and go through the door to
enter into the larger room. Go through the top corner into the small side room
and go down to reach the teleporter to the next area.
Area 9
------
In this area move foward and step on the teleporter. Keep moving foward to be
eventually teleported to a small room at the bottom. The teleporter to the next
area is at the bottom left corner of the room.
Area 10
-------
Keep moving through the rooms to the left to reach a larger room. When given
the option of either going up or down go up and to the right to get to the next
teleporter to get to the next area.
Area 11
-------
Move down the long hallway to reach a large room. At the bottom right corner
are some gun pick ups. Go along the hallway at the bottom of the screen to the
left to reach a teleporter to the next area.
Area 12
-------
Move along the hallway untill you reach a big room. Go to the top and then go
to the right along the hallway at the top of the screen to reach the next
teleporter to the next area.
Area 13
-------
Use the teleporter to the right of the starting point to avoid the mines. On
the other side move to the left and then down and around to reach the next
teleporter.
Area 14
-------
Move down through the door into the large room. In the room go to the bottom
right corner to use the teleporter to get to the next area.
Area 15
-------
You will have no other choice but to move across the mines to get to the other
side. On the other side you can go through a door leading into the room above.
At the top of this room is a hallway leading to the left. Theres is a long
stretch of mines but at the end is a huge cache of weapons. When ready move
into the teleporter at the bottom of the screen.
Area 16
-------
This is another straight foward room. At the bottom left of the room is the
teleporter to the next area. But should you want more weapons they are
scattered throughout the room.
Area 17
-------
Move directly to the left to reach the next teleporter to get to the next area.
Area 18
-------
Move down the hallway avoiding the mines untill you come to a door leading into
the room above. In this room move to the right to reach the teleporter to the
next area.
Area 19
-------
Move to the right untill you come to a door leading into the room below. Move
through the doors untill you come to the room at the bottom. Move the the left
to reach the teleporter to the next area.
Area 20
-------
In this area there are teleporters and pick ups. Gather everything you need and
then go through the teleporter in the middle of the top wall to be teleported
to
the front of the area teleporter. Go onto it to get to the next area.
Area 21
-------
You start off in a small room. Exit out of the room and use the teleporter at
the bottom right to get to the top left corner room. Move down from this room.
In the room below use the teleporter at the bottom left corner. This will bring
you to the far right corner. Above from the teleporter you just got off of is
another teleporter. Use it to get by the mines. Move to the right and use the
area teleporter.
Area 22
-------
Directly across from the starting point is the area teleporter. If you go into
the room on the left you will find a huge amount of weapons and health. Stock
up and head for the area teleporter.
Area 23
-------
Boss Fight!
===========
Unleash all your strongest weapons on this guy and remember to refill your
health with a health pack whenever your health starts to drop. In the middle of
the room is a gun pick up but its surrounded by mines. When the boss is
defeated go to the door at the top left corner.
========
DeathBot
========
This is the last boss fight. Hit him with everything you got. Be sure to dodge
his attacks or you will lose a lot of health. With him defeated you are then
seen outside the base and witness it as it explodes. The screen goes black and
tells you that you win and that the evil DeathBot has been destroyed or has it?
-----------------------------
11.3 Codes
-----------------------------
Emulator Cheat:
*NOTE* ONLY works on the Maxi 15 version.
If you are using the FCE Ultra emulator with this game, you could get infinite
lives. To get infinite lives just follow these steps:
1) Start the emulator with the ROM
2) On the top, press NES then Cheats
3) To the right will be some sections where you could type. Put the following
in the corresponding boxes:
*Name - DeathBots Infinite Lives
*Address - 0248
*Value - 5
4) Now when you die you will have 04 lives remaining if you die again that
number will stay the same.
-Submitted by AdamL
-------------------------------------------------------------------------------
12. - Rad Racket Tennis
-------------------------------------------------------------------------------
-------------------------------------------------
Table of Contents
-------------------------------------------------
12.1 Controls
12.2 Characters
12.3 Courts
12.4 Strategies
-----------------------------
12.1 Controls
-----------------------------
A - (In Menu) Not used.
(In Game) Hits the ball with the right hand.
B - (In Menu) Not used.
(In Game) Hits the ball with the left hand.
D-Pad - (In Menu) Not used.
(In Game) Moves your character around the court.
Start - (In Menu) Confirms selection in menu.
(In Game) Pauses the game.
Select - (In Menu) Moves cursor between different choices in the menus.
(In Game) Not used.
-----------------------------
12.2 Characters
-----------------------------
Jack = Jack is an expert at short ball.
Chang = Chang is an expert at chop.
John = John is an expert at straight ball.
David = David is an expert at smash.
Michael = Michael is an expert at impast.
Charly = Charly is an expert at drive.
It doesn't matter who you pick to play as because they all look the same and
they all play the same. Its just a novelty thing.
-----------------------------
12.3 Courts
-----------------------------
Grass Court:
Location - Strawberry Field: San Jose, CA
Description - Excelent grassy West Coast court a great place to start.
Clay Court:
Location - Sunbull State CT: Flagstaff, AZ
Description - Official court size clay court built by Indians two hundred years
ago. Coinincidence? You be the judge.
Hard Court:
Location - Double Mint Court: Las Vegas, NV
Description - The most high tech court in the country. Also one of the most
difficult.
-----------------------------
12.4 Strategies
-----------------------------
For a quick win if you are able to hit the rat that comes onto the screen you
will automatically win the round.
Three courts start out easy from the Grass Court then the Clay Court is a mix
between easy and hard. And the Hard Court is, of course, hard.
Keep moving and look at where your opponent goes. As soon as they hit the ball
look to what direction the ball is going. Quickly get up to the ball and hit it
back.
Each round plays up to fifty points and who serves first is traded back and
forth between you and your opponent.
The matches go as followed: You play against an opponent untill a total of
fifty points has been reached once it had a series of six rounds will occur
each consisting of either you or your opponent to reach a total of fifty
points. After all of the six rounds have been beaten you progress to another
set of six rounds in which you attempt to obtain a total of fifty points.
Whats more to say about this game? Nothing really. Not as good as the other
high ranking games but a still pretty good one. If you're a fan of tennis
games you can't do worse than this for a nes game.
-------------------------------------------------------------------------------
13. - Chiller
-------------------------------------------------------------------------------
I would like to thank Mike Day for his FAQ because it helped me so much with
this FAQ.
-------------------------------------------------
Table of Contents
-------------------------------------------------
13.1 - In-Depth Description
13.2 - HUD Description
13.3 - Controls
13.4 - Walkthrough
---------------------------------------
13.1 - In-Depth Description
---------------------------------------
This is the only light gun game on Maxi 15. The light gun is not needed to play
this game and can be beaten without it. The light gun will however make this
game a lot easier to beat because the sensitivity is hard to move when you are
trying to use the controller. It will help a lot if you are playing with a
friend though because you should be able to beat it twice as fast with some one
helping you. I also noticed that you have to aim a little bit to the left of
each target to hit them. First, I will describe the whole HUD before I start
anything with the actual game because the understanding of the HUD will help
you with the game.
---------------------------------------
13.2 - HUD Description
---------------------------------------
First off, The HUD stands for Heads-Up Display. This is pretty much everything
that will always stay on the screen. They will never be removed unless you turn
them off yourself (you can't remove the HUD in this game.)
._________________________.
| ____ |
| | MM | |
| |____| |
| |
| |
| |
| |
| |
| |
| |
| |
|-------------------------|
| 000 ___________ 000 |
| P1 |_______|___| P2 |
|_________________________|
The box with the "MM" at the top of the picture is for Monster Meter. It will
tell you how many monsters you have to kill in each level. The meter will count
down from a certain number until you have finally killed them all. On the
bottom, is the actual HUD. The two ends are the scores, Player One on the left
and Player Two on the right. The middle is your time bar. The time bar will
slowly count down and if you don't kill all of the monsters in time, Game Over.
---------------------------------------
13.3 - Controls
---------------------------------------
I highly recommend using a gun for this game but if you don't have one, you
will have to use the controller.
Controller :
D-Pad - Moves the crosshair.
A - Shoots.
B - No Use.
Start - Pauses Game.
Select - No Use.
Light Gun :
Trigger - Shoots.
That's about it for the light gun obviously. You have to aim yourself though.
---------------------------------------
13.4 - Walkthrough
---------------------------------------
There are several spots on each level that you can shoot to bring you to the
bonus level. The bonus level will let you shoot at ghosts and get extra points.
In this walkthrough, I will list them all and I will also describe the best way
to beat each level as quickly as possible.
--------
Level 1:
--------
Here are the first things you should shoot at if you want to get to the bonus
level. First off, shoot at the white crosses in the windows. They move a lot so
they can be quite difficult to hit. If it takes too long to shoot them, just
let the time run out. It's not worth it to take a lot of time to get that one
shot off. Now shoot at the bell at the top of the church. Shoot at the top of
the grave stone that is the farthest to the left. Now shoot the hill to the
left, just below the top. Shoot the middle head that is sticking on the pole
and then destroy the body sticking out of the ground completely. Shoot it
enough so that you can't see it anymore and all you see is the grass. Those are
all of the items you have to hit to get you to the bonus round. Now that you
got six shots off, just spend the rest of your time shooting at the person with
the baby carriage in the background. Wait for that person to get in the middle
of the screen and then shoot that person. The person will go quickly in the
other direction. Keep shooting that person while they change directions to get
up to the last fourteen shots quickly.
--------
Level 2:
--------
First off shoot the floor towards the right with a woman in purple clothes. She
will fall in and that's the first thing you have to shoot to get to the bonus
level. Next, shoot the head with no body. Shoot the right torch so it will fall
and then shoot it again to destroy it completely. Shoot the hole in the bottom
of the ground and shoot the skull that comes out of the hole. Now shoot the
right part of the coffin and shoot the ghost that comes out. Shoot at the top
of the coffin until a mummy comes out. Now shoot at that mummy and then shoot
its hard. Shoot the arm in the ceiling and let that dog bite it. When the dog
has it in his teeth, shoot the dog. Shoot the purple block on the right and
shoot the key underneath it. Shoot the two holes in the bottom and kill the
ghost and skull until you finish the level.
--------
Level 3:
--------
Shoot the wheel on the bottom rack and it will pull the person's leg off.
Shoot all of the upper body of the person on the bottom rack. Now kill the
person on the floor and keep shooting at him until there's nothing left. Now
shoot that person in the doorway and the rat. Shoot the cabinet and then shoot
the middle door for a key, shoot that key. Now shoot at the handle near the
woman until she gets eaten up.
--------
Level 4:
--------
Shoot below the window to show a skull so shoot it. Shoot the first two heads
on the shelf and shoot the guillotine. Now shoot the head that got cut off and
then get a head shot off the prisoner to the left. Shoot the block to show a
head and shoot that head. Shoot the crest and then the handle of the vice to
crush the person's head.
-------------------------------------------------------------------------------
14. - Solitaire
-------------------------------------------------------------------------------
-------------------------------------------------
Table of Contents
-------------------------------------------------
14.1 - Important stuff to know
14.2 - Controls
14.3 - How to play
------------------------------
14.1 - Important stuff to know
------------------------------
As the game starts you are given a menu of options to make your game feel more
personalized. In this menu you can pick what type of cards you play with. What
color those cards that ypu play with are. How many cards you draw. You can
change your music prefrences and also your sound prefrences. The choices of
cards you are given are the traditional checkered back cards, a black and red
square design, a design featruing two swords, a very unique design, and a
a castle chess piece design. At the bottom of this section I will include a
picture of each design. The color choices that the game provides you with are
red, blue, a much darker red, purple, and white. Your choices of draw are of
one card and three cards. You can also decide whether you want the games music
to be playing in the background or not. You can also decide whether or not you
want the ingame sounds to play.
First card design: ------------- Second card design:-------------
- . . . . . - -[]lllllll[]-
- . . . . - -- [] [] --
- . . . . . - -- --
- . . . . - -- [] [] --
- . . . . . - -- --
- . . . . - -- --
- . . . . . - -- [] [] --
- . . . . - -- --
- . . . . . - -- [] [] --
- . . . . - -[]lllllll[]-
------------- -------------
Third Card Design: ------------- Fourth card design:------------
- --------- - -[]<><><>[]-
- = * /\- - - ______ -
- - l = = - - l* *l -
- = = = - - - l _ l -
- - = = = - - ll l l -
- = = = - - - l[ ]l -
- - = = = - - ll-l l -
- = = l - - - l* *l -
- -\/ * = - - ------ -
- --------- - -[]<><><>[]-
------------- ------------
Fifth card design: -------------
- -
- ------- -
- -= =- -
- - ^ - -
- - --- - -
- - = - -
- - = - -
- - === - -
- ------- -
- -
-------------
-----------------------------
14.2 - Controls
-----------------------------
A - (In Menu) Not used.
(In Game) Picks up and drops currently selected card.
B - (In Menu) Not used.
(In Game) Not used.
D-Pad - (In Menu) Moves cursor between available options.
(In Game) Moves cursor between cards.
Start - (In Menu) Confirms selection.
(In Game) Pauses game. Confirms your selection to restart.
Select - (In Menu) Not used.
(In Game) Prompts you for if you want to restart game.
-----------------------------
14.3 - How to Play
-----------------------------
Object- The object of the game is to move the four aces to the foundations and
build each up in suit from ace to king.
How to reach this objective- To reach your objective you must as the objective
stats just place the cards in the order. To win you must place the from the
lowest card being the ace up to the highest card being the King. A good
strategy is to drag cards into the lower seven card piles to reveal cards
that are faced down allowing you to make the piles in the top four piles.
-------------------------------------------------------------------------------
15. - Menace Beach
-------------------------------------------------------------------------------
-------------------------------------------------
Table of Contents
-------------------------------------------------
15.1 - Controls
15.2 - Walkthrough
15.3 - Enemies
---------------------------------------
15.1 - Controls
---------------------------------------
D-Pad - Move your character.
A - Jump
B - Attack
Start - Pauses game.
Select - No Use.
---------------------------------------
15.2 - Walkthrough
---------------------------------------
----------------------------------/////\\\\\-----------------------------------
---------------------------------<>----------------------------------
----------------------------------\\\\\/////-----------------------------------
One Day...
"Sorry babe, it looks like our little date at the malt shop is postponed. It
seems I'm all tied up at the moment. Please help me out of here, or you'll see
my bad side."
You will start off near a fire hydrent. You can jump on the water it shoots up
to launch you in the air and you can go on the roof, or you can stay on the
ground and take the low route.You can just go right through these when they
stop but you can't kil them. There will also be four windows on the building
you start off in front of in this shape:
_____ _____
| | | |
| | | |
| | | | <------- There will be a bottle thrower here. Just wait for the
| | | | bottle to stop and disappear, when it starts to fade
|_____| |_____| away, just start skating past it.
_____ _____
| | | |
| | | |
| | | |
| | | |
|_____| |_____|
Now on the roof of the next building will be a ninja. He will just run to the
same column of the screen you are on so try to make him stay up there. They are
pretty hard to kill so try to avoid them whenever you can. Now you can just go
to the right and jump on the boxes. There won't be any other enemies up to
those boxes. Very slowly, fall off of those boxes so you won't fall into a big
hole. Now go right and jump over that big hole in the ground.
Immediately after that jump, there will be a sewer monkey. Try to jump over
that one to the best of your ability and be careful because shortly after that
will be a bottle thrower in the first second floor window. When you reach
another door, there will be a ninja on the roof. Try to just skate to the right
and forget about him. Near the end will be a ledge you can jump onto to get on
the roof but right before it will be a fire hydrent that you need to use. Jump
on that ledge and on the roof. Go to the left for a heart. Now kill the ninja
so you can advance.
Go back to that ledge and continue to the right. There will be a clown there so
kill it as soon as possible. Go to the right and at the end of that green house
will be another ninja. After you kill that ninja, jump on the boxes right next
to you. Go to the right with no worries. When you reach the first building,
there will be one bottle thrower on the second floor. Jump go by it and once
you reach the door of the next building you finish this level off.
----------------------------------/////\\\\\-----------------------------------
---------------------------------<>----------------------------------
----------------------------------\\\\\/////-----------------------------------
Meanwhile at Demon Dan's...
"Rescue me you little twit! My wrists are chafing, and I've already broken a
nail. Prove to me you're a real man by getting me outta here."
Right from the start, just go right and on the trampoline. Go until you get
over the next pipe that looks like this :
_______
| |
|___ |
| |
Trampoline | | <---Pipe
| | |
\|/ | |
V | |
__TTT____________|___|____
Go on the trampoline to get over the pipe if you have to. Now go to the right
and see that little spinning thing? Jump over it. I'm going to call them sling
shots for now on so you know what they are. Go to the right and that little
pipe standing by itself will hae a sewer monkey in it. Avoid the banana it
throws and continue to the right. Jump over the next sling shot too.
Go to the right until you get to a trampoline, don't jump on it. Instead, jump
over it. Go to the right just a little more and jump over the sling shot. There
will be a trampoline on the ground, jump on it at full speed and get on the
next one. You should have enough momentum to clear that sling shot at the top.
If not, just jump over the first trampoline and under the second.
Go a little more to the right for an Elvis impersonater. You will also see a
trampoline in the air. Jump on that so you can avoid a sewer monkey. Don't jump
off this ledge just yet. You have to jump to the right and land on a pipe. At
the beginning of the pipe will also be a wrench thrower so be careful. Now you
have to make a tricky jump. You have to land on the trampoline on the ground to
jump over this hole. Once you get to the other side you will land on another
trampoline but be careful because there will be a wrench thrower shortly after
that.
Continue up these pipes by using the trampolines until you reach the top. Go to
the right when you get to the top and there will be a wrench thrower. Fall down
the hole and there will be an Elvis impersonater down there. Watch for wrenches
because you can pick them up and throw them by pressing B. Just beat the Elvis
Impersonater and go a little to the right to finish off the level.
----------------------------------/////\\\\\-----------------------------------
---------------------------------<>----------------------------------
----------------------------------\\\\\/////-----------------------------------
Meanwhile at Demon Dan's...
"I hope you can do better than that shrimp. I've been here so long my clothes
are starting to rot. Now quit being so wimpy and get me outta here!"
You start off with two ninjas to the right of you. They will be on the crates
and you have to kill them before you can get much further. The best way to kill
these ninjas is going in the middle of the crates. Look at this diagram for a
location of where to go:
Go here.
_______ | ________
| | \|/ | |
| | V | |
_____| |______| |_____
| |
| |
| |
____________| |____________
Go there and wait for the ninjas to come near you. When they are near you punch
them, or you can just keep punching the air until they come near you. One you
kill them, go to the right just a little bit for a sewer monkey. There will be
a bomb thrower after that and there will be a sumo wrestler. Pick up the bomb
that came out of the window and kill him with it. Once you kill him, go to the
right and jump over the hole.
Jump over the crates and do it quick because there is a sewer monkey right
after it. They will throw something that will make you lose control and you
might fall down the hole so be careful. Right after that sewer monkey, will be
another sewer monkey. Jump over the crates again because this one is more
likely to throw bombs. Right after the crates will also be a clown.
Go to the right a little for two ninjas. After those two ninjas, there will be
a sumo wrestler. These are hard so be careful. Go a little more to the right
for a fire hydrant. You can use that to avoid the sewer monkey shortly after.
On the next roof is another one of those annoying sumo wrestlers. This time,
you won't have to kill him. Grab a baloon from the sewer monkey and go to the
right. After the big hole will be the end of the level.
----------------------------------/////\\\\\-----------------------------------
---------------------------------<>----------------------------------
----------------------------------\\\\\/////-----------------------------------
You will start off in a level just like level two with all of those pipes and
trampolines. Right away, there will be an Elvis Impersonator. There will also
be a bat over there so try to avoid it. Now use the trampoline to get on the
upper route, if you turn the lightswitch off, turn it back on. Go to the right.
The light might turn off, just do your best to keep it on. Skate towards that
sling shot and just keep holding the right button and keep going until you land
next to a land mine, you will have to jump over that.
There will eventually be another Elvis Impersonator. Kill him and now's your
perfect chance to turn the light on again. Now go down to the ground level and
continue going to the right. Now just keep going until you reach the frog. Jump
on it for a large boost and then go through the sling shot. Just hold right
again until you reach a small ledge. Be careful on the ledge though or the
wrench will knock you off. Just keep going over the large gap by jumping on
those trampolines. After a while you will reach an Elvis Impersonator. Kill him
to finish off the level.
----------------------------------/////\\\\\-----------------------------------
---------------------------------<>----------------------------------
----------------------------------\\\\\/////-----------------------------------
Meanwhile at Demon Dan's
"C'mon dork, get with it. I'm starting to feel a cold coming on. If you don't
rescue me soon, I'll never go out with you again."
Start off by going to the right and jumping over the crates. Now this is easy
if you can do it right. Just go to the right as fast as possible. When there is
a gap between the crates, just jump. You will have to fight that person in the
gap though. Kill him without letting the fish get to you. Now just go to the
right as fast as you can again until you reach another person you have to
fight. Kill him to advance.
Once you have killed that last person, go to the right and jump on to the
crates. There will be a sumo wrestler there. Kill him and avoid the seagull.
Shortly after him, there will be a bodyguard. Kill him as quickly as possible
again. Now just go to the right a little further to finish this level.
----------------------------------/////\\\\\-----------------------------------
---------------------------------<>----------------------------------
----------------------------------\\\\\/////-----------------------------------
You will start off with an elvis impersonator in the screen. That pipe in the
middle will also drop one wrench, use that wrench as best as possible. Kill the
Elvis Impersonator to advance. That next pipe in the top of the screen will
drop a wrench too so be careful with that one. Go a little further for another
Elvis Impersonator and a pipe dropping a wrench.
You will shortly see a moving trampoline goin up and down. Get on that to get
on the pipe to take the higher route. You can take that trampoline on the
ground to get up there easier. Get the extra health over there. Before you go
back, pull that sumo wrestler towards the bombs. Try to get an easy kill there
so you won't have to fight him later. Now go left and fall down to continue
through this level.
Go on the trampoline and you will have to take the higher pipe this time. There
will be an Elvis Impersonator there, kill him to continue. Now you have to jump
over this each gap of water by either landing on the trampolines or jumping
across the pipes. After that gap will be an Elvis Impersonator, you can kill
this one easily by punching it into the hole. After that, there's another Elvis
Impersonator and this one you'll have to kill.
Go on the moving trampoline and go through the middle route. Kill the Elvis
Impersonator there and go on the trampoline to continue to the right. Stay on
the pipes and there will be a sumo wrestler soon. Use the same strategy as the
last time to kill the sumo wrestler. Now go a little more to the right and you
will finish this level off.
----------------------------------/////\\\\\-----------------------------------
---------------------------------<>----------------------------------
----------------------------------\\\\\/////-----------------------------------
Meanwhile at Demon Dan's...
"O.K. Goofy, I'm really getting sick of this. Demon Dan is threatening to
tickle me, and it's all your fault. Rescue me, you poor excuse for a
boyfriend!"
You start off next to a ninja. Kill the ninja and go to the right. One of those
windows will have a bottle thrower in it so be careful. There will pretty much
just be the same series of these so be cautious at all times. There will pretty
much just be ninja, bottle thrower, bottle thrower, bottle thrower, ninja,
bottle thrower, etc.
After a while you will reach some crates, that's when you know that series of
enemies ends. There will be a clown at the end. Kill him and grab the balloon
to go to the right over that big gap. Don't worry if you missed the balloon, if
you did, go a little to the left and go back and the clown will respawn. Kill
him until you can get the balloon. When you do get the balloon, go to the right
and over the big gap.
There will be one small section with a sewer monkey. Try to get another balloon
from there because you won't be able to make it all of the way. Get a balloon
and go all the way to the right and get on the roof of the next building for an
extra life. There will also be a sumo wrestler on the ground. This one you
won't even have to kill. Just go to the right and you will finish this level
up.
----------------------------------/////\\\\\-----------------------------------
---------------------------------<>----------------------------------
----------------------------------\\\\\/////-----------------------------------
Kill the person in the screen already and watch the bird. Avoid the bird and
kill the person. Now jump on the first box on to the next. Fall down and wait
for the person to throw a bomb. This part is very hard so get the bomb. When
you get the bomb, go to the right. There will be a sumo wrestler, get him with
the bomb and avoid the bird. You also can NOT just drag him into the gap. You
can actually do it but he will just keep respawning so it's just a waste of
time.
After you kill that sumo wrestler, continue to the right and jump the next gap.
You will reach a bodyguard you have to beat with a sewer monkey there at the
same time. Quickly kill the bodyguard because there will also be fish jumping
around. Once you kill him, go to the right for a heart. Avoid the bodyguard you
will see before the heart too because you don't have to fight him. The next
bodyguard, you will have to fight.
Jump the next gaps and avoid the sea gull that comes up. Go by that body guard
because you won't have to fight this one either. Go to the right and jump over
the gap but make sure to avoid the sea gull there at the same time. This next
sumo wrestler is easy. Just quickly go to the right and jump on the box to the
right of him. Avoid him and wait until he walks into the water. Continue to the
right after that. Jump over that last gap and finish off the level.
----------------------------------/////\\\\\-----------------------------------
---------------------------------<>----------------------------------
----------------------------------\\\\\/////-----------------------------------
Meanwhile at Demon Dan's...
"If I wanted to be tortured, I would have spent the evening with your family,
snotface. I'm really in pain and what's worse is I'm actually starting to
perspire."
Start off by going on the trampoline right in front of you. This whole
trampoline part of the level is extremely difficult. What you have to do is go
along the trampolines one at a time and try not to hit any trampoline on top.
After you pass the first upper trampoline, you will have to jump two
trampolines. After those trampolines you have to pretty much just go to the
right and land. Just don't hit the ground directly at the beginning of the
ground because there is a trampoline there. If you do hit the trampoline, just
try not to hit that sling shot.
You will then reach an Elvis Impersonator. Kill him to advance and avoid those
wrenches that are falling. There will be another one that you can fight at the
same time. Go down below the pipe after you kill both of them. This part is
also annoying but it won't kill you, it's just time consuming. You have to jump
in between that pipe and the sling shot. Time your jump so you won't get hurt
by the sewer monkey. Avoid the frog just ahead of you and jump over the gap.
Get past all of these sling shots and don't hit the trampoline because it will
just make you fall down the hole.
You will have to fight an Elvis Impersonator after that huge mess. Kill him and
advance. Now you can just keep going right until you reach the end. You don't
have to kill anybody else but you will find a sum wrestler along the way. When
there is a pipe you can go on there will be sling shots over it. If you can
make it over those sling shots, you can get some extra lives and health. Just
keep going right until you finish this level up.
----------------------------------/////\\\\\-----------------------------------
---------------------------------<>----------------------------------
----------------------------------\\\\\/////-----------------------------------
Start off by killing those ninjas. Try not to kill the clown but you can if you
want to. Kill the ninjas and use the balloons to get over the crates. Get a
balloon when you can and try to get on the ground to the right of the crates.
Start to float and if you start right next to the ledge, you can make it all
the way over the gaps.
Kill the ninjas here and jump over the gap to the right. You could double jump
over it and for those of you who don't know, that's when you jump and jump
again while you are still in the air. Just keep going right here. You could
triple jump over the next jump and make a quick little hop to clear the last
gap here too. Kill the two ninjas there and go a little further to the right to
finish up this short level.
----------------------------------/////\\\\\-----------------------------------
---------------------------------<>----------------------------------
----------------------------------\\\\\/////-----------------------------------
Meanwhile at Demon Dan's
"Listen up, dog breath! splintered wood and rusty chains are not my bag of tea.
If you're still planning on that date at the malt shop, you'd better get me out
of this mess now, nerd."
Go to the right and fall off of the crates and grab the extra life down there.
Jump over the gap just to the right of there to get further. Jump over the
crates with the trampoline and drag the bodyguard into the water. Jump off of
the crates and triple jump to make it over this jump. Go to the right until you
have to climb up those crates. Jump on to the first one and get on the
trampoline.
Keep going right until you can't go any further and go quick. One will fall
through an invisable hole and you will still have to fight the other two. Just
kill them quick and go a little more to the right. This part is tricky but it's
easy to pull off if you have more than one extra life. Just get on the highest
thing before the gap and jump to the right. You won't make it so keep double
jumping and you will get to the end but it won't finish the level. When you
can't get any further, just die. It will bring you after the big gap and now
you can just jump the last gaps to finish the level off.
----------------------------------/////\\\\\-----------------------------------
---------------------------------<>----------------------------------
----------------------------------\\\\\/////-----------------------------------
Meanwhile at Demon Dan's...
"It's unreal! You've nearly gotten me out of this mess. All you have to do now
is defeat Demon Dan. Good Luck! And hurry, I'm getting thirsty!"
To start, just go to the right and jump on the small ledge. Keep jumping from
ledge to ledge until you reach the next area. Go towards the end and take a
little break. Just don't let the rocks hit you when they fall down. Use the
same strategy you used last time to jump over the lava. Now just go as fast as
you can here so you won't get hit by the rocks.
At the end you will reach Demon Dan. You have to make him get hit by the rocks
to make him die. All you have to do to make the rocks fall is jump and land on
the ground. Wherever you land, the rock will fall there. Keep trying to land
near him so he will get hit. After he gets hit by the rocks a few times, he
will drop a heart, grab that. Just keep making him get hit by rocks until he
dies. Once you make him hit the rocks enough an arrow will point to the right.
Obviously, follow the arrow.
-----------------------------
Congratulations! You just saved your date!
---------------------------------------
15.3 - Enemies
---------------------------------------
Bottle Thrower - These will be in the window and you can't kill them. They will
throw bottles out of the window trying to hit you and they
will also bounce a little bit too. Just try to either go by
these quickly or wait for the bottle and jump over them. Both
strategies work.
Ninja - These will be pretty much anywhere that you can stand on. They
will just keep running torwards you and they will also kick
you.
Sewer Monkey - These will be in the sewers hiding and when you are near, they
will come out to throw a banana at you. Just be quick past
these and whenever you see a sewer in the ground, just jump
over it quickly.
Clown - These guys will fly with a baloon and throw things at you.
They're pretty much just like those bottle throwers except
they move.
Frog - These will just jump side to side by kill them as quickly as
possible. They like to turn off the light if you give them
enough time so don't give them the time.
Elvis - Pretty much just like the ninjas except you won't have to kill
them to get further in the level.
Wrench Thrower - Exactly the same as the bottle thrower except they will throw
wrenches out of a small hole in the wall. They are really hard
to find though because they will make a hole in the wall and
they can appear at any time.
Sumo Wrestler - These are pretty hard to kill. They will just move around and
you will have to kill them before you can advance just like
the ninjas. To kill them, you have to use a bomb.
Bat - These will grab items thrown by sewer monkeys/bottle throwers
and they will throw them directly at you even faster. Just try
to avoid these as much as possible because it's too hard to
even try to kill them.
Fish - They will jump out at you and bite on to you. Shake them off
as quick as possible by pressing right, left, and jump a lot
and really quick.
Seagull - These will pick you up and fly you so you will fall into the
water and die.
Bodyguard - These will be just like those ninjas near the beginning of the
game except they look different.
---------------------------------------
15.4 - Power-Ups
---------------------------------------
Fire Hydrent - These little guys are helpful. They will move side to side and
stop every once in a while to shoot water up. If you jump onto
the water, it will launch you in the air.
Heart - These will give you some health helping you survive better.
Extra Life - Exactly what you think it is, an extra life.
Trampoline - These will help let you jump higher distances just like the
fire hydrant except they won't move.
Sling Shot - No, this is not a weapon, but it does sling shot you across
the screen so use them when you need to gain a lot of speed
real quick.
Balloon - These let you fly if you hold the up button on the D-Pad.
-------------------------------------------------------------------------------
16. - Shockwave
-------------------------------------------------------------------------------
**Thanks to ASchultz for FAQing this game and letting me use it in this Maxi 15
FAQ!!**
Shockwave(NES) FAQ version 1.0.0
copyright 2005 by Andrew Schultz schultza@earthlink.net
This is a FAQ for a retro game called Shockwave for the NES. It has nothing to
do with the Shockwave programming language although the basics may in fact be
harder. Anyone who writes to me asking about such after this disclaimer
probably has no hope of learning anyway, so I won't respond. If however you
want to include this FAQ on your web space you should ask me by my first name
as otherwise I will pitch the mail. Even if you call me sir. Because this took
a while to write.
Note: Da Hui has permission to include this guide in his Maxi 15 guide.
**** AD SPACE: ****
My home page: http://www.geocities.com/SoHo/Exhibit/2762
================================
OUTLINE
1. INTRODUCTION
1-1. THE GAME
1-2. IN FAQ TERMINOLOGY
2. CONTROLS
3. SCORING AND STRATEGY
4. PASSWORDS AND LEVEL NAMES
5. LEVEL WALKTHROUGHS [SEARCH Level (level #) with ctrl-F]
6. LISTING OF SECRETS, WARPS, ENDGAME, ETC.
7. VERSIONS
8. CREDITS
================================
1. INTRODUCTION
1-1. THE GAME
Shockwave is a puzzle game based on moving blocks not by touching them but
the ones next to them. Say you blast block X and block Y is to the right. The
computer tries to send block Y right until it hits an object. The idea is to
collect all the gems on the board and it's pretty clear you have to make sure
you have a block-clump at all time. There is a time limit that becomes a factor
at higher levels, and you have enemies in the form of tiny fireballs that can
damage you--4 hits and you die, recharged after each level.
In addition to all this you have goodies such as secret teleports to later
levels(there's an easy way up to 40) and extra men, often hidden in or behind
walls.
Some of the levels are very pedantic, using the full 30x11 to make you do
more work or fire more long shots, and others rely on blocks being invisible
for their main difficulty. You have to shoot these blocks to make them appear.
Other levels have clumps of blocks that can be destroyed along with crumbly
blocks. But there are a select few that require maneuvering in tight quarters
or have several small puzzles linked together where it seems like you just need
to start with one more block before you realize you wasted one somewhere in the
middle, and anyone who can get through level 50 is definitely a good puzzle
gamer. The first levels seem to drag on even when you know you'll solve them,
and you often wind up making silly mistakes, but the later ones are quite good
and feel less repetitive than the early ones.
1-2. IN FAQ TERMINOLOGY
U, D, L and R mean up, down, left and right. I may also say 3U2R which means go
3 up and 2 right.
"5x1" means a group of blocks 5 wide and 1 high.
Shuffling blocks means something like this:
BB B B B B
Here you'll have abunch of 2x1's and if you keep hitting the left of the 2x1
the blocks will become:
B B B B BB
A can opener is referred to as follows: a phalanx with one block off to the
side.
BBBBBB
B
Here we can push the bottom block and the rightmost block to get by the
blockade.
A block kickaround consists of sending a block a different way. I only
specify the way the next block goes, and with a little practice you should be
able to figure it out.
.B...3B...4X.7X.
.B........B...X.
..............X.
..............X.
.....B.......B.+
B1...2X..B5..6X.
In the diagram above you see where blocks get kicked (1-7) to get the gem
behind the wall.
As the FAQ goes on I may say "send/kick/hit this block left" and you can
figure that that means hitting the block to the right of it. I have some
ambiguity with just hitting or firing at a block, but hopefully the two are
distinct enough and can be fully proofread later.
2. CONTROLS
A button: used to fire. If you fire while a shot is in the air and no blocks
are moving, that shot will disappear. You cannot have more than one shot in the
air at once. Therefore, trying to time your next shot for just after you hit a
block is counterproductive.
B button: not used.
Start button: used to pause, and the screen does not go blank. Also used to
start the next level.
Select button: brings up a context menu. You can toggle the music, restart the
maze(losing a guy) or continue.
Note that you can stay in one place by pushing A and then moving in a
direction.
At the password and name screens, you use the down arrow to move forward
through the alphabet, up to move back, and right/left to change the letter.
Push start to enter the name/password. The options are all 26 letters + a
blank. Spaces can be used in the middle of a name.
Moving around is 2-dimensional. You can go in a diagonal, and if you hold
diagonally while in a tunnel, you will move off to the side whenever you can.
Note that if you even vaguely touch a square such as a gem, bonus, teleporter
or level transporter, you'll take it--for better or worse. Better is if you are
trying to save a bit of time. Worse is a gem you didn't want to take yet
because it no longer breaks a block's path in the right place.
When you fire at a block, it does not move. However, if there's a block
directly to the left, that block may move left as far as it can. Similarly for
blocks above, below and to the right.
The basic pieces are fairly obvious.
Block: cannot be destroyed. When hit, it shocks its immediate neighbors into
moving away until they hit an obstacle, which is everything except a fireball.
Crumbly: fire at it once and it disappears. It does not affect the ones around
it.
Wall: blocks shots and mostly indestructible except for secret doors
Gem: what you need to collect all of to advance
Force field: red waves you can't pass through, but you can fire through them
Protective field: blue waves you can pass through, but blocks and fireballs
can't
Extra man: self-explanatory
Freezer/Television: stops fireballs from moving or having an effect for a bit
Hourglass: gives you 100 seconds extra
Teleporter: sends you to another teleporter. These are very sensitive, which is
annoying if you move a fraction to the side by mistake, but it can save a half-
second occasionally and even help you avoid fireballs on occasion. Teleportals
are not necessarily reciprocal(i.e. #1 leaves you by #2 and vice versa.)
Transporter hut with #: kicks you to a higher level
3. SCORING AND STRATEGY
0 points for a TV(stops fireballs--freezer?!)
50 points for a gem
100 points for an extra life
200 points for an hourglass
200 points for a transporter to skip a level
10 points per second left at level's end
No points for clever, pleasing moves
So warping up to level 40 doesn't give you a lot of points, but it -is-
almost as convenient as looking up a password.
What may seem like obvious advice does tend to get forgotten: 1) you don't
have to fire in the direction you wish a block to go, 2) you can move
diagonally to save time, and 3) proximity to a block is not necessary, so often
you can just fire and move to your next destination.
Often you can figure out how to get through a level by using reverse
analysis: how do you get through the final blockade? You need a block in such
and such a place, and it can be kicked there from...
Also blocks sitting in the middle of nowhere are often clues. You will find
that often if you get a string of blocks horizontally or vertically, they can
reach a block that previously seemed lost in space.
As for dodging fireballs, this can be tricky, but remember that if you are
off to the side of their path and you go towards them the same direction
they're coming at you, then they'll miss you. Also, if one is in a fixed
diagonal pattern, fly perpendicular to it. In fact it's a good idea always to
fly perpendicularly around fireballs that zigzag. Also you can get close to a
fireball without getting hit, in a matter of pixels. This is worthwhile when
avoiding two very close together. Fireballs go at various speeds but rarely
kill you off. Oh, and don't let any fireballs out of an enclosure until you
have to.
You can also trap fireballs into a corner with a well timed block fling.
Blocks go right through fireballs but if they hit them just before a wall, the
fireball gets trapped until its imprisoning block moves.
Fireballs bouncing against odd obstacles that don't seem to be there mean
that the odd obstacles are invisible.
Taking whatever gems you find isn't always worthwhile. Sometimes they're put
there so you can shoot a block on them and it will stop.
Note that if a block is in a corner, you cannot move it. If it is on the edge
of play, you can't move it off.
If time is short late on you can run into a fireball to save a few seconds if
one is chasing you. Your hits get recharged anyway. You can also sometimes
plan/expect to get hit and use the invulnerability not to worry about other
fireballs if you're in a crowd.
4. PASSWORDS AND LEVEL NAMES
Lvl | Pwd | Name
----+-----+-----
1 | DPI | MINER WORK
2 | TTV | FOUR CORNERS
3 | DTG | TELEPORT TRAP
4 | PQD | FOUR ON THE FLOOR
5 | TUQ | HALL OF MORE DOORS
6 | DEV | THREE ROOMS
7 | PQS | NO SWEAT
8 | DVT | 1 INTO 2 GOES TWICE
9 | TZE | CLEAN UP
10 | TFV | BREECHLOADER
11 | TRS | I TOLD YOU SO
12 | HWT | FIRST THINGS FIRST
13 | TSM | CRYSTAL FLOWERS
14 | PWF | CANNON
15 | PWO | SYMMETRY
16 | QHT | COME AND GET IT
17 | IDU | NINE HIGH
18 | UHF | TRAPPED AGAIN
19 | UTG | FOLLOW THAT BLOCK
20 | EUD | SHOOT OUT
21 | EQQ | BALL O RAMMA
22 | UUV | TRIPLE DECKER
23 | UQG | TARGET PRACTICE
24 | EVP | FORCE FIELD FESTIVAL
25 | URU | DILEMMA
26 | QVF | WALL BANGER
27 | QVS | CORROSIVE CORRIDORS
28 | UST | LOOK BEFORE YOU LEAP
29 | IWI | PATHFINDER
30 | QWV | SECRET PASSAGE
31 | QWW | TWO IN ONE
32 | RXH | SECOND TIME AROUND
33 | FDU | WHERE DID EVERYBODY GO
34 | FTV | LOOK AGAIN
35 | FXS | MORE THAN MEETS THE EYE
36 | VQT | LOCKOUT
37 | VYU | THREE TO GET READY
38 | VQV | SO YOU THOUGHT IT WAS SAFE
39 | VIW | EIGHT BALL CORNER POCKET
40 | ZJT | BOXED IN
41 | FRY | TIES THAT BIND
42 | VNR | AUGGH
43 | NFS | SAFETY FIRST
44 | VOX | MERRY GO ROUND
45 | NWU | NONE BY ONE
46 | VON | BLAZE OF GLORY
47 | VSW | ACID RAIN
48 | KTT | TIME TO GO
49 | WTQ | FALLOUT
50 | GPV | DOUBLE CROSS
5. LEVEL WALKTHROUGHS [SEARCH Level (level #) with ctrl-F]
Level 1:
********************************
**S*******..........**%2222+++**
**S**++***...BBBBB..**%2%%%%%%**
**S**++***...BBBBB..**%2********
**S**++***..........**%2*+2+2+**
**...1B.............**%2*%%2%%**
**.........BBBBB....**%2*%%2%%**
**.........BBBBB....**%2%%%2%%**
**.........BBBBB....%%%2%%%2%%**
**.........BBBBB....22222222%%**
**.........BBBBB....%%%%%%%%%%**
**..................%%%%%%%%%%**
********************************
This is a pretty easy level, introducing you to the two types of blocks. You
just need to hit block 1 to get the six stars behind there and head to the
crumbly blocks. The twos show one pattern that will win this level. Go for the
bottom ones first to save a bit of time.
Note that the first of the secret level warps is here. Just go to the UL
corner and start firing away above. Eventually you'll uncover an icon that says
5 and it will kick you to level 6.
Level 2:
********************************
**t...*****......*......*.+6%%**
***..+****t......*......*.+B%%**
***.++*****......*......*BBB*%**
********.........*****..*%%%%%**
********.................%%%%%**
**.......................*******
**.......................B....**
**4BBBB..................B....**
**B53BB..................B....**
**++.2B..................B...+**
**++.B1..................B..++**
********************************
This level is also very doable. You have the addition of flying sparks, along
with a chamber that seems inaccessible in the DR. But first you can chip away
at the DL .
Push block 1 3 times, 2 twice, 3 once, 4 from above, 5 from above, and get
the four stars. Then take the teleport door to the UR to get three more stars.
For the next bits you need to manipulate the blocks and I advise killing off
all the crumbly blocks. Then you can go to block 6 and hit it twice. Enter and
exit. Your way out is blocked, but you can shoot the lower of the two blocks
you originally pushed and you'll have a path out.
Now you'll notice something about the lower right. One of the blocks you
pushed while clearing the DL? It went to the DR. You can use it as a sort of
lever.
..2
..B
.1B
..B
..B
Push block 1 and then block 2 to walk in for the final three stars. This is
pretty tough as level 2's go for NES puzzlers. But now you've been introduced
to complex block bumping.
Level 3:
********************************
***.B%.....................*.+**
***.B%.....................*.+**
***.BB*...................B...**
***.BB*...++......B1.......***** <- block flies right, kick up
***.BB*............+..........**
***.BB*.......................**
**+.BB*.......................**
**+.BB*.......................**
**++BB*...2B..............%***** <- block flies right, kick down
****BB****BB..............B..+**
**t.+**t...........B.......*.+**
********************************
Here's a very odd level with lots of space, but fortunately you can take care
of things one at a time and in any order you wish.
For the left hand side, enter the teleportal to get the star in the DL. Then
go to the UL and break up the crumblies and shoot the top block. The chain
reactions will eventually cause each block below to bounce down one. Then you
can sneak in and get the stars when a gap forms.
Sweep back and get the two stars left of the paired blocks. Kick the left of
the two blocks in the upper center. Then follow the right block(1) to where it
landed and kick it up. That way it will move the block that got in your way to
the UR.
For the bottom right, blast the crumbly and go to the 2x2 of blocks. Kick the
UL(2) and the UR will go above the block guarding the DR enclave. Kick down and
you can enter and get the final two stars.
Level 4:
********************************
**......................++++++**
**%%%%%%%%**********************
**%%%%%%%%%...............**.+**
**%%%%%%%%%...............**..**
**......B.................*t..**
**1B.....+................******
**..****************************
**.*...............+..........**
**.*....................+..**.**
**.*......................+*t.**
**...................+.....*****
********************************
You'll have to take some damage on this level, but fortunately you don't have
to until the end. Save the UR for last. You can push block 1 after getting the
star in the center. Then there is some rudimentary dodge-work in the bottom
part to get a few more stars and to the teleporter and out.
Now you'll need to have been hit <3 times. Then you can blast the crumblies
on the right side. Wait for them to go past to the right and run at them. You
will get hit once--this is unavoidable even if you got up when they passed to
the left. But you won't get hit on the way back, because you've completed the
level.
Level 5:
********************************
**1+.**..3*..4****...*5...6***** X X > X X
X X > X X > X
XX X > X XX > XXXX
And now if you look closely, you have the reverse L at the left of the
diagram again. You can just repeat the process. Fire down, go up, fire right,
and sneak in. This will clear the bottom part. The procedure for the top part
is the mirror image(vertical) of this.
Level 9:
********************************
**.B..+..........~.B..~..B.~.+**
**+~~~.~~~..+...B~.~~B~B.~+B~.**
**.~BB...~...~~~......B.....~.**
**.~~~.~B~...~B~.+.....~~...B.**
**.B...........~........~~..B.**
**.~.~.~.~+~~~.....~B....~..B.**
**.~B~.~.B...~+....~~~~.B~..B.**
**.~.~.~~~.~B~.~.B..+~.....+B.**
**.............B~~.~B~.~.B.~~.**
**B~B~.....~.~~~~.B....~~~B~..**
**.~..+....B.~...~+..B~...~..B**
********************************
Again a 150 second level. It's possible to collect all the stars, which
frequently stand as barriers, and then push the blocks through the quasi-maze.
As in level 7 there's really only one path through, and often the challenge
here is to find the easiest place to shoot from. You don't have to approach the
block you want to shoot or even be near it or be on the opposite side of the
direction you want to fire it in. That logical illusion can run you out of
time. Often a force field will block you from what you need to shoot.
The plan here is to find which one to shoot so that the other one winds up
next to another block and to repeat the process until a block gets to the
square where the star in the DR is. The stars themselves are the only
obstructions that kill your progress, and you can pick them right before you
need to fire a block across them, or you can do it as a short detour while
picking up other blocks, slightly in advance.
Sometime there will only be one possible block to shoot(the other one would
lead it into a force field) but when there are two you can often see that
shooting one would isolate the other and proceed by process of elimination.
********************************
**lB..+.........m~rB.s~y.Bx~.+**
**+~~~.~~~..+...B~.~~B~B.~+Z~.**
**.~aB..b~...~~~......z.....~.**
**.~~~.~B~...~i~.+.....~~...B.**
**.h...........~........~~..B.**
**.~.~.~.~+~~~.....~t...u~..B.**
**.~B~.~cB..d~+....~~~~.B~..B.**
**.~g~.~~~.~B~.~nB..o~.....YB.**
**.............j~~.~B~.~vB.~~.**
**k~B~.....~.~~~~.B....~~~w~..**
**.~f.+....Be~...~q..p~...~..B**
********************************
For expediency I recommend taking the three stars in the center(up, right,
left) and then going left to pick up two more, then up to the top to fire down
on square a and start your pattern. After the first three shots you can take
the DL star on a brief detour. h is the first square where you have a real
choice, but it's pretty clear firing the square next to it will isolate the
block at h into a wall. At this point you might also want to detour for the UL
star.
You can shoot points k and l from afar with pretty good accuracy and run back
as the next block is going to m.
Level 10:
********************************
**.B.B.*.............2........**
**B+B+B*....*.......%BBBB1....**
**.B.B.*....................****
**.....*B.......*****......B.+**
**%....%.............+3.....****
**B....*........*****%........**
**.....*......................**
**BBBBB*.B.********...........**
**+....**.**t.....*...B.B.B.%%**
**.+...*t..**.....*..%+B+B+B%+**
**..+..**..*+....+*...*.*.*.%+**
********************************
150 seconds.
Most of this level consists of moving blocks down the pike--tap #1, then #2
and then #3--and doing something special. The order counts too. There are three
parts: the chamber with the teleport, the left side, and the right side, in
that order. Get the star 1U1L of where you start first.
Send the first block down the pike. It will land next to a crumbly. Hit the
block above it and then go down and hit the block in the DL. That allows access
to the teleporter and then the closed off chamber.
Nail the crumbly to the left and fire another shot that way to prep the
second block coming down the pike. Once it does, it will go left all the way to
the wall. Going left immediately actually wastes a bit of time, so let's clear
out the right. Blast the crumbly DL of 3 and kick 1 and 2. The block will land
in the DR.
1B2B3B.%%**
%+B+B+4%+**
.*.*.*.%+**
***********
Kicking blocks 1, 2 and 3 here will get you three stars, and after you clear
the DR crumblies you can hit #4 to send a block up. Fire on that block to clear
the way to the UR block and now go left.
********
**.B.B.*
**B+B+4*
**2B3B.*
**.....*
**B.....
**1....*
**....5*
**BBB6B*
**+....*
**.+...*
**..+..*
********
You now have a pretty easy path to clear the final few blocks. You've already
done it before. To save a half-second, fly diagonally to the bottom jewels DL
and UL just when you touch the bottom one.
Level 11:
********************************
**.B.././.~~..+*.I....%%%....B**
**.*....+B.~...*+.....B1......**
**.*.+.BB..~...*..............**
**%~~~~~~B~~...*..............**
**.............*..B....%......**
**.............*.%....B.......**
**.~~~~~~~~~...*..............**
**.B.B...B.~...*........~~~~B~**
**B..B...%.~...S........~...IB**
**.*....++B~...*........~BB...**
**.*I......~%...B.......~+%...**
********************************
150 seconds.
This is the first level to introduce invisible blocks. You can duck out in
the secret door on the second-lowest block in the middle dividing barrier if
you'd like, or you can solve this level properly. Note that the enemy sparks
are bouncing back and forth but not touching anything. That's a sign that they
are hitting something.
However the correct way to get all the stars is to blast the crumbly to the
left(for later) and blast the invisible block twice. Just stand 1U from the two
paired blocks at th bottom and fire right. Then go to the right edge and fire
down. You'll have a crumbly to destroy for one star.
At the upper bit hit block 1 and then tap the other invisible block twice.
This sends a block all the way down. Then you can blast that block and go into
the left side.
The left side has a few pitfalls in that you must blast the UL crumbly at
some point along with two invisible crumblies along the top. The UL star shows
you where they are. You can blast the one from below between a star and a
block, and you can go right and up to the top to blast the other one to the
left. Now you can get to business.
Then you can show the invisible block(1L of the vertical block-pair) and 1R,
blast down, 1L, blast down and that sends a block to the DR of the lower force
field. You may need to blast the crumbly 2R of it to blast that block. Then
you'll need to blast a bunch of blocks at the top of the force field working
from right to left, firing down, always making sure one block goes to the left.
One will reach the left wall. Go back right and 2D and fire left, kicking one
block to the UL corner.
You're not quite done yet. Fire the UL block and then circle to the UR of the
area and fire left. You should now have a clump:
BBB
~~B
Hit the intersector(UR) block and then hit the one left of it to clear a
passage to the final two stars.
Level 12:
********************************
**......~........%.*+...~.B.B.**
**~~B~..~..%......B*%B..*B*.+.**
**.B.~..~...B......*...B*.**.B**
**BB%~..~..B.....B.*B~..*.*.B.**
**...~..~B...****..*B~..*.*B.***
**..B~..~.*....B*..*~~..*.*.B.**
**B%.~....*B....*.........B~..**
**+..~..~.****..*B%****..****+**
**+..~.~~.*.........B.*..*.B.%**
**.B..B.~.*B.*B*.*...B*...B..B**
**++++..~.*.B..*.*BB.+*.B..*..**
********************************
This is another linear level but it is so mazy that you will often spend more
time getting in the right place to shoot a block than in moving to the next
bit. Many opportunities for mental fatigue here.
********************************
**......~........%.*+...~oBnBm**
**~~B~..~U.W......V*aB.c*B*.+.**
**.B.~..~...X......*...B*.**.B**
**BB%~..~R.B.....B.*B~..*.*kBl**
**...~..~B.Y.****s.*b~..*.*B.***
**..B~..~.*....z*..*~~..*.*jBi**
**B%.~....*Z....*.........p~..**
**+..~..~.****..*rq****..****+**
**+..~.~~.*w........Bv*..*gB.f**
**.B..B.~.*B.*B*.*...B*...B..h**
**++++..~.*xB.y*.*tB.u*dB.e*..**
********************************
Shoot a, then b, then a. Don't take the gem. It holds the block in the right
place. Then c-f are straightforward and after shooting the crumbly at f, get
the gem. The path through up to o is then pretty clear. You have to backtrack
right and down to shoot p and then loop around, but once you are you're done
with the right third.
You can do some parts out of order here but I just shoot the crumbly at q and
then fire r and s to kick a block into place for later. Then get the gem at u
before going around the horn for t-z. You'll want to bump a block up via Z and
Y and then hitting X will cause one block to hit the river to the left. Now
destroy the crumbly at W and hitting V will cause another block to drop next to
it. Hit U then R.
Let's reset the board and take a look at the left. This is much trickier than
the most expansive right part of the board. The object is just to get in to the
very left and once you do it's over. You do so via the bottom. The shots are
pretty easy to figure although you may need some legwork to get in position for
a few.
*********
**......~
**~~h~..~
**ga.~..~
**BBb~..~
**f.i~..~
**..c~..~
**ed.~...
**+..~..~
**+..~.~~
**.j.kB.~
**++++..~
*********
The pattern is pretty straightforward but note you can shoot at j and k from
the very top to save a bit of time.
Level 13:
********************************
**..B1.................*%%B+B.**
**...B.................*..%B..**
**.....................%%%%%%%**
**%%%........................%**
**....%......B.B.B.B....B.%...**
**B..%+%....B+B+B+B+B....B...B**
**%B..%.....*B.B.B.B*.......B+**
**%2................*.....B..B**
**%BB*B.............*....%..B+**
**..B*..............*........B**
**.+3*.............***........**
********************************
Fire at 1, then 2 and hit the crumblies behind it. Then fire at 3 twice. If
you can pin the flaming thing into a brick when you hit 2, great, but otherwise
it isn't too bad to wait for it to come out and duck in. Even if you get hit
twice, though, there's only one more to avoid.
Once you have the three blocks lined up horizontally you can destroy the
crumblies around the leftmost star. Get it. Fire at the leftmost horizontal
block in the row of 3 twice. Now in the formation below, fire at 1, get the
star, and fire at 1. The formation will repeat itself, shifted 2 over, 3 times.
At the end you'll want to fire twice again to get to the left side.
1BB
B+B
B
**********
.*%%B+B.**
.*..xB5.**
.%%%xxxx**
.......x**
1BB2%...**
...B...B**
......B+**
...3B.4B**
...%..B+**
.......B**
........**
**********
Now for the right part. You will want to dispose of the crumbly X's before
firing at 1-4. Then pick up the gems and fire at 5 and walk in for the last
one.
Level 14:
********************************
***S***.....%B+B%.............**
**+++++B.....xBx.....%%B%%BB..**
*******2......x....%%%%......x**
**............B...%.........x.**
**.4.........B+B+B%********x..**
**...........xBx..x+BBBBBB3x.#**
**....%B%....B+B.Bx********x..**
**...%B1......B...x.........x.**
**..xB.**.....%...x..........x**
**.xB.*......xBx...BBBB.......**
**%B+.*.....%B+B%....BB%BB%%..**
********************************
100 seconds here so, if you haven't cleared the level before, you need to get
to the timer with relative speed(while writing this I could win with 150
seconds.) I've marked the crumblies you'll need to blast along the way with
x's. There are a lot of irrelevant blocks here. The secret door in the upper
left leads to level 16--a 2 level warp.
I recommend clearing out the UL first because otherwise the path can be
blocked later. Hit 1 and then the block at 2 and get the stars there. Then
clear out the indicated crumbly x's--start with the one just left of center and
work your way clockwise. At the far end you may want to shoot the left
crumblies and go right. Then get the hourglass. Fire at 3 down the tunnel and
then circle around.
.B.
B+B
.BB <- fire here
B+B
.B.
This releases two stars. Then go up.
B+B
BB <- fire here
Go down and fire similarly. Now you need to go back right of the tunnel of
blocks, fire left, go to the left of the tunnel of blocks, and hit the right of
the block pairs. This sends a block to just below 4. Now go to the DL and take
out the crumbly 1U1R of the DL. You can then fire at 4 and then hit the block
you just moved. Bust a crumbly and walk in.
Level 15:
********************************
**.B.....+*..........+..B%*..+**
**.......B*...........B.%B***.**
**........*.%...%...........*.**
**......B..2B7B8%B.........B%.**
**.......+*.BB+B%.B%.B.B....*.**
**.......+*..***#.*1B.%*+*..****
**.......+*.3B+B%.B%.B.B....*.**
**.........B45B%B%.........B%.**
**B******.*.6...%...........*.**
**7.......*...........B.%B***.**
**B......+*..........+..B%*..+**
********************************
150 seconds.
There's an invisible timer you have to shoot in the middle of this mess. You
may also note that there are only two pairs of adjacent blocks, so you really
have to keep things together. The solution itself is symmetric--on the right
hand side. There's a surprising detour to clear the gems in the center, and
need to use some gems as blockers for a bit.
We'll start with the right side because we don't want to release the left
fireball until we have to. Fire at 1 and then 2 right of that to put the blocks
near the edge. Now look at the DR part. We want to remove the crumbly and then
the path to remove the block guarding the DR chamber reveals itself.
..c...d*.**
......Be.**
.......*.**
bB.aB***.**
+..B%*..+**
***********
Repeat for the UR chamber. We now have the left side to clear. Here we'll
have to reveal the fireball. Fire at 7 and 8(for later,) 2, 3, 4 and 5 in the
top diagram and fire at the block right of 2. Then left of 4 and right of 4.
The crumbly at 6 has served its purpose so destroy it and get a gem.
The final bit requires you to push the block-pair left. So keep firing at the
right square of the block-pair you see.
B.B.BB > B.BB.B > BB.B.B > .B.B.B
With the block kicked to the edge we can shoot the crumbly at 7(1U of DL) and
shoot the block above it. Before shooting the new UL block we need to get the
gem right of it. Otherwise the block it joggles won't hit the UR of the left
chamber and you can't fire into it. That sends another block down, and once
you've got the top of three gems to block it, you can loot. Fire at the block
left of it and then you'll have another continual horizontal block-pair shift
(go down, right and up after the first one) and that will reveal the final gem.
Level 16:
********************************
**......BB*..I.......SSSSSSSSS**
**B.......*..I.......********S**
**..*****.*IIa.......*SSSS.5*S**
**..*+.+B.*bBBB*.....*S******S**
**..*.+.I.******.....*SSSSSSSS**
**..*...I......***...***********
**..*.+.*%....................**
**..*+.+*.....................**
**..*****.....................**
**.......B...***......BBBBBBB.**
**.B......1..*.*......BBBBBBBB**
********************************
First off I think the map shows up how to get to the secret level pretty
easily. You go right after you start and fire in the UR corner and go in a
spiral.
This level looks very easy and stupid indeed until you realize there are a
lot of invisible squares. They block you from leaving your original area and
from getting the gems.
You will want to fire at the two empty spaces below you and left of block a.
Then fire twice at b. The next task is to line up one block at the bottom of
the screen, next to the free life. Go right, down and left. Go up the narrow
corridor and first make sure to fire left to reveal the invisible blocks
guarding the gem chamber. Fire up and then fire the UL cube and then the DL
cube and then the one right of that. A block will go up and be stopped by a
crumbly, which you should shoot now.
The whole lumber yard of blocks in the DR is your next task. It starts
drearily but gets quicker. Here's what to shoot, in order.
BBBBBBB
abcdefgh
a-h-b-h-c-h-d-h-e-h-f-h-g-h. This pushes the 2nd-row blocks up 3 squares.
Shoot the rightmost of these six times.
BBBBBB
B
Now back near the chamber you have the above formation. Fire at the lower
block and then the rightmost block. Repeat this until five blocks have been
moved into the corridor above. Then you can fire at the lower of these and
loosen the bottom of the three blocks guarding the gem chamber.
Now go clockwise and fire right to 1D of the UR block here. That will open a
route when you circle back.
Level 17:
********************************
**.......************.........**
**.****.1*.++++++++.*B..*****.**
**.2..B..*BBBBBBBBBB*...*.B.*.**
**.*..B..*..........*...*B+.*.**
**.*..B............B....*BBB*.**
**.*..*4....................*.**
**.*..B.***************.....*.**
**.*..B...BBBBBBBBBBBBB.*...*.**
**.*..B...BBBBBBBBBBBBB.*...*.**
**.*3**.................*****.**
**............................**
********************************
250 seconds, and you may need all that.
The object of this level is to put 9 blocks in the row just above the
horizontal partition. The mechanism is to push something along the bottom row,
kick it up with the DL block and right with the UL block. Kick it down with the
block left of the gems and kick it right. This requires a lot of back and
forthing one by one, and it's tough to break the whole set-up in.
Here's how to get the first one. Fire left at the bottom of the two rows.
Fire left again at the block that broke off. Hit the block 2U1L of it--kicks a
block down and allows you in the left room. It also gives you a slightly easier
block to kick around. Now you can kick your block up with the DL and right with
the UL--but there's a hitch. You need to kick your block right. Then you need
to circle all the way back out and kick 1 down and 4 right. Now you should
clear out the right chamber.
.B.
B+.
2BB
..1
The puzzle above is pretty easy. Hit 1 and 2 and you have your first gem. Now
back to cleaning blocks out. You can move a bit quicker kicking 1U1L of 4 and
then going 1R of 2 and kicking right. Another block through the meat grinder--
remember to kick 4 before going in again. Two more blocks should be clumped by
3. You can fire another one around the horn. It's easiest to do everything one
by one.
You have to do the same amount of backtracking as if you kick one block above
3, kick 3, bring another block above 3, kick 2, kick 1, kick 4, and come back
around. You can also kick the top row into place but often you can slip up
here. The point is you can have 2 blocks above 3 and kick 3, kick 2, kick 3,
kick 1 and 4, then kick 2, 1 and 4. It's debatable whether this really saves
time. And the whole process seems much longer than it is. Just remember to turn
back right after kicking 4. Have faith--the block will make it where you want
it to. And of course you can see if you have ablock under the one initially
placed--or if you're about to--with each trip back.
Once you've lined up the 9 blocks the rest is pretty easy.
************....
*.++++++++.*B..*
*BBBBBBBBBB*...* >>> B
B >>>> BB
fire here^
B
BBBB B < fire here
Move left, up past the wall, and up. Fire right and retreat.
B > BB
>
B >
B > B
From here you can see that you just need to go to the UR and back left and
fire at the right of the 2-horizontal block you made to get to the very UL and
get the final two gems.
Level 20:
********************************
**.BB.*......*...S#S.SSS..SSBS**
**+B..S...****BBB***.*+*..*SSS**
***BS***S**..*...*.*S****S*+*.**
**+..*&*..*..*+++*.*..*...***.**
********S**S******.**B*S***B*.**
**...S....S..S.!.S.**B*+..SS*.**
**...*..***S******.**B*****.*.**
**.******.+*#S%S%*.*..*..+S.*.**
**S*+.S.B*S***%*+*.**S**S****S**
**.*S**SB.S..SS***SS.+S..*...B**
**.S..+*..*..*...*.*B.S..S...S**
********************************
Looks like you're stuck here--unless you can see this text map. In which case
the level is a good deal easier. From the map you can see that the free guy is
just a tease.
Let's clear the left out first. Starting from the ! you can bust through two
walls to the left and blast up 2L from the second wall. Then fire up again.
Blast left when past that secret door and go left. When blocked fire up. Then
fire down for access to the first gem. Fire at the bottom block to get access
to a second and go back right and down to the L-shaped chamber. Flre left, hit
the left edge, fire down and go to the DL. Fire right. There's another secret
door 1U1R, then 1U2R of that, then 1R1D of that. Fire at the top of the two
blocks and you can move to the UR of the 2x2 room. Fire right 3 times, then
fire up under the gem. Take out the crumblies and at the dead end up, there are
secret doors to the left and right. Looting should be no problem. Trace your
steps back to the center.
Blast to the right. Then take the corridor down. Blast the dead end and the
square right of that. Grab the gem and fire up. But be sure not to fire into
the block or you will have to start over again. Each of the two right wall
squares is a secret door. Then there are two to the right of the bottom wall.
Get rid of them.
3R of the door leading to the blocks there's another secret door. Then 1U2R
of there, 1R2U of that, and 1L of there. 1U of the gem, 2U2R of there and at
the top you can fire left to open up walls to get to the timer. There's another
secret door behind it. Then go and fire right--there's a secret door, then one
R, D, R, R and U. Also fire down when in the UR to take out the secret door.
Now approach the 3 vertical blocks from above and fire. That makes a horizontal
pair and you can fire at the left of this. Some legwork is involved but you've
done this before.
Fire in the DR corner then the UR corner and then you have a can opener
puzzle to win this:
B
*.****...*+B....B..~.........*
*.B...%...*B..~.B.~..B+B.....*
*%..BB*..B.**B~B**....B....BB*
*%B...*...........B..........*
*%..B.........*...%*.........*
*B****..B.....*...%*.B..*BBBB*
*........+...B*..B%*BB..B..%%*
*.B...........*.B.%*.B..B..%+*
******************************
A lot of twists and turns here. Retrograde analysis and guesswork and hope
help considerably.
.****.
.B...% 3. Hit top block. 5. Hit it again.
%..BB* < 1. block goes left. Hit crumblies.
%B...* 2. Send block down from UL.
%..B.. 4. Hit block wedged in corner 6. Hit it again
B****.
If all went well you should have a 4x1 row of blocks. There'll also be a 2x1
in the DL. Fire one block of the 4 right and fire in the DL corner too. Fire
the DR corner of this area and hit the block that just moved. Then go back to
the left side and fire at the block there to send another one right. You should
now have the following in a column:
X
X
X < hit this thrice. You have access to the top bit.
X
.
X
Follow the blocks up, go 2R D fire right U 2R 3U fire left 2x(open hole in
the long column) get the gems fire up in the long column L 2U fire up 2x D
fire left U L fire up 3L U D 4R 3D fire left 2x U 2L for a gem. 2R 3U 3R fire
down fire right R 3D R fire down 2L fire down. Now you can release the block
guarding the east part. Circle around and hit the block that just moved. R, D,
fire right and U all the way and fire right. Bust a crumbly. 2 gems are
trivial. For the third you need to work a bit.
.B+B.....* < 3. hit right of the gem
..B....BB* < 2. hit the rightmost left
........B*
.........*
.B..*BBBB* < 4. hit the block that just landed
BB..B..%%* < 1. hit the leftmost then the one that just moved
.B..B..%+*
**********
This should clear a path to the final gem. Just bust up the crumblies.
Level 23:
********************************
**.....b***S%%%&11111.....*..+**
**....+**..~*%%%B%%%*.....*BB.**
**.....**..~.*.....*......*.BB**
**BBBBBB*..~..*...*....*22*...**
**.........~...*.*.....*22*..***
**....B....~....B%%%%%**22*..c**
**....B....~...*.*%%%%%%BB******
**.+...+...~..*...*..%%%33BB..**
**..+.+....~.*.....*..%%...%B***
**..+.+....~*BBBBBBB*..%....4***
**.+...+...*+.......+*.......a**
********************************
200 seconds. The teleporters work as follows:
a -> b
b <-> c
That means you need to take care of business in the main part of the board
before moving on. It's a one way trip.
There's an extra guy inside the crumbly 1U1L of the block, and there's a
secret door left of that. But don't get the extra guy right away. Instead blast
all the crumblies right of it. Then go to the UR and blast the 2x3 of
crumblies. Go back left and blast down through any column of crumblies.
Fire at 4 and then fire the right side of the 3-phalanx of blocks. This
should give you a 2x2 of blocks. Fire at the DR of them and then the DL of
them. This should allow a passage up--fire at the UR block and it will send a
block left. Fire at that one sending a block down. Then fire at that block and
you will have cleared out the troublesome block in the center. You can pick up
the extra guy now.
Circle around to the bottom triangle in the hourglass. Use the top block as a
can opener and then go left and fire on one of the blocks to get one gem. Then
go up and to the right edge in the bottom triangle and fire twice. Walk in.
For your next trick, go to the center and then left. There'll be a fireball
bouncing back and forth and you will want to go in its path(not on it) and then
back off. The point being that the screen will scroll so you can see the next
target you want to hit.
BBBBBB
2 < then fire here
B
1 < fire here
This will get half of the can opener you need to complete the level. Now
enter the teleporter in the DR. You can hit one of the left blocks to open a
passage or you can go to the teleporter, clear out the upper right, go back
through the teleporter, and then clean everything out without having to
retread.
I'd clear the small UR part first. It's not bad at all.
BB. < left one 1st
.BB < right one 2nd
The rest is a scramble. Be sure to get the UL gem. You shouldn't have taken
any damage yet so you can use your invulnerability to walk all over. Just use
diagonal moves if you have to so you can go down and get all four left gems and
up for the four right ones.
Level 24:
******************************
*............................*
*............................*
*...~~~~~~~~~~~.~~~~~~~~~~...*
*...~B%%%%%%%%%B%%%B...%B~...*
*...~~%*BBBB%%%*B..%BB%B+~...*
*...~~%*++.B...%..%B++*B%~...*
*...~.B****************%.~...*
*...~+%%%%%%%%%%%%%%%%B%+~...*
*...~~~~~~~~~~~~~~~~~~~~~~...*
*.............%%%............*
*.............%.%............*
******************************
250 seconds.
This level only has one or two hooks. The main difficulty will be avoiding
the sparks and the best way to do this is to run at them when they are two
squares away and about to bounce off a wall. They'll move away from where
you're going.
Your first order of business is to knock out all the crumbly squares. I think
it's best tk go right and fire up 2x when the gem's to your right. Then sweep
clockwise. The board should look as follows:
*...~~~~~~~~~~~.~~~~~~~~~~...*
*...~B.........B...B....B~...* < 4th/5th/6th hits(left block)
*...~~.*BBBB...*B...BB.B+~...* < hit rightmost block
*...~~.*++.B.......B++*B%~...* to start clockwise cycle
*...~.B****************..~...*
*...~+3...............B2+~...*
*...~~~~~~~~~~~~~~~~~~~~~~...*
You'll have a couple of block pairs that you'll need to push the top one, the
right one, the bottom one, and the left one three times. This should clear the
way to walk in to the center and complete the right side easily.
BB
B+
B%
Hit the UL B block above twice to walk in for two gems.
BB
B++B
Hit the left block above and now it's to the left side where you have a gem
in the DL before the final
break in.
BBBB
++.B
This is a simple can opener--just hit the leftmost block twice.
The square where you start is marked as "special" but I can't figure out what
it does.
Level 25:
******************************
*.....*......B.~BB.....B~B+..*
*.....*......B.~~~~~~~~~~.B+.*
*..........................B.*
*.B.B.B..............BB+....B*
**+*+*+*.....%.B.............*
*B*B*B*B....%.%..B..........BS
*..1B........%.B.........B...*
*...........B..*........*.****
***B%........B.*........*....*
*...B.......*.B**.......*....*
*++*........*.++*.BBB...*..++*
******************************
250 seconds.
This level requires a few finesses but don't let the distances intimidate
you. There are a few red herrings too.
Fire at block 1 and the crumbly R2D of it. Then fire at the block that just
moved. Now there's a 2-horizontal group of blocks. Shoot the right one.
**BB < hit the right block, then the left block
...B
++*
After you clear that out you'll have two gems in the center to take care of.
BB.* < hit the left one, collect 2 gems
*.B** < hit this one next.
*.++*
*..........................B.*
*.B7B6B5.............B4+....B*
**+*+*+*.....%.B.............*
*B*B*B*B....%.%..B..........BS
*..B.........%BB.........B...*
1 2 3, then fire up
Not much of the rest of the board is really relevant. You can see how to open
up the UR--in the near center row with the horizontal pair, you can keep
pushing the left of the pair, then push the bottom of the vertical pair on the
wall side. Then you just have to fire at blocks at 4, 5, 6 and 7. That reveals
the final three UL gems.
Level 26:
******************************
*.........t***SSSS**+++......*
*.........*******S**********.*
*1........BBBBBBBBBB.........*
*%.......B*~~~~~~~~*.B.......*
*B.***....*........*...*BBBBB*
*B.*++B...*..****..**..*1+++.*
*B.***....*..t**t..*t..*BBBBB*
*B%%%%2%B.*~~~~~~~~**..*B..%%*
*.........%BBBBBBBBB%..*...%%*
*.******************%......%B*
*.....++++**********B......%.*
******************************
250 seconds and you'll need them. There's a lot of carrying water back and
forth. The teleportals are pretty easy to understand: the right one in the
center exchanges with the right side, the left one with the left.
If you want to access the secret door, then just teleport to the left and
fire through three times in the upper corridor. Then teleport to the right,
blast up at the dead end, then ULLL.
First thing to do is go to the left. Destroy the DR crumbly and all others
except the ones marked 1 and 2 above. After you get the gems in the DL enclave
fire at the block under 1 three times. Now use the teleportals to go to the
right side. Go to the bottom tunnel and blast the crumblies and shoot
everything to send it left--blast the DR crumblies too if you want to. At the
top, fire left until you can't any more, to send the blocks down that tunnel.
Then get the gems in the UR and teleport back over to the left side.
%BBBBBBBB
BX
B XXX X
X++B X
XXX X
% B X
BBBBBBBBB
Fire down when you exit. Then fire down at the leftmost block at the top.
Keep doing so until it's the only one left on the top in the area. Then fire at
the DR block and loop around to fire at the DL block three times. You should
now have the following:
B XXX
X++B
XXX
%B
BBBBBB
Do a vertical do-se-do to remove the block and get the gems. Then go to the
top corridor and start firing right to move all the blocks you can to the right
area. Teleport to the right area.
Here you can now fire at the UL block to send a block down--you should have
eight lined up on the top. Then there's a cycle kicking blocks right, up and
up. Go off to the block under the left gem and fire up twice. Then walk right
and steer UL. That gets you the extra guy when you go back right. If you'd just
fired once you'd have gotten the final gem before the extra guy and the level
would've ended too soon.
Level 27:
******************************
*1..*B...B...B...B...B....*2.*
**+**B.B.B.B.B.B.B.B.B.B..**.*
*..3*B.B.B.B.B.B.B.B.B.B..*++*
*****B.B.B.B.B.B.B.B.B.B..**.*
*....B.B.B.B.B.B.B.B.B.B.....*
*....B.B.B.B.B.B.B.B.B.B.*****
*....B.B.B.B.B.B.B.B.B.B.*..4*
****.B.B.B.B.B.B.B.B.B.B.*+***
*++B.B.B.B.B.B.B.B.B.B.B.*+++*
*+.B.B.B.B.B.B.B.B.B.B.B.***+*
*..B...B...B...B...B...B..BB+*
******************************
Time=125 seconds. I usually wind up with 30 seconds or so, so it's important
to start blasting early or at least be able to run an end around on the
fireballs. The plan is basically to make it across the maze and through the
teleportals, fire left at the DR, and then fire the blocks along the bottom to
open the DL.
Teleportals 1<->2 3<->4
It's impossible to get through the zigzags just walking, but fortunately
there's another even more linear way. Just start blasting walls to the right
and eventually something will open and you can sneak into the breach. You may
have to pull back and fire a bit, or wait for fireballs to pass by, but there
is enough time. Of course you can also run around the end if you blast through
the middle and a fireball is going the other way, and then you can follow the
next fireball halfway up, fire a few times, and sneak through the wall before
it gets to you.
Once you're at the other side get the two gens and enter the teleporter. Past
another gem there's another teleporter. Take it and then get all the gems in a
row. Blast the block at the end and retreat the way you came back to the main
area.
Now all you really need to do here is fire down before entering the area with
the fireballs to kick a block on the bottom left. Then duck into each row and
fire down. The block you hit will cause another to slide left. But there will
always be a pair of blocks somewhere at the bottom, and you just have to keep
hitting the one on the right until the pair shifts over to the DL chamber. Then
you have a classic can opener.
++B <2nd, walk in
+ B
BB <1st
If you want to save time here you may be able to just let a couple of
fireballs hit you as you blast the walls to the right. There are also ways to
save time on the way back by firing down and slipping through the original
cracks you made.
Level 28:
******************************
*BB%%%B%.....%.............B%*
SBB%%*+*...+.*%%%Be*********%*
SBB%%**..*...*B..**.....BBB*%*
SB......*+*.+*...**.....BBB*%*
S.....*..B.B.*...**.++*BBB..%*
*....*+*.....*...**..+*BBB..%*
*.....Bc.....*...****..BB...%*
*............*.....**.**....%*
*.......+....*......*#*....%%*
*......b+***B*......***...%%B*
*+.....a+.dB.%.B%%%%...%%%%%%*
******************************
150 seconds. The warp in the upper left goes to level 30.
Get the gem in the DL. Blast the secret door on the left wall. Blast up two.
Blast right.
42
31
BB
In the UL, blast 1, then 2, then blast the DL block. That sends one block
against the gems. Then blast 4 and blast down on the left wall to send the next
block that way. You can then shoot points a and c in the original diagram to
open up one enclave. Get the three gems and blast d. Circle around--don't get
the gem against the right wall--and blast the UR crumbly and the three next to
it. Fire at E. Go down and blast the DL crumbly in this area and fire left
again. When you go back to the left chamber, you have a simple shuffle game to
reveal the second enclave. Loot the gem that acted as a stopgap before. Kill
off the rest of the crumblies in the left if you haven't already. Then go to
the right. Fire down at the block pair and then wipe out the crumblies on the
right. This lets you fire in a loop: DL corner, DR corner, UR corner. You can
get the block in the UL enclave now but let's deal with the mess in the right.
B3B
BB1
BBB
BB2
BB
Fire at 1 twice, then fire at 2, then 1. Fire at 3. That creates a can opener
over the three gems.
B B B > BBB (after kicking the bottom row)
Now it's time for the big risk. You need to fire up at the right edge twice.
Again the 3x2 field provides cover. And you will need to go back to the bottom,
fire right, and back to the edge and fire up twice more. After this it's a good
time to grab the TV, which you no longer need to position blocks, and go for
broke to clear the entire board. Let's look at the UL.
~B < fire here 1st from a distance.
BBBB
B [ < then fire the left block
++ [ which allows you to fire across the top
After the three shots, a block will fall down and create a simple can-opener.
~~B
++B
BB < here first, 2 up 2nd.
~~~%
Level 44:
******************************
*............................*
*............................*
*..~~~~~~~~~~~~~~~~~~~~~~~~..*
*..~..++B.BB**B.........%B~..*
*..~%B...*.B.....B......B.~..*
*..B.........*.B....+.....B..*
*..~B.1B...B.*B..%......B2~..*
*..~..B.B.B......B......%B~..*
*..~~~~~~~~~~~~~~~~~~~~~~~~..*
*............................*
*............................*
******************************
^^
critical rows
225 seconds.
This looks simple but there are a lot of finesses. The B labeled one needs to
go 2U, 2R, 2D, 2R, 2U to start. Fire down at the block 1U1R of it. Then shoot
so that 2 goes 2U, fire at 2 from the right, and then go U/L and fire down to
send a block further left. The critical rows should look as follows:
BB < push down on the right here .B
BB < Then push down on the left here B.
B (the block above went left) .B
B .B
B BB
Now slide the top block back over to the right and fire it down (2L fire down
2R fire down) and you can bring a block back over to the left--there's a pair
you re-formed off to the right. Kick the block that just flew left down.
BB
..
BB < 2. fire at the right
B.
BB < 1. fire at the left twice
Now you have a block next to the one that's plugging your entrance on the
left. You're very close to done. Note the 2x1 lump to the right on the bottom
of the island. Hit the right side of it, and keep doing that for each 2x1
lump--hit the right side, and a block will go to the DL corner.
~% < 1. bust the crumbley
XX < 2. fire at the right block
~X
~X < 3. fire at this block
~~
Now you can just walk in.
Level 45:
******************************
*.B.......%%%*+......+.....BB*
*B.B**...B.BB*%B.***********~*
*B...*~**.*.B*+..............*
******%****.%**..~~~~~~~~~...*
*t%%%%%*.**.%*...~+.B%%*B~..B*
***B**B..**.B....~%B.B%B%~..B*
*++B*+#..B...*...~B......B..+*
*BBB****B**B+*...~BB.%%BB~.B%*
*..B***..+B***...~%****.B~.B%*
**.B&**.......B.B~~~~~~~~~.%%*
*t.B***..B.**+*............%%*
******************************
The beginning is easy enough, but after a while it's not clear which order to
pick the gems up in. Fire left, U L, fire up, R U, fire right. Fire down twice
into the force field and take out the crumblies. Fire down from the UR. Clear
out the crumblies and get the gem. Then fire down from the UL and hook around
and fire down again to clear a passage to the right.
The first gem to get over here is at the top--the right one. You see, you're
going to make a circular kicker that deposits blocks on the 2nd-lowest row. Six
blocks will go in there: four from inside the island, along with a block
initially in the UL area and the block DL of the right gem, which you don't
want to take until the very end.
Going along the upper corridor, stop to fire down to take out crumblies. Then
fire up at the UR block. Then go down and fire right 1 block above the right-
edge gem. Below is the formation you want to achieve inside:
B~
B~
BBB
B~
B~
Knowing that, the rest is a bit easier.
v vv 4.(right) to push blocks, 5.(center) to hit crumbly
6. to kick it back
+.B *B~
%B.B B%~ < 1. hit the crumbly, 3. from the right
B B
BB.% BB~ < @. fire left.
%****.B~ < 2. fire here
After 6, fire at the UR corner and then 1U of the DR. Fire from the top to
kick the block to the right edge of the isle. Hit the DR corner, go 2U, and
fire left.
Hook around to the left side and fire 1U of the DR corner to send one block
to the other edge. Kick that block up, come back and repeat the process. Then
in the center of the left side, push the block right. We now have our
formation. Note that after pushing each block out of the island area, we must
herd it up, left and down and maybe put it into the DL maze a bit.
Kicking the first block out is easy. Go to the left of the cross, on the
bottom, and fire up. You don't need to do anything special with the block after
firing it down, but note it's disrupted your ability to go through the DL. The
next block works the same way: fire at the leftmost block and you can circle
around again. You have a horizontal phalanx of 3 blocks now. Push the right one
twice and be sure to get the two gems that you can.
For the third block, fire at the UR corner and then hit the same block as
before. Shepherd the block around again, firing it into the other two you moved
after they reached the DL. The small room should look like this:
XXBXXBBX
X BXXX < 2. fire here
XBBB
X B XX X < 1. fire here
XXXXXXXXX
Retrace. Now you have the hardest part--going inside the island to retrieve
the final block. You can do some work from the left wing first.
~~~~~~~~~
~+ B XB~
~%B B ~ <1. shoot the crumbly 3. fire right
~B @ B
~B B~ <2. fire right
~%XXXX B~
~~~~~~~~~
When at @, fire up, get the gem, and then move to fire at the DR block. Then
fire above. The final block will pop out. Move it the same as you moved block #
3. The chamber will now look like so:
XXBXX
XBB B
XBB < hit here twice
X B
XXXXX
Now you can run in and get time and a gem. You probably need the time, but if
you didn't, and the time was in back, maybe you could just take the gem.
The fifth block to move is DL of the right-edge gem, which you can now take,
too. Here's the order to hit the blocks once it moves into the compartment. IT
will get kicked into the next room and then you need to hit the block right of
it to kick it in the corner.
XX XX
XB 2
XB3
X 1
XXXXX
Now you can finally tap the block at the top and get the two gems next to it.
Block 6 will take the same voyage block 5 did. Then at its end you can kick
block 6 to reveal the path to the teleportal beyond a few crumblies. If you're
not sure, double check that you have everything done first before continuing.
The time bonus should have tided you over.
Once you enter the other teleportal, you have two choices. The easy way is to
fire right three times and fire at the leftmost block to enter to get the final
two gems.
However, you can get an extra life by firing five times to the right and
firing at the wall revealed. Then go back through the teleport, fire right
twice, and then fire at the leftmost block and walk in.
Level 46:
******************************
*..++.....*B+.*..B..*.B*.....*
*..B.+....*B..*........*.+...*
*........B..........*..*...+.*
*.........*.%......B*..*.....*
*.........*.........*..*.....*
*.........*.%..%..%.*.B%.....*
*.........*............*...+.*
*+..B.....*............*.....*
*...B.....*..........%.*.....*
*%%%.%..B.*.BB..B.B....*.+...* < zap 2nd-l and right %'s
*...B....+*+....BB+B...*...+.*
******************************
75 seconds. The mechanics, without the fireballs, would make this level
almost insulting for one so late in the game. We will review them anyway, as
often you just need a second or two to duck out of the way. The important thing
here is to keep moving as if you stand still you'll run out of time and
probably be hit anyway. Also try to keep to the edge and back up if something
comes at you by the edge. Remember not to cross a fireball's path, but run
parallel to it and just off to the side.
Left room: zap the 2nd-left crumbly and fire right to kick a block to the
top. Then zap the rightmost crumbly, pick off the gem in the corner, and get
the gems by the upper blocks. Do a kickabout right and down.
Center room: Get the UL gem and then the DL(keep to the side,) shift the
blocks on the 2nd-lowest row to the right, and drop in for the gem between the
blocks at the bottom. Once that's shifted, shift the blocks on the bottom row
to the right so a block goes in the DR corner. Hit it and then the block it
made fly up. Hit the crumbly and go to the next level.
If you've still got a hit left, try to avoid enemies but if you can't, just
swoop counterclockwise for the gems. Remember you only barely have to touch
them, which can save time--extra valuable when you're invulnerable.
Level 47:
******************************
*B12.......................B.*
*BBB*B...................B...*
*...B3..................B....*
*....'.*****........*****....*
*....'.B+B.B........B...*....*
*....'.B++B*........*+++*....*
*...B''B...*........*+++*....*
*...*B.*****........*****B...*
*...B.....................B..*
*..B.......................BB*
*.B..........................*
******************************
150 seconds and efficiency is more important than knowing where to place the
blocks, which is straightforward.
You've got a bunch of fireballs in the center but fortunately the path is
pretty clear once you take a guess and follow it. You have a kickabout
spiraling from the UL. The fireballs can be avoided by walking across just
after one hits the wall in front of you. The only time you have to take damage
is your first time in the DR. You need to come back up and right. Then fire
into the UR and normal service is resumed.
The third cycle will leave the block a bit further in. Then you can get to
work on the left compartment. Kick the blocks via the apostrophes and then:
.*****
.B+B.B < 2. left one 4. 2nd-left one 2x sends the blocks across
.B++B*
BB...* < 1. left one 3. right one
.*****
Now you can just run across and don't worry about getting hit. If you really
want you can get on the opposite side of the block as the fireball in that
column. But you can probably just fire twice, use invincibility, and walk in to
bag the remaining gems.
..*****
BBB...*
..*+++*
..*+++*
..*****
Level 48:
******************************
*..BBBB*.~.BBBBBBBB.~........*
*B*+...*.*BBBB++BBBB*.***~**.*
*.*BBBB*.*BBBBBBBBBB*.*BB.BB.*
*........*.********.*..BB.BB.*
*..***B..*.*......*...*BB.BB.*
*...................B.*+B.BB.*
*..****..*.*......*...*BB.BB.*
*........*.********.*.#BB.BB.*
*BBB*BB*.*BBBBBBBBBB*.*BB.BB.*
*...#B+*.*BBBBBBBBBB*.***~**.*
*.B..B.*.~.BBB++BBB.~........*
******************************
200 seconds. I've completed this in 203(you get a free hourglass near the end
the way I do it) and that is with honing my play. So I think you may need a try
or two to nail things down. Freeze the game a lot as needed, too.
First let's take care of the bit on the right.
XXX~XX
XBB BB < 3 fire down at the now-middle block
BB BB
XBB BB
X+B BB
XBB BB
#BB BB < 1 get the hourglass, fire right
XBB BB < 2 fire left then fire up
XXX~XX at the block that moved
XXXXXX
XBBBB B
BB BB
XBB BB
X+B BB
XBB BB < 2 fire here once
#B BB
XBBB B < 1 fire here 4x. 3 fire here once
XXX~XX
After 3, duck inside and hit the square 1U1R of the gem to get to it.
Now let's take care of the two upper gems.
1> .XXXXXXXX. <3
XXXX++XXXX
XXXXXXXXXX
^
2
Fire 1, 2, 3, 2, 3, and kick the block that just flew down two times. Now on
the next trip fire up at 2, but fire down too. Do the following twice: 3, push
the block that's obstructing you left, 2. Oh look--you can grab the two gems.
Now blast the DR block in the area 3 times. Fire down at the block 1U of it
until you get a hole 1L. Now go left and, where you fired up at 2, you can fire
down. Then go back to the DR, fire at the DR block, and kick the block that
moved to the left edge. Repeat this two more times. Detour before you fire
down--fire to the left to bump up a block that was formerly in space to the
left. After firing down, go back and hit the DR again. Kick the obstructing
block left and go 2U of the left gem. Keep firing down and eventually you'll
make a path. Pick the gems up.
The last bit is the most straightforward. Assuming you bumped up the block
that had been in space(and if not, do so,) go to the left edge and fire up at
the left block in the long line. You'll have to do this six times. Then fire at
the block you moved, fire at one of the blocks in the row above, and get the
gem. From here it's a pretty easy cycle clockwise around the edge. In the DL
you'll have
X < 1st, 3rd
XXX 6 upper left
6 -> 11 DR of entry
11 -> 16 center column, 2nd bottom
14 -> 16 upper left, shift 2 blocks
16 -> 21 spiral of secret doors right of where you start
19 -> 24 easy warp in the UL
21 -> 23 easy warp. Go 2R, fire D
23 -> 25 cut UL and fire L
25 -> 30 kick blocks R-D-R-U-R-R-U
26 -> 28 teleport left, fire into top 3x, teleport to right, U/L blast
28 -> 30 left wall, uppermost, then fire up a bunch
30 -> 35 secret doors 2L, all the way down, L
35 -> 40 very hard to get to, you're 2/3 of the way done when you get to the
east wall. Right of a gem.
From this it appears the quickest way to get through the game is to go 1, 6,
11, 16, 21, 23, 25, 30, 35, 40-50.
Many levels have extra lives.
5 - right of the DR gem, inside a wall
16 - the extra life is needed as a blocker before you take it
20 - has a 1-up you can't actually get to
21 - 1L1D of center teleport on the right edge
23 - 1U1L of the block above you. Needed as buffer first.
26 - this is near the end if you do the left side first. You need a finesse to
get it before you collect all the gems.
29 - 2L of the only gem. You can get it early on.
34 - down right long well, necessary to clear level
40 - I don't think you can get the 1up here due to the 1-way teleporters
45 - U3R of DL corner. You need to finesse to get it as it's near the very end.
Once you win the game it shows you with a gun by some sort of blue protozoan.
Then comes a text screen.
"Your daring trip through the mazes has been successful. The deadly warp has
been sealed and the universe is secure. Your harvest of crystals will supply
power for generations to come.
Rest Well
Brave Warrior
"The enemy is defeated for now. Their vows to return will surely put your
skills to their ultimate test. Your final code is ***."
End of FAQ proper
================================
7. VERSIONS
1.0.0: sent to GameFAQs 1/29/2005, should be complete
8. CREDITS
Thanks to Da Hui for introducing me to this game and also for the starting tips
and passwords. And to the folks on the FAQ board who sent my NES FAQ completion
topic to 500 posts.
Thanks to FCEU for a great emulator with easily edit-able save states. How
painful this game would have been without them.
Thanks to AdamL on GameFAQs for his codes which helped me enter higher levels
before I found the guts to edit a save state and do it myself. And which, err,
let me see the game's end before I -solved- it. And for his putting up with my
email about level 50 :).
Thanks to my cats Pip and Simba for not stepping on the keyboard and pushing
the mouse off my computer table too often.
The usual GameFAQs gang. They know who they are, and you should, too, because
they get some SERIOUS writing done. Good people too--bloomer, falsehead,
Masters, RetroFreak, Snow Dragon/Brui5ed Ego, ZoopSoul, and others I forgot.
-------------------------------------------------------------------------------
17. - Death Race
-------------------------------------------------------------------------------
-------------------------------------------------
Table of Contents
-------------------------------------------------
17.1 - Controls
17.2 - Walkthrough
17.3 - Items
---------------------------------------
17.1 - Controls
---------------------------------------
D-Pad - Moves the car.
A - Shoots your gun.
B - No use.
Start - Pauses game.
Select - Chooses missiles and missile settings.
---------------------------------------
17.2 - Walkthrough
---------------------------------------
San Diego:
Kill as many people as possible and drive straight down to the bottom right
corner. Get the flag there and go back to where you started. There will be an
open tunnel, use that to finish the level.
Phoenix:
Go down immediately and in between the big blocks. Just get the flag after
those blocks and go to the tunnel that opens. The tunnel is a little farther
down on the left wall. Go to the left of that lake.
Denver:
Just go in the direction you are looking in and stay on this road. Make the
turn going down with it and after the second big block on the left, grab the
flag. Now go directly to the right and grab that flag. Now go to the very top
right corner and go through the tunnel.
Houston:
Go to the far right. In the right corner will be a wall in the shape of an "L."
In the corner of the L on the inside will be the first flag. Grab that and get
out of that small area. Now go to the complete opposite corner of the city. Go
to the bottom left and around that pond. Now go up the wall a little further
and the tunnel will be in the middle of the left wall.
New Orleans:
Go forward and then down to get around the wall. On the other side of the wall,
there will be the first flag. Go down to the road now and go to the right. At
the end of this road by the turn will be the other flag. Now go back to the
bottom left corner and there is another flag there. Now go back to where you
started and go down a little from where you started. The tunnel will be in the
middle of that wall.
Chicago:
Go left and down to get out of this tight area just like New Orleans. Go up a
little bit and go right. The first flag will be behind a big rock. Go straight
down from there and near the bottom will be the second flag. Now you have to go
left and up and to just south of where you started from. Grab the flag and go
back to where you started in the upper left corner of the city and go through
the tunnel.
Raleigh:
Go up and right to get on the road. On the road will be the first flag. Go down
and right now so you will be in the middle of the right hand wall. The next
flag will be right there. Now go down and left so you will be near the middle
of the bottom wall. Go in between the two walls and get the flag. Now go to the
left and in the bottom left corner you will see the tunnel but you can't go in
yet. Go up and the last flag will be up in the middle of the left hand wall.
Now go back to that tunnel and get out of there.
New York:
For the first flag, just go to the right. You will have to make a very slight
turn going down when you get to the flag though. Now go immediately down from
the flag and go on the road when you reach it. Go up on the road and at the end
of this road will be a flag. Go a little further down now and in the bottom
right corner will be the next flag. The last flag will be in the bottom left
corner. Grab that and go back to where you started for the tunnel.
---------------------------------------
17.3 - Items
---------------------------------------
----
Buy:
----
_______________________________
|Guns | Cost | Bonus |
|-----------------+------+-------|
| Acme | 500 | 7/10 |
| Gatlin | 1800 | 9/20 |
| Spandru | 3000 | 12/15 |
| Uzi | 4000 | 16/5 |
|_________________|______|_______|
________________________________
|Engine | Cost | Bonus |
|-----------------+------+-------|
| Turbo | 1000 | 5/7 |
| Nitrous | 2200 | 12/5 |
| Nuclear | 4500 | 15/11 |
| Fusion | 7000 | 18/13 |
|_________________|______|_______|
________________________________
|Chassis | Cost | Bonus |
|-----------------+------+-------|
| Kilady | 20000| 12/10 |
| Catspaw | 25000| 14/15 |
| Panther | 30000| 13/28 |
| Pitbull | 40000| 16/35 |
|_________________|______|_______|
________________________________
|Tires | Cost | Bonus |
|-----------------+------+-------|
| Cutters | 200 | 8 |
| Bashers | 300 | 10 |
| Slicers | 600 | 14 |
| Dicers | 1000 | 17 |
|_________________|______|_______|
________________________________
|Missiles | Cost |
|-------------------------+------|
| Shell | 100 |
| Armored | 200 |
| Nuclear | 300 |
| Fusion | 400 |
|_________________________|______|
-------
Modify:
-------
Guns:
Gun Speed - This will include how fast your rate of fire is and how fast your
shots will move.
Gun Range - This will show how far your shot will go.
Engine:
Acceleration - This will show how fast your car will get to top speed.
Max Speed - This is how fast your car will go.
Chassis:
Turn Radius - This is your handling, showing how good your turning will be
without sliding too much,
Armor - How long your car will last before it blows up.
Tires:
Tire Friction - This also adds to the max speed.
-------------------------------------------------------------------------------
18. - Blackjack
-------------------------------------------------------------------------------
-------------------------------------------------
Table of Contents
-------------------------------------------------
18.1 - Conifigurations
18.2 - Rules
18.3 - Strategies
---------------------------------------
18.1 - Configurations
---------------------------------------
Card Decks to Use : 1, 2, 3
-All this does is it takes longer to shuffle up the cards once you are at the
bottom of a piles, pretty useless unless you are really impatient.
Table Limit: 1,000, 5,000, 10,000
-This is the most you can bet in one round. Just use 10,000 all the time
because you don't have to bet that much but you could when you get the money.
Number of Players : 1, 2
-Pretty self-explanatory. Just play with yourself versus the dealer or a
friend and you versus the dealer.
Player 1 Cash : 100, 250, 500
-This is how much player one starts the game with.
Player 2 Cash : 100, 250, 500
-This is how much player two starts the game with.
---------------------------------------
18.2 - Rules
---------------------------------------
Blackjack is a very simple card game where the rules are straight to the point.
The main goal of the game is to be everybody else's hand except you can't have
a number higher than twenty one.
Kings, Queens, and Jacks will all be counted as ten. Aces will be either a one
or an eleven, you get to choose unless eleven is too high.
Blackjack is when you start off with twenty one. That's an ace with either a
ten, king, queen, or jack. You will get twice the amount back that you bet.
Hit - Gives you one more card.
Split - Split the two cards so you have two hands and twice as much money on
the line. Note that you have to have two similar cards. (i.e. two
kings)
Give Up - You give up and you don't lose as much money.
Stand - This is when you think you have the best hand possible and you think
you can beat the dealer and other player. (if any)
Double - Gives you one more card and you automatically stand after that card.
You will also spend twice as much.
Insure - You can get some of your money back if the dealer has an ace
visible.
---------------------------------------
18.3 - Strategies
---------------------------------------
Always hit whenever you get any of these numbers from the start or even after a
hit:
Four
Five
Six
Seven
Eight
Nine
Ten
Eleven
No matter what card you get, you will definately not go over.
These numbers, you should hit because you probably won't win but there is still
a chance you will go over twenty one:
Twelve
Thirteen
Fourteen
Fifteen
Sixteen
These are numbers that are really close but you still may lose. Hit on your own
risk:
Seventeen
Eighteen
These are numbers you generally shouldn't hit for unless you really think you
have a good chance of winning if you do hit:
Nineteen
Twenty
Twenty One
-------------------------------------------------------------------------------
19. - Contact
-------------------------------------------------------------------------------
If you have any feedback or suggestions about any game you can e-mail whoever
wrote the guide for that specific game. Look at the credits section for whoever
wrote a guide you would like to submit things to and then e-mail that author.
Da Hui:
FrankTheTank3388@gmail.com
merc-for-hire:
darknight42189@gmail.com
-------------------------------------------------------------------------------
20. - FAQs (Frequently Asked Questions)
-------------------------------------------------------------------------------
Q: I thought this game was called Maxi 15, not 17. What's up with the two extra
games and why don't I have them?
A: There were two different versions of this that came out. They both have
thirteen of the same games. The only difference is that one has Death Race and
Blackjack while the other has Pyramid and Double Strike. Both merc for hire
and Da Hui have the same versions so we couldn't put the descriptions of Death
race and Blackjack in. We did however cover it in this FAQ/Walkthrough because
we want to help everybody that has this game, not just everybody that has one
version of this game.
-------------------------------------------------------------------------------
21. - Credits
-------------------------------------------------------------------------------
Here is where we will list which one of us wrote each FAQ/Walkthrough for
whichever game.
**Special Thanks to ASchultz for FAQing Shockwave!!**
*Special thanks to AdamL for the emulator cheat for Deathbots!!*
Da Hui:
F-15 City War
Tiles of Fate
Menace Beach
Chiller
Puzzle
Venice Beach Volleyball
Blackjack
merc for hire:
Krazy Kreatures
Double Strike
Dudes With Attitude
Deathbots
Pyramid
Stakk M
Solitaire
Rad Racket Tennis
We also both switched off the work for Death Race.
-------------------------------------------------------------------------------
22. - Disclaimer
-------------------------------------------------------------------------------
This FAQ/Walkthrough is copyrighted © 2005 to both Frank Grochowski and
Patrick Greaney. International Copyright laws protect this FAQ/Walkthrough. It
is prohibited to be reproduced in any way. You are allowed to download this
file off of GameFAQs and keep it for personal use and to share with your
friends as long as the document is not changed in any way. You are allowed to
post this on your web site if you wish as long as you do not modify this
document in anywhere. The latest version of this file will always be found at:
http://www.GameFAQs.com