Cloak and Dagger(Arcade) FAQ
version 1.0.0
copyright 2002 by Andrew Schultz [email protected]

Please do not reproduce this FAQ for profit without my prior consent.
However, if you write a polite e-mail to me referring to me(and this
FAQ) by name, then I will probably say OK. But if I ignore you that
means no--and I am bad about answering e-mail. Sorry.

================================
         OUTLINE

 1. INTRODUCTION

   1-1. OVERVIEW

   1-2. GAME LAYOUT

 2. CONTROLS

   2-1. YOUR GUY

   2-2. EMULATOR(TSK TSK) CONTROLS

   2-3. NAVIGATING VARIOUS SCENES

     2-3-1. THE FUSE AND STUFF

     2-3-2. CONVEYOR BELTS

     2-3-3. AVOIDING GETTING SHOT

     2-3-4. MINES AND SUCHLIKE

     2-3-5. ELEVATORS

 3. ENEMY ENTITIES

   3-1. ROBOTS

   3-2. FORKLIFTS

   3-3. NOT ENEMIES, BUT LETHAL

   3-4. EYEBALLS

   3-5. THE WAY BACK UP

     3-5-1. SUPERGUARD

     3-5-2. NODE MONSTERS

   3-6. DOCTOR BOOM

 4. SCORING

 5. MISCELLANY

   5-1. SCREEN TEXT MESSAGES

   5-2. YOUR ACTIONS IN THE ELEVATOR

 6. LEVELS: THERE AND BACK AGAIN

   6-1. LEVELS 1-4

     6-1-1. LEVEL 1

     6-1-2. LEVEL 2

     6-1-3. LEVEL 3

     6-1-4. LEVEL 4

   6-2. LEVELS 5-8

     6-2-1. LEVEL 5

     6-2-2. LEVEL 6

     6-2-3. LEVEL 7

     6-2-4. LEVEL 8

   6-3. LEVELS 9-12

     6-3-1. LEVEL 9

     6-3-2. LEVEL 10

     6-3-3. LEVEL 11

     6-3-4. LEVEL 12

   6-4. LEVELS 13-16

     6-4-1. LEVEL 13

     6-4-2. LEVEL 14

     6-4-3. LEVEL 15

     6-4-4. LEVEL 16

   6-5. LEVELS 17-20

     6-5-1. LEVEL 17

     6-5-2. LEVEL 18

     6-5-3. LEVEL 19

     6-5-4. LEVEL 20

   6-6. LEVELS 21-24

     6-6-1. LEVEL 21

     6-6-2. LEVEL 22

     6-6-3. LEVEL 23

     6-6-4. LEVEL 24

   6-7. LEVELS 25-28

     6-7-1. LEVEL 25

     6-7-2. LEVEL 26

     6-7-3. LEVEL 27

     6-7-4. LEVEL 28

   6-8. LEVELS 29-32

     6-8-1. LEVEL 29

     6-8-2. LEVEL 30

     6-8-3. LEVEL 31

     6-8-4. LEVEL 32

   6-9. LEVEL 33, DR. BOOM'S UNDERGROUND LAB

   6-10. BRIEF ADVICE ON GETTING OUT AGAIN

 7. CREDITS

 8. VERSIONS

================================

 1. INTRODUCTION

   1-1. OVERVIEW

 Cloak and Dagger is a surprisingly varied game for how early it was
created. It consists of 33 levels of Dr. Boom's layer--well, 65 if you
look at it a certain way(there and back again,) with actually 128
possibilities for what you must do in the levels depending on which way
you enter. The object for any one level is just to get to the other
side--but there are plenty of robots and, every four levels, mines to
get in your way. What's extra nasty is that, although you can skip
levels(push forward on both fire and move joysticks) you always get
stuck on level 4x, which is a maze of mines. And each of three levels
before that has a map that shows the path through the mine fields. So
skipping a level makes things harder in the long term and gets you close
to the harder levels right away as well. To win the game you need to go
down to level 33, reclaim the secret plans, and get back up again.

 Some of the controls and firing are a bit goofy, and the monsters have
a definite home court advantage. But it's a quick and exciting game.

   1-2. GAME LAYOUT

 Every four levels you'll have a mine level(4x.) For each mine level
you have a chance to get a piece of the map on levels 4x-1, 4x-2, and
4x-3. They are in boxes marked 's.' If you use the elevator to skip a
level you won't get the map, and you can't skip past these levels. Note
that skipping a level allows two different ways to enter a level since
finishing a level means getting to the other side. This can drastically
affect strategy on certain later levels.

 This recurs until level 33. This has a shootout level where you need
to pick up the secret documents and leave. By now Dr. Boom should be
much easier to try to shoot as he exits the room firing bombs.

 On the way back up the rooms will be similar except for a big bomb
crater in the center. You still have challenges and can still use the
express elevator, but you'll be forced to stop at the minefield levels
without being able to get any of the map. So in fact the intermediate
levels aren't worth it.

 2. CONTROLS

   2-1. YOUR GUY

 You shoot with one joystick or key clump and move with the other.
There's also a button to light a fuse if you're close enough to the
center.

 Also pushing down with both joysticks/clumps(D/K) or up(E/I) can kick
you down several floors when you're in the elevator.

 Shots go two thirds across the screen(horizontally) and cover the
screen vertically. They also cover about the same distance diagonally,
and you can have four at once.

 Note that diagonal movement is very handy when the bomb is about to go
off--every fraction of a second you save is valuable.

   2-2. EMULATOR(TSK TSK) CONTROLS

 ESDF controls your movement. IJKL controls how you fire. It's a lot
like Robotron. You also can't move and fire diagonally at the same time-
-only the first three keys you press will register. But you also need to
be aware that left-control lights the fuse if you are close enough to
the bomb in the center. You generally throw it in the direction you're
facing(last movement joystick direction.)

   2-3. NAVIGATING VARIOUS SCENES

     2-3-1. THE FUSE AND STUFF

 The fuse always takes a fixed amount of time to wind down. Once it is
lit it creates a huge explosion, and you'd better have a clear route to
the elevator by then. Beginners probably don't want to do this
especially if they're far in the game, and there's enough excitement
just getting out. But early on you can get some nice bonus points here.
You do have to run into the bomb first to make sure it's lit. There'll
be a two-note siren playing if it works.

     2-3-2. CONVEYOR BELTS

 These are annoying yet when used correctly can get you through a level
in a hurry. First thing to note is that if you walk diagonally on one
you may get booted off as if you just walked perpendicularly across it.
If you run against the belt's direction you make very slow forward
progress, but going with it doubles your speed. And you can be kicked
off if you get to the end of one as it turns sharply. Octagonal belts
usually are not a problem for staying on but change direction rapidly.
However, if you see which way a belt is going, you can move with it and
cruise by bad guys.

 Pay attention to how conveyor belts at the edge move, and also
recognize that robots firing across the belt will have their shots
camoflagued. Try to clear the area before walking across a conveyor
belt.

 Running backwards on a conveyor belt keeps your spy in place.

     2-3-3. AVOIDING GETTING SHOT

 One thing to remember--robots shoot from the middle. You shoot from
the bottom. Therefore try to approach everything from slightly above.
Also you may not want to shoot until robots are far away from you--
unless there's one close you can plug quickly. Hey, the game's called
'Cloak and Dagger' for a reason and it's not because you use a dagger
for a weapon or because of that green trenchcoat.

 Also beware that robots can shoot through obstacles you can't, such as
boxes.

     2-3-4. MINES AND SUCHLIKE

 You can walk diagonally between two kitty corner mines one up and one
to the side of the other. It's a bit tricky but can provide a great
shortcut. You can also take a little time moving carefully to see if
there are any mines close by. You can detect ones that are one square
away from you; the screen is 256x232 and icons are 8x8. Also note that
the top part of your body can be touching a mine, but it's your feet the
game keeps track of. Mines also do not pop up on the edges so you can
sidle along the sides to reach an elevator or leave it to start the
right path. Also the maps you get for a minefield become increasingly
less useful or optimal as you get further in the game.

 You can walk along the edge of acid pools for some very nice
shortcuts. Just keep your feet on the orange part, or you die.

 Shooting through caves is very costly and should only be done when
strictly necessary. And when you do it, go up to the area you want to
shoot so it disappears quickly as possible. You can even lean into it
with your joystick so that once you've made a break, which isn't always
easy to see especially since(all together now) the game tracks where
your feet can go, you'll go right through it.

     2-3-5. ELEVATORS

 You can push down/up on both joysticks (or push IE/DK) to skip, except
for levels that are multiples of four, the mine-field levels. On the way
back up sometimes you're stopped at certain levels, and I'm not sure
why. But you can skip past level 32 on the way back up at times.

 I either try to skip three levels in a row or none at all. Because
part of a map is as bad as none. Experienced players may want to skip
just because they know either the path through a minefield or how to
feel it out.

 3. ENEMY ENTITIES

 Robots and boxes and so forth appear in random positions at the start
of the level; everything else is fixed.

   3-1. ROBOTS

 Robots are, in general, pretty stupid, but you will be seeing a lot of
them, so you need to know about them, how they behave, etc.

 First of all, they don't run after you until one has been hit. They
also run pretty much randomly until then. So sneak up behind one and
kill it.

 After this you'll want to keep them at bay or, if you need to shoot
them, keep a clear line of sight. Don't try for fights on conveyor belts
as you won't be able to see their shots.

 Most importantly, robots are great fodder for the mine field levels.
When you shoot one, all the mines appear. So if you aren't sure of the
path and don't want to move haltingly, shoot a robot and take as much of
a break between them as you can, to work your way through.

 Also beware of how they shoot: from the center. Try not to get several
of them shooting diagonally(they cover more of you that way) and if you
can get in a vertical fight, great. As you shoot from around your
kneecaps you also have to adjust for this. Try to keep a bit above any
one you wish to take down.

   3-2. FORKLIFTS

 If you see forklifts around, move away and shoot. Remember that
they'll always be putzing around conveyor belts and pause between
movements. They frequently stop when they get there and move back and
forth between two layers of conveyor belt, not going over belts
themselves.

 Also, touching them kills you.

   3-3. NOT ENEMIES, BUT LETHAL

 Acid pits will burn you if you fall in.

 Red boxes will kill you. It's better to shoot them.

 Bomb arming devices are shaped as such:

|\/|
|  |
|  |
|  |
|/\|

 They change green boxes into red boxes but leave other things
unaffected.

 There are also pinchers that come together on conveyor belts with
regular timing that will kill you as well. Backpedal while on a conveyor
belt then go with the flow to be sure, but you can also walk past pretty
easily, just to the side of a conveyor belt.

 The bomb is lethal if you take too much time.

   3-4. EYEBALLS

 Eyeballs are pretty nasty. They shoot out lethal white beams which act
to destroy your shots, and the beams swath about a bit, which makes up
for their lame range and thinness. The best bet is to approach an
eyeball from the side and run down, shooting all the time. They collapse
satisfyingly into sludge before dying once hit.

   3-5. THE WAY BACK UP

     3-5-1. SUPERGUARD

 Superguard appears if you dawdle on the later levels and takes about
ten hits before he goes down. You can keep him at bay by shooting at him
and get a nice bonus if you kill him. He also seems to know you shoot
from the knees so he'll run at you horizontally that way. Fortunately he
doesn't check himself easily so you can duck and shoot diagonally at
him--when shot, he freezes briefly, so hopefully you can pump him full
of shots and no other robots will come to distract you.

     3-5-2. NODE MONSTERS

 On the way back up, node monsters replace bombs (in levels you haven't
solved as well?) and must be shot three times. They move swiftly in
curves and although they have no ammo they generally come at you in
awkward diagonal angles. This makes them particularly annoying on
minefield levels where you have to inch around anyway. If one is near,
try to fire at it while moving away.

 If you take too long, more node monsters will appear on the field of
play until they eventually swarm the board, which is for practical
purposes as lethal as a bomb covering it.

   3-6. DOCTOR BOOM

 He teases you on the first few levels by throwing bombs which are easy
to avoid, but he's first vulnerable in his lab on level 33. Then he
disappears at the mine levels, being progressively easier to shoot,
until you get to level one where he's even easier than the robots. On
the previous ones he'd disappear if you lost a guy, but on level one
he'll give you another chance. His bombs might actually be able to hurt
you by then as well.

 4. SCORING

--1 point for shooting a part of the wall
--5 points for shooting a green box or brown box, but none for picking
them up afterwards
--0 points + 100 fuse bonus for finding an S box, which also opens up
the map for the minefield. Level 4x+1 opens the first third, 4x+2 the
middle third, and 4x+3 the last third.
--100 points + 100 fuse bonus for shooting a red box
--100 points + 100 fuse points for getting a green box
--200 points + 200 fuse points for shooting robots. The first one you
shoot gets 50.
--1000 points + 100 fuse bonus for shooting a Node Monster
--1000 points + 200 fuse bonus for shooting an Eyeball
--2000 points + 200 fuse bonus for shooting a Superguard
--points for brown box may be speed, slowdown, extra life, 200, 400,
600, 800, 1000, 1200, 1400, 1800, 3600 [among others.] The overall sum
seems to tend upwards the more brown boxes you pick up but it's not
definite.

--I think points/bonuses for actions are doubled with the fuse about to
blow but I'm not sure.

--50000 points for killing Dr. Boom
--100000 points for grabbing the secret plans

--60000 points, YOU ARE OUR BEST AGENT and a free man for solving the
game with 6 guys. Otherwise you get 10000 points per man left.

--if you lose a guy, the point total where you get your next life goes
down 1000.

--fuse bonus starts at level bonus but moves up. The later you light the
fuse the more bonus you get but of course the risk is higher.

--level bonus: 100 * the level you're on on the way down. 6600 - the
level you're on on the way up. If you skip levels, you get the level
bonus for the skipped ones once you solve the one you're on.

--express bonus: 10000 per level on 1-4 + 1000 for each subsequent 4-
level range. So levels 13-15 would get 13000 per level skipped. This is
the case on the way back up so it is not as fair as the level bonus, and
the levels do get harder

--start of game express bonus:
[note: you can use the express up to the next minefield if you want when
starting the game off.]
3 guys + 0 points for starting at ground
3 guys + 50000 points for starting at level 5
4 guys + 100000 points for starting at level 9
4 guys + 160000 points for starting at level 13
5 guys + 240000 points for starting at level 17
5 guys + 340000 points for starting at level 21
6 guys + 460000 points for starting at level 25
6 guys + 600000 points for starting at level 29

Taking greater bonuses makes a difference in the actual final score.
Skipping to level 9 I get 1050K-1100K, but skipping all the way down to
level 29 I get 1200K-1300K.

 5. MISCELLANY

   5-1. SCREEN TEXT MESSAGES

Start of game, only shown if you don't take the express:
YOUR MISSION: RECOVER THE STOLEN PLANS FROM THE EVIL DR. BOOM AND
DESTROY HIS UNDERGROUND BOMB FACTORY

[Stop thief! / Heh, Heh]

The messages seem shown in roughly this order:
CROSS LEVEL TO EXIT VIA OTHER ELEVATOR

BEWARE OF EXPLOSIVE BOXES!

USE IGNITER TO LIGHT FUSE FOR BIG BONUS

HINT: FUSE CAN ONLY BE LIT AT CLOSE RANGE

TO SKIP LEVELS, PULL BOTH JOYSTICKS

HINT: LIGHT FUSE SHORT FOR HIGHER BONUS

CAVES HIDE TRANSPORTER TO LOWER LEVELS? [I've never been able to
discover this.]

PICK UP MYSTERY BOX FOR  SPEED POTION?

PICK UP MYSTERY BOX FOR  EXTRA LIFE?

OOPS

PICK UP MYSTERY BOX[ [ TO SLOW DOWN?

GET SECRET BOX[S] FOR PART OF MINEFIELD MAP

YOUR SHOTS WILL CARVE A PATH THRU CAVES!

WATCH OUT! FORKLIFTS REFLECT YOUR SHOTS.

DR] BOOM IS HEADING TO HIS LAB ON LEVEL 33!

USE CAUTION WHEN PASSING BOX COMPRESSORS!

AVOID THE CRAWLING EYES!!!

USE CONVEYORS TO CROSS OVER ACID PITS!

CAREFUL! THE NEXT LEVELS ARE TRICKY!

AVOID BUBBLING ACID PITS!

BEWARE OF BOMB ARMING DEVICE!

ENTERING LAB: RECOVER TOP SECRET PLANS!

FOR EXPRESS TO TOP, PUSH BOTH JOYSTICKS UP!

SHOOT NODE MONSTERS 3 TIMES TO DESTROY!

CAREFUL! SUPERGUARD IS CHASING YOU! [Only on the way back up]

X MARKED BOXES[x] GIVE EXTRA LIFE!
NO MAPS? GOOD LUCK!! [not shown if you deliberately skip]

ONLY 1 MAP? TRY FOR MORE NEXT TIME! [if you got one map piece]

BE CAREFUL BETWEEN MAP ARROWS IN MINEFIELD! [if you got two map pieces]

MAP ARROWS SHOW SAFE PATH THRU MINEFIELD!! [if you got all three map
pieces]

THINK YOU MEMORIZED THE SAFE PATH, EH? [used if you express to level 4x]

SKIPPED A FEW LEVELS? YOU MUST KNOW THE WAY! [ibid.]

End of game text:

CONGRATULATIONS!!! MISSION ACCOMPLISHED! YOU ARE ONE OF OUR BEST AGENTS!

   5-2. YOUR ACTIONS IN THE ELEVATOR

 After you complete each level your guy will be shown in much more
detail doing various things. If he just escaped the bomb he won't
exactly look relaxed.

--snap and whistle
--sweat from under hat, looks like sprinkler
--one thumb up
--yoyo pulled from briefcase
--hat removed by mechanical hand coming from wall
--burning hat
--red face
--fans self
--flips coin

 6. LEVELS: THERE AND BACK AGAIN

Legend for the maps below.

   . * = wall
   / \ = diagonal conveyor belw
v ^ < > = directional conveyor belt
     # = crossing conveyor belts
     B = bomb
     ! = elevator
     @ = bomb maker
     ~ = acid pit
     X = mine
     + = path mapped out every 4th level

 The maps may be a bit rough but hopefully they'll give a general feel
for what's going on.

 A few generals clue about this all:

1. Hit the edges and run across.
2. Avoid conveyor belts unless they move in your direction or you have
to cross them. Avoid shootouts across them.
3. Lighting the fuse usually requires you to clear the board on later
levels, but it's an enjoyable challenge once you've cleared a level.
4. Maps become increasingly inaccurate as you get better.

   6-1. LEVELS 1-4

 There's nothing terribly tricky in any of these levels, so once you
pass them the first time you'll probably want to take the express next
time you start a game. Still they help you get down the basics of
shooting and picking stuff up and even going through the minefield.

     6-1-1. LEVEL 1

............/--****************
.........../                  *
........../    <<<<<<<<<<<<   *
.../---\./     >>>>>>>>>>>>   *
...|    v                     *
/--                           *
/                              *
                              *
          >>>>>>>>>v          *
!!         ^v<<<<<<<v         !!
!!         ^vBBBBBB^v         !!
!!         ^vBBBBBB^v         !!
!!         ^vBBBBBB^v         !!
!!         ^vBBBBBB^v         !!
          ^>>>>>>>^v         !!
          ^<<<<<<<<<          *
                              /
                            -/.
                           /...
\-                         /....
.\-     --           --- |.....
...\---/..\   ---   |...\/.....
...........\-/...\  /..........
..................\/...........

Robots: 1 Greens: 10 Reds: 1 Browns: 1

 This is about as easy as it looks on the way down. There's only one
robot to deal with, and you should really try to light the fuse and get
out.

 On the way back up it's your easiest and last chance to kill Dr. Boom.
If you haven't met Superguard yet then you can probably do so here.

     6-1-2. LEVEL 2

*******/---------------\********
******/                 \*******
*****/                   \--\***
****/       /<<<<<<\         \--
***/       / >>>>>> \          *
*-/       / /      \ \         *
/        / /        \ \        *
*       / /          \ \       *
*      / /    /<<<    \ \      *
!!     v^    / >> \    \^     !!
!!     v^   v /**\ \   v^     !!
!!     v^   v^****v^   v^     !!
!!     v^   v^****v^   v^     !!
!!     v^   \ \**/ ^   v^     !!
!!     v^    \ << /    v^     !!
*      \ \    >>>/    / /      *
*       \ \          / /       *
*        \ \        / /        *
*         \ \      / /         *
*          \ <<<<<< /          *
*           \>>>>>>/           *
*                              *
*                              *
********************************

Robots: 2 Greens: 45 Reds: 3 Browns: 1

 Another pretty clear level where you have the opportunity to pick up a
bunch of boxes, along with the secret one, and light the fuse after
disposing of the two robots. You may want to circle the belt first to
wipe them out as otherwise the boxes may block your shots. Wait until
you have a straight run to the exit before lighting the fuse.

     6-1-3. LEVEL 3

***************>>***************
*             /<<\             *
*            //  \\            *
*           //    \\           *
*          //      \\          *
*         //        \\         *
*        //    >>    \\        *
*       //    /<<\    \\       *
*      //    //**\\    \\      *
!!    //    //****\\    \\    !!
!!   //    //******\\    \\   !!
!!  ^v    ^v********^v    ^v  !!
!!  ^v    ^v********^v    ^v  !!
!!   \\    \\******//    //   !!
!!    \\    \\****//    //    !!
*      \\    \\**//    //      *
*       \\    \>>/    //       *
*        \\    <<    //        *
*         \\        //         *
*          \\      //          *
*           \\    //           *
*            \\  //            *
*             \>>/             *
***************<<***************

Robots: 2 Greens: 41 Reds: 5 Browns: 3 Forklifts: 1

 This level is about as tricky as the previous one, and you should use
the same strategy. Either way you can use the inner belt to circle
around although you've got a bit more distance to run unless you time
things exactly right.

     6-1-4. LEVEL 4

************X*************X*****
*      X       X      X        *
*          X   Xv<<<<<<<<<<< X *
*              X>>>>>>>>>>>v   *
* X            X         XXXX  *
*   >v               X         *
*X  ^vX   X                    *
*   ^v                  X      *
*   ^v X      /<<\  X          *
!!  ^v       / >> \     >v X  !!
!!  ^v    X / /**\ \    ^v    !!
!!  ^v      v^****v^  X ^v    !!
!!  ^v      v^****v^ X  ^v++++!!
!!+ ^vX     \ \**/ /    ^v    !!
!!+ ^<    X  \ << / X   ^v    !!
* +           \>>/      ^v     *
* ++++++++++++++++++++++^v   X *
*                       ^v  X  *
*X       X         X    ^<     *
* X              X             *
*                     X        *
*               X              *
*    X      X           X     **
*******X*******X**********X*****

Robots: 2 Greens: 24 Reds: 4 Browns: 2

 The minefield isn't actually very tricky to get through. Go down,
left/right, up, and left/right. If you can wipe out the robots quickly
enough you can probably light the fuse, if you have the map. Just leave
when you're at the bottom near the path, or be sure you know where the
mines are; leaving quickly may run you into one.

   6-2. LEVELS 5-8

 There are some caves here including ones you may have to shoot
through. Although the path isn't linear the general idea of walking up
to a robot, shooting it, picking off the others at long range, and
getting out works well enough here.

     6-2-1. LEVEL 5

********************************
***      *******      **********
**        *****         ********
**                        ******
**  EYE                    *****
**        *****    ****     ****
***      *******  ******    ****
***************    ******    ***
*  **********       ******     *
!!  ********           ****   !!
!!  ********  ****     *****  !!
!!  *******   ****   *******  !!
!!  *******   ****  ********  !!
!!  ********  ****  ********  !!
!!  ********  ****  *******   !!
*    ********      *******     *
**    ********    *******    ***
***    *******   *******    ****
***      *****   *****     *****
***        **    ****     ******
***                     ********
****                   *********
*****          *****************
********************************

Robots: Greens: 11 Reds: 1 Browns: 3 Eyeballs: 1

 You really hould have more than enough time to curve through the lower
left and upper right, where the goodies are, although you don't want to
light the fuse unless you're either traveling to the right or have wiped
all the monsters out. With the possibility of a monster bouncing around
the bottom this is the first level where going left may be different
from going right. Don't waste too much time trying to kill the eyeball
even if you're coming from the right.

     6-2-2. LEVEL 6

********************************
*******   * ********    ****** *
*******      ******            *
*******     ***           ***  *
*********  ***          ****** *
**************    ***  ******* *
***************  ************  *
***   ********    **********   *
*     ******       *********   *
!!   *******        ********  !!
!!  *******   ****  ********  !!
!!  ******    ****   *******  !!
!!  *******   ****     *****  !!
!!  ********  ****      ****  !!
!!   *******            ***   !!
*     *******       ******     *
**     *******   ********    ***
***     *****    ******     ****
****              ~~~~    ******
*****             ~~~~   *******
******      **    ~~~~   *******
***************   ~~~~  ********
****************  ~~~~**********
******************~~~~**********

Robots: 3 Greens: 3 Reds: 0 Browns: 1

 You're best off approaching this level from the left. There shouldn't
be much problem blowing an upper-right hole to the closed-off area with
goodies then shooting right at the weak point. You should have time to
defuse the bomb and run up/left/down to the next level but just to be
sure you may want t o use diagonal moves as you leave. Going from right
to left and getting the goodies may be more contorted as you don't have
time to shoot once the fuse is lit. Maybe you can shoot and then light
the fuse but if the warning siren starts before you light everything,
just move out of the way.

     6-2-3. LEVEL 7

*************~~~****************
*************~~~*      **  *** *
***          ~~~               *
***  EYE     ~~~               *
***         *****      **  **  *
***         *******   ******** *
****    *     ***************  *
**********     **************  *
*  ********         ********   *
!!  ********  />>\   *******  !!
!!   ******* /****\  ******   !!
!!   ******* ^****v   ****    !!
!!  *******  ^****v   ****    !!
!!  *******  \****/  ******   !!
!!   *******  \<</  *******   !!
*     *******       ********   *
*      *******   *********** ***
**       ****   ****************
****      *      *****  ********
******            ****    *   **
*******   **       ***        **
********  **       ***        **
*********  *     ******     ****
********************************

Robots: 3 Greens: 9 Reds: 1 Browns: 2 Eyeballs: 1

 You'll have to do some shooting here. I suggest going into the bottom
chamber and firing away on its north and west walls--or vice versa if
you camefrom the left. You'll have to be very quick if you want to be
able to light the fuse coming from the left as you'll need to shoot the
walls, light the fuse, and go back. The eyeball isn't much to worry
about if you complete the level, although the CAVES HIDE TRANSPORTERS
message I get in the elevator makes me think there may be something
there.

     6-2-4. LEVEL 8

**X*******X***************X*****
*        X    X******  X   *****
*X    **   X    *    XX  X *****
*  X  **  X ++++++++        ****
* X   ***   +  *** +++++++++****
*   X **    + *****        + ***
*X    **  X +  ********  X +  **
*     ** X  ++ X *******   ++ **
*  X  ** X   +       ****** +  *
!!    ** X  v<<<<<<< *******++!!
!!  X    X  v **** ^ ******  +!!
!!   X X  X v **** ^  *****  +!!
!!    X  X Xv **** ^ X ****   !!
!!+++       v **** ^  *****   !!
!!  +     X >>>>>>>^ ******   !!
*   +  X       +     *******   *
*   ++   X X   +   X ******    *
*X   +      ++++   ******* X  **
*  X +    X +     *******    ***
* X  +  X   + X X  **  *     ***
*    +      +      X     X  X***
*    ++++++++        X       ***
* X           X   X    X    ****
****X****X**********X***********

Robots: 3 Greens: 8 Reds: 3 Browns: 2

 Back to a more normal sort of level. It's a bit easier to approach
this from the right as the arrowed path is in line with how the conveyor
belt loops around. Also it's interesting to note that the map is not the
very best you could afford. It offers some odd detours which aren't
strictly necessary from the right. So what you can do is follow it as it
turns down but then go straight down instead of turning in. Be sure to
shoot all the robots in the immediate vicinity first if you want to
light the fuse and then light the fuse as you're on the way down the
belt. Now I think it's a good idea to position yourself just left and
above the conveyor belt's lower right corner and run through the mines
when you detect a mine to the north(there's a straight passage the map
doesn't point out.) But you should just make it following the arrows
although rounding your path with diagonal movement might help a bit too.

 From the left it's not too bad even without a map, because you can get
the hard part out of the way first--moving right onto the conveyor belt.
The part on the top is easy to navigate and in fact if you head up from
the UL corner and then diagonally DR once through the narrow passage
you'll make it to the exit with little problem.

   6-3. LEVELS 9-12

 The key phrase here is layered conveyor belts, and lots of them.
You're also introduced to forklifts. They move from one belt to the
next, replacing whatever containers they stumble on. They reflect shots
so if one is perpendicular to you don't shoot at it. On the other hand
robots can shoot themselves that way.

 Note you're also discovering bomb arming devices, which turn green
boxes into red, which you often must shoot to make a passage through.

 General advice from here on out is to dispose of the robots on your
side before proceeding.

     6-3-1. LEVEL 9

***v<<<<<<<<<<<<<<<<<<<<<<<<<***
*  v>>>>>>>>>>>>>>>>>>>>>>>v^  *
*  v^                      v^  *
*  v^                      v^  *
*  v^  v<<<<<<<<<<<<<<<<<  v^  *
*  v^  v>>>>>>>>>>>>>>>v6  v^  *
*  v^  v6              v6  v^  *
*  v^  v6              v6  v^  *
*  v^  v6  v<<<<<<<<<  v6  v^  *
!! v^  v6  v6>>>>>>v^  v6  v^ !!
!! v^  v6  v6 **** v^  v6  v^ !!
!! v^  v6  v6 **** v^  v6  v^ !!
!! v^  v6  v6 **** v^  v6  v^ !!
!! v^  v6  v6 **** v^  v6  v^ !!
!! v^  v6  v6<<<<<<<^  v6  v^ !!
*  v^  v6  >>>>>>>>>^  v6  v^  *
*  v^  v6              v6  v^  *
*  v^  v6              v^  v^  *
*  v^  v6<<<<<<<<<<<<<<<^  v^  *
*  v^  >>>>>>>>>>>>>>>>>^  v^  *
*  v^                      v^  *
*  v^                      v^  *
*  v^<<<<<<<<<<<<<<<<<<<<<<<^  *
***>>>>>>>>>>>>>>>>>>>>>>>>>^***

Robots: 3 Greens: Reds: Browns: Forklifts: 4

 Here is what to do to get through quickly. If you're approaching from
the right, go up to the edge and left. If from the left, go down to the
edge and right. You can also go to an edge where the robots aren't and
go up onto the conveyor belt going the opposite way if you feel that
works better. Obviously check to move back and forth if a robot fires at
you, and if you're on the second-edge belt make sure a forklift isn't
reaching for you.

 If you want to pick up the secret map document then bust through to
the ring of belts where it is and get on the one going the opposite
direction. Switch over as the secret box passes. Bingo, maximum result
for minimum work.

     6-3-2. LEVEL 10

************/<<<<<<\************
*          //>>>>>>\\          *
*         //        \\  *      *
*        //          \\        *
*       //   /<<<<\   \\       *
*      //   //>>>>\\   \\      *
*     //   //      \\   \\     *
*    //   //        \\   \\    *
*   //   //   /<<\   \\   \\   *
!!  v^  //   //>>\\   \\  v^  !!
!!  v^  v^  //****\\  v^  v^  !!
!!  v^  v^  v^****v^  v^  v^  !!
!!  v^  v^  v^****v^  v^  v^  !!
!!  v^  v^  \\****//  v^  v^  !!
!!  v^  \\   \\<<//   //  v^  !!
*   \\   \\   \>>/   //   //   *
*    \\   \\        //   //    *
*     \\   \\      //   //     *
*      \\   \\<<<<//   //      *
*       \\   \>>>>/   //       *
*        \\          //        *
*         \\        //         *
*          \\<<<<<<//          *
************\>>>>>>/************

Robots: 3 Greens: Reds: Browns:

 This is very similar to level 10 only you have another ring of belts.
The same policies apply to getting the secret box although you can kill
the obvious robots first here a bit more easily. If the secret box is in
the center then watch out for the one conveyor belt with the bomb arming
device that spits out red boxes--it's not trivial to cross. Also it may
be expedient to cross any belt perpendicular to how it moves; this was
easy previously, but use a diagonal direction on a diagonal part of the
belt.

     6-3-3. LEVEL 11

*********>>>>>>>>>>>>>v*********
*        ^v<<<<<<<<<<<v        *
*        ^v          ^v        *
*        ^v          ^v        *
*        ^v  >>>>>v  ^v        *
*   >>>>>^v  ^<<<<<  ^>>>>>v   *
*   ^v<<<<<          ^<<<<<v   *
*   ^v                    ^v   *
*   ^v       ******       ^v   *
!!  ^v  >v  ********  >v  ^v  !!
!!  ^v  ^v  ********  ^v  ^v  !!
!!  ^v  ^v  ********  ^v  ^v  !!
!!  ^v  ^v  ********  ^v  ^v  !!
!!  ^v  ^v  ********  ^v  ^v  !!
!!  ^v  ^<  ********  ^<  ^v  !!
*   ^v       ******       ^v   *
*   ^v                    ^v   *
*   ^>>>>>v          >>>>>^v   *
*   ^<<<<<v  >>>>>>  ^v<<<<<   *
*        ^v  ^<<<<<  ^v        *
*        ^v          ^v        *
*        ^v          ^v        *
*        ^>>>>>>>>>>>^v        *
*********^<<<<<<<<<<<<<*********

Robots: 3 Greens: Reds: Browns: Forklifts: 4

 This is another level that is not too tricky except for one dilemma;
the secret box may appear on a small belt on the opposite side from the
one that allows you to move quickly. In that case cross inside the wide
belt to get the box and then walk to near the edge.

     6-3-4. LEVEL 12

*X*****X*******X*******/>>\*****
*X   X       X    X   /    \ X *
*         X           ^    v  X*
*  ++++++ X ++++++++++^    v   *
*  +    + X +         ^ X  v   *
*  +  X +   + X       ^    v X *
* X+  X +++++         ^ X  v   *
*  +          />>\  X \    /   *
*  +     X X //<<\\    \<</    *
!! +  X     //****\\  X  +    !!
!! +       //******\\  X +++  !!
!!++   X   ^v******^v   X  +++!!
!!         ^v******^v    X    !!
!!         \\******//   X     !!
!!   X      \\****//     X    !!
*       X    \\>>//     X      *
*             \<</  X    X     *
* X         X                  *
*  />>>>>>>\          X        *
* /         \ X          X     *
* ^    X    v       X          *
* ^      X  v               X  *
* \         /   X     X        *
***\<<<<<<</******X***********X*

Robots: Greens: Reds: Browns:

 You can see that the given path zigzags a bit before it gets to the
"promised land." This is not a bad path to take, but you won't ever get
a shot at lighting the fuse. There is in fact a cop-out way of doing
things just to get through. From the left, get on the conveyor belt
below and get off when at the bottom right. Then go along the bottom
wall until you detect a bomb in front(should be just after you detect a
bomb above--loop UR DR around it.) If you're feeling risky you may want
to detour here and go up, light the fuse, and head diagonally right back
down--zagging right or down to avoid a mine as needed. Once you see the
next mine to the right, go straight up.

   6-4. LEVELS 13-16

 This set of four levels brings interconnected conveyor belts. They
look confusing but fortunately there are easy ways to just stumble
through the whole deal if you don't want to bother with fuse lighting,
etc.

     6-4-1. LEVEL 13

***>>>>>>>>>>>>>>>>>>>>>>>>>v***
*  ^v<<<<<<v<<<<<<<<<v<<<<<<v  *
*  ^v     ^v        ^v     ^v  *
*  ^v     ^v        ^v     ^v  *
*  ^v     ^v        ^v     ^v  *
*  ^v     ^v        ^v     ^v  *
*  ^v     ^v        ^v     ^v  *
*  ^>>>>>>>v        ^>>>>>>^v  *
*  ^v<<<<<<#<<<<<<<<#<<<<<<<v  *
!! ^v      v>>>>>>>v^      ^v !!
!! ^v      v^ **** v^      ^v !!
!! ^v      v^ **** v^      ^v !!
!! ^v      v^ **** v^      ^v !!
!! ^v      v^ **** v^      ^v !!
!! ^v      v^<<<<<<<^      ^v !!
*  ^>>>>>>>#>>>>>>>>#>>>>>>^v  *
*  ^v<<<<<<v        ^v<<<<<<v  *
*  ^v     ^v        ^v     ^v  *
*  ^v     ^v        ^v     ^v  *
*  ^v     ^v        ^v     ^v  *
*  ^v     ^v        ^v     ^v  *
*  ^v     ^v        ^v     ^v  *
*  ^>>>>>>^>>>>>>>>>^>>>>>>^v  *
***^<<<<<<<<<<<<<<<<<<<<<<<<<***

Robots: 4 Greens: Reds: Browns:

 Your introduction to bottlenecks on the conveyor belts. The bright
spot is, a S or X box may get stuck backed up at an intersection while
other boxes pass and not be so hard to chase after/calculate its path.

 If you want to crawl on the edge, from the left go up--from the right
go down if possible. This level closely resembles level 13 but you may
have to shoot through some gridlock to dispose of the robots.

     6-4-2. LEVEL 14

*>>>>>v**v<<<<<<<<<<<<<**>>>>>v*
*^<<<<<  v>>>>>>>>>>>v^  ^<<<<<*
*        v6          v^        *
*        v6          v^        *
*        v6          v^        *
*   <<<<<<6          v^<<<<<   *
*   v>>>>>#>>>>>>>>>>#>>>>v^   *
*   v6    6          v    v^   *
*   v6    6          v    v^   *
!!  v6    6  v<<<<<  v    v^  !!
!!  v6    6  v****^  v    v^  !!
!!  v6    6  v****^<<<    v^  !!
!!  v6    6  v****>>>v    v^  !!
!!  v6    6  v****^  v    v^  !!
!!  v6    6  >>>>>^  v    v^  !!
*   v6    6          v    v^   *
*   v6    6          v    v^   *
*   v^<<<<#*<<<<<<<<<#*<<<<^   *
*   >>>>>v6          v>>>>>^   *
*        v6          v^        *
*        v6          v^        *
*        v6          v^        *
*v<<<<<  v^<<<<<<<<<<<^  v<<<<<*
*>>>>>^**>>>>>>>>>>>>>^**>>>>>^*

Robots: Greens: Reds: Browns: Forklifts: 3

 Akthiygh thus kevek seens loopy it may be quite a good one to light
the fuse on. If you enter from the left then lighting it from the bottom
and running right affords a clear path. It's a bit murkier to the left
but as long as you shoot diagonally at any boxes that might be coming
toward you, crossing the conveyor belt shouldn't be much problem.

     6-4-3. LEVEL 15

****v<<<v<<<v<<<<<<<<<<<<v<<<<**
*   v  6v  6v           6v   6 *
*   v  6v  6v           6v   6 *
*   v  6v  6v           6v   6 *
*   v  6v  6v           6>>>>6 *
*   v  6v  6v       v<<<#<<<<< *
*   v  6v  6v       v   6    6 *
*   v  6v  6v       v   6    6 *
*   v  6>>>6v       >>>>6    6 *
!!>>#>>#>>>>#>>>>>>v         6!!
!!6v<  6    v **** v         6!!
!!6v   6    v **** v         6!!
!!6v   6    v **** v         6!!
!!6v   6    v **** v         6!!
!!6v   6    >>>>>>>#>>>>>>>>>6!!
* 6v   6v<<<       v>>>>>>>>>v *
* 6v   6v  6       v^        v *
* 6v   6v  6       v^        v *
* ^v   6>>>6       v^<<<<<<<<< *
* ^v   ^<<<<<<<<<<<#<<<<<<<<<< *
* 6v               v         ^ *
* 6v               v         ^ *
* 6>>>>>>>>>>>>>>>>#>>>>>>>>>^ *
**6<<<<<<<<<<<<<<<<<************

Robots: Greens: Reds: Browns: Forklifts: 2

 This level is much more convenient if you are able to go along the
bottom for any stretch. There you can go on the belt going the way you
want. However if you can't do so without finding the part of the secret
map then it should not be too bad to work your way to the other side as
long as you blast any bottlenecks of red boxes that may have piled up.
Just be sure you can always run past the conveyor belts.

If you must go to the top to get a piece of the map hen run horizonally
through the middle of the areas created by the belt. For safety go
through the square created in the upper right belt and use the upper
right side.

 If you must exit to the left and light the fuse, do so while going
down on the left side. It's much easier to go to the right since there
aren't many conveyors and hence long lines of red boxes waiting.

     6-4-4. LEVEL 16

***/<<\**X***X******/\**X*****X*
* //>>\\   X   X   /  \    X   *
*//    \\    X    /  X \ X     *
*v^  X v^    X    v    ^    X  *
*v^ X  v^  X   X  v X  ^++++   *
*\\    //  X      v  X ^   +  X*
* \\<<//  X  X X  v    ^ X + X *
*X \>>/         X v X  ^ X +   *
*    X   X X      \  X / X +   *
!!  X X X     /<<<\\  /  X +  !!
!! X    X    /*****\\/   X +++!!
!!    X   X  v*****^   XXX    !!
!!   X       v*****^ x X  XX  !!
!!++ X /<<<<\\*****/       X  !!
!! + X/*     \\>>>/  +++++ X  !!
*  + Xv* X   ^     X +   +  X +*
*X + Xv      ^  X X  + X + X  +*
*  +  v   X  ^       + X + X  +*
*  +++v    X ^++++++++ X +  X +*
*X    v X    ^         X + X  +*
*   X v   X  ^ X  X    X +  X +*
*     v  X   ^  X  X  X  +    +*
*     \      /         X ++++++*
***X***\>>>>/***X***X***********

Robots: 4 Greens: Reds: Browns: 3

 There's no easy way through the minefields here. From the left, a good
start is to get on the conveyor belt(right, down, right) and circle
around halfway to where the next arrows would be. Actually here it might
be better to go down and all the way right and up to the exit than
around than up and around as the map indicates. There are fewer twists
that way and in fact the distance is shorter.

 If you're coming from the right, you might want to use the conveyor
belts for transport--just move diagonally between them at the parts
where they meet, and you can even set off the fuse when you turn down or
DL on the inner conveyor belt. Just be sure to wait until you're at the
middle of the next one before you go left, hit the wall, and go up.
Lighting the fuse with the reverse path from the left is much riskier
but if you want to, light the fuse as you're traveling right(on the
top.)

 However from the right you can also sidewall by just making a brief UL
move at the first mine and flooring it right. Then jump off the conveyor
and hit the left wall before going up.

   6-5. LEVELS 17-20

 Here you're introduced to box cutters and the requisite timing they
bring with them. Not that these levels are particularly hard. It's a
matter of getting the timing down for one or two if they cooperate or,
if they don't, nudging your character so he's safely wedged between the
two. Note that you can shoot through the box cutter supports but not the
cutters themselves, and you can also run through an area guarded by box
cutters where the belt is going against you.

 In most cases you can probably just shoot the robots and then run
through the cutters--if on the conveyor belt, so much the better. But
given how unhelpful the map can be for getting through level 20 in a
decent time frame I recommend(ahem) my own method of getting through
this whole mess and just skipping 17-19.

 You can shoot through the box cutter support apparatus but not the
cutters themselves, and often you'll want to do that to clear the area
beyond.

     6-5-1. LEVEL 17

*******I*>>>>>>>>>>>>>v*I*******
*      I ^            v I      *
*      I ^            v I      *
*      I ^            v I      *
*      I ^   >>>>>v   v I      *
*   >>>>>^   ^<<<<<   >>>>>v   *
*   ^  I                I  v   *
*   ^  I                I  v   *
*   ^  I   >>>>>>>>>v   I  v   *
!!  ^  I   ^v<<<<<<<v   I  v  !!
!!  ^  I   ^v **** ^v   I  v  !!
!!  ^  I   ^v **** ^v   I  v  !!
!!  ^  I   ^v **** ^v   I  v  !!
!!  ^  I   ^v **** ^v   I  v  !!
!!  ^  I   ^>>>>>>>^v   I  v  !!
*   ^  I   ^<<<<<<<<<   I  v   *
*   ^  I                I  v   *
*   ^  I                I  v   *
*   ^<<<<<   >>>>>v   v<<<<<   *
*      I ^   ^<<<<<   v I      *
*      I ^            v I      *
*      I ^            v I      *
*      I ^            v I      *
*******I*^<<<<<<<<<<<<<*I*******

Robots: Greens: Reds: Browns:

 To catch the flow of the conveyor belt, go up from the left and down
from the right. Cross when the box cutters start to open; running
backwards on the conveyor belt, or stepping off it a bit(the old
fashioned way) will keep you in place.

     6-5-2. LEVEL 18

*****I*I*******>v*******I*I*****
*    I I       ^v       I I    *
*    I I     * ^v       I I    *
*    I I     * ^v       I I    *
*    I I     * ^<       I I    *
*  v<<<<<<>>>>>>>>>>>>>>>>>>v  *
*  v I I ^^             I I v  *
*  v I I ^^             I I v  *
*  v I I ^^  ******     I I v  *
!! v I I ^^ ********    I I v !!
!! v III ^^ ********    III v !!
!! v III ^^ ********    III v !!
!! v III ^^ ********    III v !!
!! v III ^^ ********    III v !!
!! v I I ^^ ********    I I v !!
*  v I I ^^  ******     I I v  *
*  v I I ^^             I I v  *
*  v I I ^^             I I v  *
*  >>>>>>^^<<<<<<<<<<<<<<<<<<  *
*    I I       >v       I I    *
*    I I       ^v       I I    *
*    I I       ^v       I I    *
*    I I       ^v       I I    *
*****I*I*******^<*******I*I*****

Robots: 4 Greens: Reds: Browns:

 Usually adjacent conveyor belts go in opposite directions but here
there's more challenge the way they are. Obviously if you can go with
the flow for the longer conveyor belt(to the right) you can get through
pretty quickly. In fact it's probably best to go to the bottom, go up
the conveyor belt, and then continue the direction you were going by
switching to the far belt.

 Because of the relatively quick way through, if you blast lots of </pre><pre id="faqspan-2">
robots first, this seems to be a particularly good level for bonus boxes
if you want to dawdle.

     6-5-3. LEVEL 19

*****I*I*I**>>>>>>>v**I*I*I*****
*    I I I  ^<<<<<<<  I I I    *
*    I I I            I I I    *
*    I I I            I I I    *
*    I I I            I I I    *
*  v<<<<<<<<<<<<<<<<<<<<<<<<<  *
*  v I I I            I I I ^  *
*  v I I I            I I I ^  *
*  v I I I    />>\    I I I ^  *
!! v I I I   //<<\\   I I I ^ !!
!! v IIIII  //****\\  IIIII ^ !!
!! v IIIII  ^v****^v  IIIII ^ !!
!! v IIIII  ^v****^v  IIIII ^ !!
!! v IIIII  \\****//  IIIII ^ !!
!! v I I I   \\>>//   I I I ^ !!
*  v I I I    \<</    I I I ^  *
*  v I I I            I I I ^  *
*  v I I I            I I I ^  *
*  v>>>>>>>>>>>>>>>>>>>>>>>>^  *
*    I I I            I I I    *
*    I I I            I I I    *
*    I I I            I I I    *
*    I I I  >>>>>>>v  I I I    *
*****I*I*I**^<<<<<<<**I*I*I*****

Robots: 4 Greens: Reds: Browns:

 Start from left, go down. Start from right, go up.

 This is another good level to pick up stuff in, although the box
cutter timing may present a problem. So you may want to pause between
two. There shouldn't be much of a rush here.

     6-5-4. LEVEL 20

*X******>v***X***X***X**I*X***X*
*X X    ^v  X XX       XI   X  *
* ++++++^v       X X X  I  X X *
*X+     ^v+++  X  X X X I X  X *
* +   X ^<  +  X    X   I X    *
*X+ X X     +   X  X   >>v   X *
* +    X X ++ XX  X  X ^Iv+++++*
* +  X  X ++ X  X     X^Iv    +*
* + X  X ++ X />>\  X X^Iv   X+*
!!+    X + X //<<\\   X^IvX  X!!
!!+ X  X +X //****\\ X ^IvX  X!!
!!+    X +X ^v****^v X ^Iv   X!!
!!+    X +X ^v****^v X ^Iv  X !!
!!  X X  +X \\****// X ^Iv   X!!
!!  X X  + X \\>>//  X ^IvX X !!
*  X X   +X   \<</     ^Iv  X  *
*XX   X  +  X   X  X   ^Iv   X *
*   X    +XX X  XXX +++^IvX   X*
*    X X +        X +  ^<<    X*
*X   X   ++++++>v   +   I  X  X*
*   X X        ^v   + X I   X  *
*  X    X X    ^v++++   I    X *
*    X      X  ^v       I X    *
*X***X****X****^<*X*X***I**X****

Robots: 4 Greens: Reds: Browns:

 The mine path seems singularly unhelpful here. You probably don't want
to set off the fuse unless you're going right. I don't recommend
following the arros but instead(if from the left) going south from the
entrance and east when you see the mine on the bottom. Up/right/down
around the bomb and then down when you get to the next bomb. Use the
conveyor belt to get to the top and then go right.

 There are two good ways to leave now. Climb on the left side of the
last conveyor belt and then leave just after it's at the top. Then go
down. Or you can go by the lower box cutter(stay below the conveyor
belt,) southeast, then all the way to the corner and up.

   6-6. LEVELS 21-24

Return of the eyeballs here. Most of the time you'll be able to move
up/down while shooting left/right although range will occasionally be a
problem. Fortunately the eyeballs are never in a position to harm you
immediately even if they do block progress. The eyeballs' positions are
dependent on where you entered from. For levels 21 and 23 and even 24
there is a clear symmetry but the cave level, 22, has its own wrinkles.

     6-6-1. LEVEL 21

************/<<<<<<\************
*          //>>>>>>\\          *
*         //   v<   \\         *
*        //    v^    \\        *
*       //     v^     \\       *
*      //      v^      \\      *
*     //       v^       \\     *
*    //        >^        \\    *
*   //        /<<\        \\   *
!!  v^       //>>\\       v^  !!
!!  v^      //****\\      v^  !!
!!  v^v<<<<<v^****v^v<<<<<v^  !!
!!  v^>>>>>^v^****v^>>>>>^v^  !!
!!  v^      \\****//      v^  !!
!!  v^       \\<<//       v^  !!
*   \\        \>>/        //   *
*    \\        v<        //    *
*     \\       v^       //     *
*      \\      v^      //      *
*       \\     v^     //       *
*        \\    v^    //        *
*         \\   >^   //         *
*          \\<<<<<<//          *
************\>>>>>>/************

Robots: 5 Greens: Reds: Browns: Eyeballs: 2

 If the secret map is on the outside then you may wish to wait until it
comes around before making your move. You'll have a lot of boxes before
you can get to the eyeballs so be patient. If you hug the edges before
the end you should be able to avoid the second eyeball's ray, although
you should still try to fire shots at it while you run around. You'll
need to kill both to have any hope of setting the fuse and leaving in
time, though.

     6-6-2. LEVEL 22

********************************
********************************
**       ************       ****
**         **********       ****
**           *******       *****
******        *****         ****
*******        ***           ***
********                  *    *
*   ****    >>>>>>>v  ******   *
!!   **     ^v<<<<<v ******   !!
!!          ^v****^v ******   !!
!!          ^v****^v ******   !!
!!          ^v****^v *******  !!
!!          ^v****^v *******  !!
!!    ***   ^>>>>>^v ******   !!
*    *****  ^<<<<<<<  ****     *
*   *******                  ***
*************      *         ***
**************    ***        ***
**************    ***        ***
*************     ****       ***
*************     ****      ****
********************************
********************************

 From the left: two eyeballs in the niches near the right exit. You'll
probably have to move left/right and shoot diagonally if using a
keyboard, which is trickier than standard perpendicular shooting that
angled movement/firing could give. Then whichever eyeball you've shot,
you'll probably have to circle around the conveyor to avoid the other
one's rays.

 From the right: it's easier to get into this, and you can probably
fire down to pick off the lower eyeball after you go up/left to start
off. The other eyeball is much more of a nuisance as if it's tucked in
the upper left you'll have problems dislodging it.

 Shooting through walls won't help much, as the eyeballs are ready to
fire a ray right back which will block you at best and kill you at
worst.

Robots: 5 Greens: 7 Reds: 5 Browns: 1 Eyeballs: 2

     6-6-3. LEVEL 23

*******/<<<<\******/<<<<\*******
*     /      \    /      \     *
*     v      ^    v      ^     *
*     v      ^    v      ^     *
*     v      ^    v      ^     *
*     v      ^    v      ^     *
*     v      ^    v      ^     *
*     v      ^    v      ^     *
*     \      /    \      /     *
!!   /\\    //<<<<\\    //\   !!
!!  /  \>>>>/******\>>>>/  \  !!
!! /    \   v******^   /    \ !!
!! \    /   v******^   \    / !!
!!  \  //<<\\******//<<\\  /  !!
!!   \//    \\>>>>//    \\/   !!
*     /      \    /      \     *
*     v      ^    v      ^     *
*     v      ^    v      ^     *
*     v      ^    v      ^     *
*     v      ^    v      ^     *
*     v      ^    v      ^     *
*     v      ^    v      ^     *
*     \      /    \      /     *
*******\>>>>/******\>>>>/*******

Robots: Greens: Reds: Browns: Eyeballs: 4

 The eyeballs seem to appear on the opposite side that you enter, but
you may have to do some serious sweeping(go to bottom, then go up as you
fire right) if you have any hope of running through the board and
lighting the fuse. If one eyeball is alive it will shield off half of
the board unless you want to risk the edges--which take too much time if
you've lit the fuse. The conveyors aren't too big of a factor if you
just want to survive, and shooting the first eyeball through the bomb
arming device is a good way to start.

     6-6-4. LEVEL 24

*X*******X**v<<<<<<<<*******X***
* X   X     v       ^    X     *
*  X    X   v   X   ^  X     X *
*           v   X   ^      X   *
* X ++++++++v       ^          *
*   +       v       ^   X   X  *
*X  + XX    v X   X ^ X        *
*   + XX X  v   X   ^     X    *
* X +       v       ^ X     X  *
!!  +  >>>>>#>>>>>>v^  X >v   !!
!!  + X^    v **** v^ X  ^v   !!
!!+++ X^  X v **** v^  X ^v+++!!
!!  +  ^ X  v **** v^ X  ^v   !!
!!X +++^    v **** v^  X ^v   !!
!!     ^<<<<#<<<<<<<^ X  ^v X !!
*   X     X >>>>>>>>^  X ^v    *
*         X  +        X  ^v XXX*
* X    X  XX + XX   X  X ^v    *
*  X         +    XX XX  ^v    *
*   X     X  +++      X  ^v  X *
*      X       ++++++++++^v    *
*X         X X           ^v    *
*                 XX X   ^v   X*
**X************X*********^<**X**

 The chicken strategy works admirably for getting you through this
level. From the left, all you have to do is go down and, at sight of the
first bomb downwards, go right and when you see a bomb tap down.
Assuming you took time to kill the eyeball, this should get you to the
rightmost conveyor belt. Get off near the middle of the exit and walk
through. You probably even have time to pick up some boxes for bonuses.
The upper part is a bit more treacherous but you can knock out the
eyeball there by going straight up and firing first. (neither the left
nor right edge has a bomb on it) You can probably light a fuse tooas the
toughest part is getting down near the edge so you can go right onto the
conveyor.

 From the right you can just kill the top eyeball if you want to light
the fuse, get on the conveyor, go left near the bottom, take out the
eyeball, go up near the left part of the bomb, stay on the belt that
touches the bomb three ways, and go right as it turns up. There's only
one mine to avoid.

Robots: Greens: Reds: Browns: Eyeballs: 2

   6-7. LEVELS 25-28

 Trial by acid pool. Near the end you should be well versed in the ways
of avoiding it by walking on the edge: orange good, red bad. There's a
good opportunity for picking up bonus points here if you can nail the
enemies quickly. Just be sure to have shootouts over the acid pools
where their arrows are a bit more visible. Note that robots can run over
acid pits just fine.

     6-7-1. LEVEL 25

*****v<~~~~v<<<<<<<<<~~~~v<*****
*    v^~~~~v        ^~~~~v^    *
*    v^~~~~v        ^~~~~v^    *
*    v^~~~~v        ^~~~~v^    *
*    v^~~~~v        ^~~~~v^    *
*    v^~~~~v        ^~~~~v^    *
*    v^~~~~v        ^~~~~v^    *
*    v^~~~~v        ^~~~~v^    *
*    v^<<<<#<<<<<<<<#<<<<<^    *
!!   v~~~~~v>>>>>>>v^~~~~~^   !!
!!   v~~~~~v^ **** v^~~~~~^   !!
!!   v~~~~~v^ **** v^~~~~~^   !!
!!   v~~~~~v^ **** v^~~~~~^   !!
!! * v~~~~~v^ **** v^~~~~~^   !!
!! * v~~~~~v^<<<<<<<^~~~~~^   !!
*  * v>>>>>#>>>>>>>>#>>>>v^    *
*    v^~~~~v        ^~~~~v^    *
*    v^~~~~v        ^~~~~v^    *
*    v^~~~~v        ^~~~~v^    *
*    v^~~~~v        !~~~~v^    *
*    v^~~~~v        !~~~~v^    *
*    v^~~~~v        ^~~~~v^    *
*    v^~~~~v        ^~~~~v^    *
*****>^~~~~>>>>>>>>>^~~~~>^*****

Robots: Greens: Reds: Browns:

 This may actually be the toughest level as the forklifts have serious
nuisance variety value. Still either way you entered, you can strafe
while moving up/down firing to the far side. Once the robots are out of
the way step on the conveyor belt and maybe you can even light the fuse-
-although you will need to cross over to the other side of the
bomb(vertically) to get in position to run right quickly and get out.
Then you'll need to tiptoe over the orange part of the acid pits but
once you're lined up it's a straight shot out.

     6-7-2. LEVEL 26

***v<~~~~~~~>>>>>>>v~~~~~~~v<***
*  v^~~~~~~~!      v~~~~~~~v^  *
*  v^~~~~~~~!      v~~~~~~~v^  *
*  v^~~~~~~~^      v~~~~~~~v^  *
*  v^<<<v<<<#<<<<<<#<<<<v<<<^  *
*  v~~~^v~~~^      v~~~^v~~~^  *
*  v~~~^v~~~^      v~~~^v~~~^  *
*  v~~~^v~~~^      v~~~^v~~~^  *
*  v>>>^>>>>#>>>>>>#>>>^>>>v^  *
!! v^~~~~~~~^v<<<<<v~~~~~~~v^ !!
!! v^~~~~~~~^v****^v~~~~~~~v^ !!
!! v^~~~~~~~^v****^v~~~~~~~v^ !!
!! v^~~~~~~~^v****^v~~~~~~~v^ !!
!! v^~~~~~~~^v****^v~~~~~~~v^ !!
!! v^~~~~~~~^>>>>>^v~~~~~~~v^ !!
*  v^<<<v<<<#<<<<<<#<<<<v<<<^  *
*  v~~~^v~~~^      v~~~^v~~~^  *
*  v~~~^v~~~^      v~~~^v~~~^  *
*  v~~~^v~~~^      v~~~^v~~~^  *
*  v>>>^>>>>#>>>>>>#>>>^>>>v^  *
*  v^~~~~~~~^      v~~~~~~~v^  *
*  v^~~~~~~~^      v~~~~~~~v^  *
*  v^~~~~~~~^      v~~~~~~~v^  *
***>^~~~~~~~^<<<<<<<~~~~~~~>^***

Robots: Greens: Reds: Browns:

 This is a real mess of conveyor belts but I find the trick here is not
to worry about which way they're going unless they cause a backup. At
any point if you tap your joystick in the direction of a neighboring
acid pool then you will land safely. I think you can even go on the top
and bottom edge parts that are orange. So you can run quickly to the
first pool in the center and skirt it. To ward off robots you haven't
killed before you got on the belts, you can just move back and forth.

 If you want to light the fuse then clearly you want to be on the belt
that heads in the direction you'll leave. But it's easy to get out as
long as you keep on the orange--running perpendicular to the last two
belts will get you across with no problems.

     6-7-3. LEVEL 27

**v<<<<v<<<<<<<<<<<<<<<<<v<<<<**
* v~~~^v~~~~~~~~~~~~~~~~^v~~~^ *
* v~~~^v~~~~~~~~~~~~~~~~^v~~~^ *
* v~~~^>>>>>>>>>>>>>>>>>^v~~~^ *
* v~~~^~~~~~~~~v<~~~~~~~~v~~~^ *
* v~~~^~~~~~~~~v^~~~~~~~~v~~~^ *
* v~~~^~~~~~~~~v^~~~~~~~~v~~~^ *
* v~~~^~~~~~~~~>^~~~~~~~~v~~~^ *
* v~~~^~~~~v<<<<<<<<<~~~~v~~~^ *
!!v~~~^~~~~v>>>>>>>v^~~~~v~~~^!!
!!v~~~^~~~~v^ **** v^~~~~v~~~^!!
!!v~~~^~~~~v^ **** v^~~~~v~~~^!!
!!v~~~^~~~~v^ **** v^~~~~v~~~^!!
!!v~~~^~~~~v^ **** v^~~~~v~~~^!!
!!v~~~^~~~~v^<<<<<<<^~~~~v~~~^!!
* v~~~^~~~~>>>>>>>>>^~~~~v~~~^ *
* v~~~^~~~~~~~~v<~~~~~~~~v~~~^ *
* v~~~^~~~~~~~~v^~~~~~~~~v~~~^ *
* v~~~^~~~~~~~~v^~~~~~~~~v~~~^ *
* v~~~^~~~~~~~~>^~~~~~~~~v~~~^ *
* v~~~^v<<<<<<<<<<<<<<<<<v~~~^ *
* v~~~^v~~~~~~~~~~~~~~~~^v~~~^ *
* v~~~^v~~~~~~~~~~~~~~~~^v~~~^ *
**>>>>^>>>>>>>>>>>>>>>>>^>>>>^**

Robots: Greens: Reds: Browns:

 This level is all splash and much less challenge except if you
misplace a robot in the acid. So up/down, fire, fire, and note that the
conveyor belts at the edges run horizontally a certain way. I wouldn't
be worried about the secret map box which is useless but if you want to
light the fuse note:

Exit to right = go up
Exit to left = go down, i.e. the reverse of just edging through the
board. That's because the first long belt straight down from the bomb
goes opposite the way it goes at the edge. So it takes you to the far
left/right nudge off into the orange area, go down/up(whichever is
shorter) and across to the edge then vertically to the exit.

     6-7-4. LEVEL 28

*Xv<<<<<<<<X**X*****>>>>>v**XXX*
*X>>>>>>>>^       X ^~~~~v     *
*X~~~~~++++++++  X  ^~~~~v+++++*
* ~~~~~+      + X   ^~~~~v    +*
*X~~~~~+ X    +  X  ^~~~~v  X +*
* ~~~~~+  XX  + X   ^~~~~v    +*
* ~~~~~+    X +   X ^~~~~v X  +*
* ~~~~~+  X   +  X  ^~~~~vX X +*
* ~~~~~+   X  +  X  ^~~~~v X  +*
!!~~~~~+ X  >>>>>>>v^~~~~v X  !!
!!~~~~~+  X ^ **** v^~~~~v X  !!
!!~~~~~+  X ^ **** v^~~~~v X  !!
!!~~~~~+  X ^ **** v^~~~~v  X !!
!!~~~~~+ X  ^ **** v^~~~~v X  !!
!!~~~~~+  X ^<<<<<<<^~~~~vX   !!
*+~~~~~+  X     X   ^~~~~v X   *
*+~~~~~+ X XXXX  X  ^~~~~v XX  *
*+~~~~~+       X X  ^<<<<<     *
*+~~~~~+++++++ X X  >>>>>>>>>v *
*+~~~~~ X    +   X  ^~~~~~~~~v *
*+~~~~~X XXX +  X   ^~~~~~~~~v *
*+           + X    ^~~~~~~~~v *
*+++++++++++++  X   ^~~~~~~~~v *
***************X****^<<<<<<<<<**

Robots: Greens: Reds: Browns:

 The left part of the path given is so egregiously twisted that of
course there has to be a simpler solution. If you are going from left to
right then it is very simple indeed. Go up on the orange part and down
when you get to the end. If you just want to get through go right and
then up/right. The belt will kick you to the right and then right/down
and right gets you out.

 It should be easy enough to get to the fuse by going down and lighting
it when you're going right. Then jump on to the next conveyor, which you
can leave when it turns up. You may have to skirt down a bit (if you
touch the belt below, bump yourself back up or run around the belt
quickly--the object is to get to the right edge) but it's a free shot up
to the exit.

   6-8. LEVELS 29-32

 These levels mix up everything, and nastily at times. I wouldn't worry
about the secret maps as a modified scrape-the-edges policy works better
on level 32 than the recommendation, if you just want to get out of
there.

     6-8-1. LEVEL 29

~~~~*******>>>>>>>>>v*******~~~~
~~~~       ^<<<<v<<<<       ~~~~
~~~~  /\       ^v       /\  ~~~~
~~~~ //\\      ^v      //\\ ~~~~
*   //  \\     ^v     //  \\   *
*  //    \\    ^v    //    \\  *
* //      \\   ^v   //      \\ *
* \\      //   ^v   \\      // *
*  \\    //    ^v    \\    //  *
!!  \\  //    /^>\    \\  //  !!
!!   \\//    /****\    \\//   !!
!!    \/    /******\    \/    !!
!!    ^v    \******/    ^v    !!
!!   //\\    \****/    //\\   !!
!!  //  \\    \<v/    //  \\  !!
*  //    \\    ^v    //    \\  *
* //      \\   ^v   //      \\ *
* \\      //   ^v   \\      // *
*  \\    //    ^v    \\    //  *
*   \\  //     ^v     \\  //   *
~~~~ \\//      ^v      \\// ~~~~
~~~~  \/       ^v       \/  ~~~~
~~~~       >>>>^>>>>v       ~~~~
~~~~*******^<<<<<<<<<*******~~~~

Robots: Greens: Reds: Browns: Eyeballs: 3 Forklifts: 2

 Conveyor belts aren't much of a help here although you may want to get
in one diamond so you can shoot the eyeball(s) on the other side. Go
where the forklifts ain't. You can circle the edges pretty easily with a
brief notch in to avoid the acid pits.

     6-8-2. LEVEL 30

*****I*I*************~~~~*******
*    I I             ~~~~*******
*    I I             ~~~~      *
*    I I             ~~~~      *
*    I I             ~~~~      *
*  v<<<<<<        ***~~~~*     *
*  v I I ^       **********    *
*  v I I ^        **********   *
*  v I I ^         *********   *
!! v I I ^    />>\  ********  !!
!! v III ^   /****\ ********  !!
!! v III ^   ^****v  *******  !!
!! v III ^   ^****v    *****  !!
!! v III ^   \****/     ****  !!
!! v I I ^    \<</      ***   !!
*  v I I ^           *****     *
*  v I I ^        *******    ***
*  v I I ^        ******    ****
*  >>>>>>^         ~~~~   ******
*    I I           ~~~~  *******
*    I I           ~~~~  *******
*    I I           ~~~~ ********
*    I I           ~~~~*********
*****I*I***********~~~~*********

Robots: Greens: Reds: Browns: Eyeballs: 2

 If you are coming from the right this level is very nasty indeed. Take
care of the robots in your area first, then after shooting the bottom
eyeball(shoot the top one first in order to have any hope of lighting
the fuse,) carve a diagonal passage in the southwest part, to the
northwest.

 It's a bit easier to time things if you go up and left as you can go
twice as fast on the belt.

 From the left you'll want to shoot the eyeballs before passing the box
cutters. You'll still have to dig the hole but you'll want to light the
fuse AFTER digging that hole.

 The key on this level is to get the tunnel and the eyeballs shot
quickly.

     6-8-3. LEVEL 31

**********************IIIII*****
*                     I I I    *
*    v<<<<<<<<<<<<<<< I I I    *
*    v              ^ I I I    *
*    v              ^ I I I    *
*    v     >>>>>>>>>#>>>>>>>v  *
*    v     ^~~~~~~~~^ I I I v  *
*    v     @~~~~~~~~^ I I I v  *
*    v     @~~~~~~~~^ I I I v  *
!!   v     ^>>>>>>>v^*I I I v !!
!!   v     ^^ **** v^*IIIII v !!
!!   v     ^^ **** v^ IIIII v !!
!!   v     ^^ **** v^ IIIII v !!
!!   v     ^^ **** v^ IIIII v !!
!!   v     ^^<<<<<<<^ I I I v !!
*    v     ^~~~~~~~~^ I I I v  *
*    v     ^~~~~~~~~^ I I I v  *
*    v     ^~~~~~~~~^ I I I v  *
*    v     ^<<<<<<<<#<<<<<<<<  *
*    v              ^ I I I    *
*    v              ^ I I I    *
*    >>>>>>>>>>>>>>>^ I I I    *
*                     I I I    *
**********************IIIII*****

Robots: Greens: Reds: Browns: Eyeballs: 2 Forklifts: 2

 Whew, the penultimate level. Let's start from the right first. You'll
probably need timing to get past the three box cutters, and I recommend
going up but not touching the belt itself. Then once you're across take
out the eyeball to the left. There should be plenty of time to duck in
to the inner belt, then the very inner one, light the fuse as you're
going up on the very inner belt, jump to the left and run off the
screen(note that diagonal movement is as fast as straight movement, if
the eyeball at the bottom is still there.)

 Lighting the fuse from the left seems much, much tougher. You'll want
to get rid of the top eyeball again as it is by the last obstacle(the
box cutters on the conveyor belt going your way) you want to pass. I
suggest shooting the eyeball then lighting the fuse as you go right on
the inner belt(go down when next to the box cutters, then exit the way
you came.) Use the belt to boost your speed across and down.

     6-8-4. LEVEL 32

*X***I************X*X****X******
*  X I********        X     ****
*    I*******   X           ****
*X   I******   X X X    v< X****
*    I*****   X   X  X  v^   X *
*  v<<<<<<<  X          v^  X  *
*  v I~~~~^ X  X  X ++++v^    X*
*  v I~~~~^ X   X  X+   v^   X *
* Xv I~~~~^ X     X + X v^  X  *
!!Xv I~~~~^ X /<<\  +  Xv^ X  !!
!!Xv I~~~~^  /****\ + X v^X   !!
!!Xv I~~~~^ +v****^++  Xv^X+++!!
!!Xv I~~~~^  v****^   X v^X+ X!!
!!Xv I~~~~^  \****/  X  v^ + X!!
!!Xv I~~~~^ X \>>/  X   v^ + X!!
*+Xv I~~~~^ X        X  v^++ X *
*+ v I~~~~^ X    X X X  v^    X*
*++v I~~~~^    X    X   v^   X *
*  >>>>>>>^  X      X   v^  X  *
*    I*****          X  v^ X X *
**   I******  X  X    X >^  ~~~~
*  * I*******       X       ~~~~
*    I********  X           ~~~~
*X***I****************X*X***~~~~

Robots: Greens: Reds: Browns:

 The recommended path is only good for if you want to light the fuse.
You probably have to kill both eyeballs first to do it--it really seems
though that coming from the left this requires luck--first shoot the
eyeball below before you hop on the belt, then fire diagonally up while
on the belt. Jump off and go right onto the octagon, release the bomb as
you go up, then diagonal up/right should get you there. Near the bottom
go right, up, right.

 Of course you can just knock out the lower eyeball and go along the
bottom, with a brief bump up at the two mines and walking around the
acid pool--the coast is clear to go up on the right edge. But this is
not too simple--inching around or shooting eyeballs can take serious
time.

 If coming from the right things are much easier. I disagree with how
to start. I suggest going up along the edge and left past the bomb,
going down/left after you destroy the eyeball with up/down movement and
firing away. If you're not brave then from the top of the conveyor belt
you can go straight left with a brief bump up or two, going down/left at
the wall and running in reverse on the belt until the box cutters are
open and you can run through. Then run down at the left edge. If you're
up to a challenge than go left to wherer the eyeball was(3 or 4 squares
down from the top of the belt) and fire down. Shuffle a bit to the left
and go down. Hopefully stray shots you've fired have knocked off the
other robots. Light the bomb as you go down the belt and get off. Go
left and run along the conveyor belt and exit as before.

   6-9. LEVEL 33, DR. BOOM'S UNDERGROUND LAB

********************************
*  \        /      \        /  *
*   \      /        \      /   *
*    \    /          \    /    *
*     \  /            \  /     *
*      ||              ||      *
*      ||              ||      *
*      ||              ||      *
*      ||     $$$$     ||      *
!!            $$$$            !!
!!          $$    $$          !!
!!          $$ && $$          !!
!!          $$ && $$          !!
!!          $$    $$          !!
!!            $$$$            !!
*             $$$$             *
*                              *
*                              *
$$$$$$$                  $$$$$$$
$$$$$$$\                /$$$$$$$
$$$$$$$ \              / $$$$$$$
*        \------------/        *
* [x]                      [x] *
*******------------------*******

 6 robots here to start out. Dr. Boom also appears so if you want to
nail him you may want to run at him and then fire. Approach from under
so the bombs don't hit him. Be advised that robots regenerate near the Y
power lines at the top. Also there's a line of electricity running down
from the Y's. If it gets to the bottom the board's covered in an
electrical grid that winds up zapping you.

 You may not have time to pick up the extra lives with one life but
there might be enough to pick up an extra life, get killed and pick up
the other one. The extra life boxes at the bottom are not replenished if
you get them and then die.

   6-10. BRIEF ADVICE ON GETTING OUT AGAIN

 Use the express elevators when possible. Again you'll be forced to
stop at floor 4x but this time you don't have any arrows to guide you
through.

 All the fuses have created bomb holes in the middle of levels but that
doesn't mean there's no time limit. Node monsters, stars of light that
blip around the screen with increasing frequency as you take more time,
can be very nasty. But you still get a fuse bonus.

 The robots increase to a total of eight before you get out, so watch
them. Eventually you'll want to polish off Dr. Boom, who gets easier and
stays longer as you go up.

 On the way back up don't worry too much about bonuses especially in
levels with craters(bomb has gone off and the level number on the
elevator door is red) as green and red boxes that touch the pit vanish
shortly thereafter. Given that you can't continue on the way back up I
recommend my favorite edge-hugging policy.

 Also, don't dawdle too much unless you want a chance to say you've
killed Superguard. He's very easy to beat on level one if you must try.
Nothing else to distract you once you wipe out the other robots.

 You get a free game and some hokey blueprint graphics if you win.
Yeeha!

   6-11. PLAYING THE GAME NEXT TIME AROUND

 I'm not aware of what happens if you lose your game on the way back
up. I always used an infinite lives cheat. But I think you have to star
at level 29 again.

At any rate it's nice to be able to start at level 29 and deal with the
fuse instead of the node monsters.

 You also get different secret plans if you win the game again.

End of FAQ proper

================================

 7. CREDITS

mame.net for the emulator that allowed screenshots to analyze the game
better. Err, possibly *at all.*

 8. VERSIONS

0.5.0 submitted to GameFAQs 11/27/2002. Text maps of levels and basic
outline and notes done.
0.8.0 submitted to GameFAQs 12/17/2002. Far more complete with level(up
to 16) and replay analysis.
1.0.0 submitted to GameFAQs 12/20/2002. Some scoring details along with
the rest of the levels.