Bounty Bob Strikes Back FAQ/Walkthrough version 1.0.0
(Commodore 64 game)
copyright 2001 by Andrew Schultz(
[email protected])
Please do not reproduce this FAQ for profit without my consent.
================================
INTRODUCTION
MOVING AROUND
LIST OF ITEMS, POINTS AND LOCATIONS
TABLE OF LEVEL INFO
WALKTHROUGH
LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4
LEVEL 5
LEVEL 6
LEVEL 7
LEVEL 8
LEVEL 9
LEVEL 10
LEVEL 11
LEVEL 12
LEVEL 13
LEVEL 14
LEVEL 15
LEVEL 16
LEVEL 17
LEVEL 18
LEVEL 19
LEVEL 20
LEVEL 21
LEVEL 22
LEVEL 23
LEVEL 24
LEVEL 25
TRICKS
VERSIONS/CREDITS
================================
INTRODUCTION
Man, this one is tough. You control Bounty Bob, who must walk over
all squares with a stripe in them. This is accomplished by jumping or
using transporters(many types listed below) or slides or climbing up
stairs. There are also tools he may pick up so that he can kill aliens.
There's a time limit to the effectiveness of the tool in killing the
aliens, as first they turn green and smile and then they flash a lot
before turning back again.
You'll probably need a lot of save states on an emulator to finish
this one, even with tips the game gives you at the end(you can skip over
a lot of levels if you perform specific actions.) As usual there is
some puzzle-solving, but it is overshadowed by the total need for
accurate jumping, even if you can consistently re-try. Although it's
interesting to see how to get through some levels just losing one life,
and the tools Bob picks up along the way are entertaining, this game can
get frustrating quickly.
TERMINOLOGY
--platform and island may be used interchangeably--they are places you
have to step over to clear.
--a square is a unit you can cover that is worth ten points.
--x-island means an island with x squares.
--covering a set of squares means that Bob has walked over each square
in the set.
--power-ups may be referred to by their actual names.
--jumps are also used as shorthand--see the controls just below. Note
that NJR=NRJ, DJR=DRJ, UJR=URJ, etc. I'm sure I've flipped these a
bunch but hopefully they're different enough that you can recognize
which is which. I also may use SJR or SRJ which are the same as NJR or
NRJ but not to be confused with SJ. Hopefully this is not too Monty
Python.
CONTROLS
Regular joystick or numpad controls Bob, and he jumps with the fire
button. However, there are three different kinds of jumps.
JUMP 1--NORMAL JUMP
Execute by firing and going left or right.
This gives Bounty Bob the most lateral movement. Frequently you may
need to stand on an edge and hit the fire button to get to the platform
on the other side. It's a standard jump and the same seen in earlier
Miner 2049er games. It may be abbreviated NJ later in this document,
with NJL and NJR being left and right respectively.
JUMP 2--UP JUMP
Execute by firing, waiting, and then going left or right. Basically
Bob jumps in an arc. This is useful for that ledge just up and to the
right that standard jumps won't get to. Abbreviated UJL and UJR.
JUMP 3--DOWN JUMP
Sometimes you'll need to go down a bit. When Bounty Bob is falling
after a straight up jump, you can push him to the side and he'll move as
in the descent of a normal jump. The DJ and UJ can complement each
other and are useful for recovery. Abbreviated DJL or DJR depending on
direction.
JUMP 4--STANDARD JUMP
Bob jumps straight up. Abbreviated "SJ."
LADDERS
Not really too tough to figure out. You have to be pretty much right
under or over one to climb it, though.
SLIDES
Bob can just run over one of these and fall through, which is often
useful as he will hit platforms otherwise unaccessible. However, Bob
will often want to walk over them without falling. Let's say he
approaches from the left. Inch him forward until the left part of the
platform above the slide is covered. Down-jump quickly to get to the
right. Now you can continue on. Of course, mirror-image instructions
work if you approach from the right. Also beware that jumping and
landing on or near a slide may cause you to fall through if you hit the
sweet spot.
MOVING PLATFORMS
If you stand on the edge of a stationary platform, you may be tipped
onto the platform. Momentum plays no role when you jump on a platform.
They may bounce back and forth(usual) or go from left to right,
disappear, and come back in the left. Their speeds may vary as well.
BOOTHS
Push up to enter a booth. Booths flash for a while, and you can enter
them, but if you don't use one, they stop flashing. Then you need to
poke around again. Also if you have just appeared in a booth and push
up you will go to the next one.
LIFTS
Lifts lower slowly when you step on them and then go back up. If you
jump with perfect timing you can slowly go back up, but it isn't worth
it. If you go all the way down on the lift and try to use it again too
quickly, you may fall a bit. Too far and you die.
ELEVATORS
Elevators push you up to the top quickly, but you must jump on.
You'll want to do a lateral jump to get off the elevator to the side, or
you can wait until you are at the top.
MOBILE BOX
Not the best name for it, but it's on level two and you move it around
with regular controls until you hit jump. Then the box sticks until you
re-enter and you must jump or fall out of it--in other words, you can
get stuck.
SUCTION TUBES
These are tubes with numbers and arrows. If there is a number
somewhere on the playing field, jumping will change the direction of the
similar tube left, right and then no direction. The tubes will suck you
up if you are under the part away from the arrow and deposit you at the
other end.
HYDRAULIC LIFTS
These only appear in one level, but you can move up/down as you wish
and line up your jump precisely.
MOBILE SUCTION UNIT
These appear in one level--there is a suction tube at the top of the
screen, and when you grab a small tube, the suction tube seeks you out.
If you are on the far left it cannot reach you.
CANNON
Thought you got rid of it in Miner 2049er, didn't you? Ha-ha! It's
on one of the later levels, and you need to grab some TNT(not more than
3 sticks) and jump into the cannon. Move the cannon left and right with
standard controls and jump to fire Bob. The cannon's even trickier to
navigate here so watch out.
POWER BARS
If you eat a power/energy bar, you are able to run fast and jump
incredibly far until the monsters start blinking. This is useful for
jumping some large gaps but it may require extra judgement or
trial/error as to where to place yourself beforehand. You usually need
to use them wisely when they appear.
ENEMIES
ALIENS
(NOTE: I use the terms alien and monster interchangeably throughout the
document.)
Your most common enemies. They move horizontally back and forth
except for one very nasty level, and they may cover various ranges at
various speeds. If you touch any sort of goodie, they turn vulnerable
for a bit.
Aliens appear slowly at the beginning of the level. This is awkward
for several reasons: first, if you eat a power-up before they've all
appeared, the later ones will not be vulnerable. Second, you can get a
nasty surprise from an alien that kills you by appearing. There's also
one alien that appears as a trap after you've gotten a power-up, which
is lethal. Also, if you touch a power-up as you touch an alien, the
alien may die but so will you. You can kill an alien while falling to
your death but don't get credit for any square you land on.
ACID RAIN
More of a nuisance when you are at the bottom, acid rain manifests
itself as several vertical lines which fall down from nozzles at the top
of the screen. They'll be broken off for a bit then come back later.
They are lethal even when you can kill monsters.
PULVERIZERS
Like acid rain, pulverizers kill you on touch. Pulverizers are
especially annoying because they are totally random. Coupled with a
monster underneath that is unaffected by the pulverizers, this can cause
annoying delays. Note that jumping into a pulverizer even when it's up
is death. If it touches Bounty Bob's hat, death. As they come down at
random intervals the only really safe time to pass is just after one has
gone up.
Also, note that you will need to fall farther off a ledge than if
you'd jump to cause a fatality.
Header re-printed for readability.
LIST OF ITEMS, POINTS AND LOCATIONS
| |0|0|0|0|0|0|0|0|0|1|1|1|1|1|1|1|1|1|1|2|2|2|2|2|2|
ITEM NAME |POINT|1|2|3|4|5|6|7|8|9|0|1|2|3|4|5|6|7|8|9|0|1|2|3|4|5|
-------------+-----+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Noose | 2500| | | | | | | | | | | | | | | | | | | | |1| | | | |
Radio | 600|1| | | |1| | | | | | | | |1| | | | | | |1| | | | |
Handgun | 500|1| | | | | | | | | |1|1| | |1| | | |1| | |1| | | |
Cup | 300|1| | |1| | |1| | | |1|1| | | | |1| |1| | |1| | | |
Diamond | 2500|1| |1|1|1|1| | | | | |1|1| |1| | | | | | |1| | | |
Joystick | 400|1| | | | | |1| | | | | | | | |1| | |1| | |1| | | |
Small flowers| 200|1|1| |1| | |1| | | | | | | |1| | | | |1| | | | | |
Cake | 600|1| |1| | | | | | | | | | |1| |1| | | | | | | | | |
Shovel | 100| |1| | | | | | | | | | | | | | | | | | | | | | | |
Kettle | 300| |1| | | | | | | | | | |1| |1| |1| |1| | | | | | |
Paint Roller | 200| |1| | | | |1| | |1| | | | | |1| | | |1| | | | | |
Detonator | 500| |1| | | | | | | | | | | | | | |1| |1| | | |1| | |
Slingshot | 400| |1|1| | | | | | | | | | | |1| |1| | | | | | | | |
Pitchfork | 200| |1| | | | | | | |1| | | | | | | | | | | | | | | |
Knocker | 100| |2| | | | | | | | | |1| | | | | |F| | | | | | | |
Dung |40/50| |1| |2| |1| | | | | | | | | | |2|1| | |2| | | | |
Big bell | 1000| | |1| | | | | | |1| | | | | | | | | | |1| | | | |
Pickaxe | 100| | |1| | |1| | | | | | | | | | | | | | | | |1| | |
Cup # 2 | 200| | |1| | | | | | | |1| | | | | |1| | | | | | | | |
Candelabrum | 1000| | |1|1| | | |1| | | | | | |1| | | |1| | | | | | |
Goblet | 900| | |1| | | | | | | |1| |1| |1| | | |1|1| | | | | |
Big flowers | 200| | | |1| | | | | |1| |1|1|1| | | | | | | | | | | |
Iron | 300| | | |1| | |1| | | |1| | | | | | | | | | | | | | |
Shotgun | 700| | | |1| | | | | | | | | | |1| | | | | | | | | | |
Gong? | 300| | | |1| | |1| | | | | | | | | | | | | | | | | | |
| |0|0|0|0|0|0|0|0|0|1|1|1|1|1|1|1|1|1|1|2|2|2|2|2|2|
ITEM NAME |POINT|1|2|3|4|5|6|7|8|9|0|1|2|3|4|5|6|7|8|9|0|1|2|3|4|5|
-------------+-----+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Shaver-open | 200| | | |1| | | | | | | | | | | | | | | | |1| | | | |
Money | 2000| | | |1| | | | | | |1| | |1| |1| | | | | |1| | | |
Rocket | 100| | | | |1| | | | |1| | | | | | | | | | | | | | | |
Water can | 500| | | | |1| | | | | | |1| | |1| |1| | | | | | | | |
Pin | 100| | | | |1|1| | | | | |1| | | | | | | | | | |1| | |
Sauce Pan | 300| | | | |1| | | | | | |1| | | | | | | | | | | | | |
Lock | 100| | | | |1| | | | | | | | | | | | | | | |1| | | | |
Machete | 200| | | | |1| | | | | | | | | | | | | | | | | | | | |
Candle | 200| | | | | |1| | | | | | | |1| | | | | | | | | | | |
Bike | 200| | | | | |1| |1| | | | | | | | | | | | | | | | | |
Hammer | 100| | | | | |1| | | | | | | | | | |1| | | | | | | | |
Axe | 500| | | | | |1| | |3| | | | | | | | | | |1| | | | | |
Key | 90| | | | | |1| | | | |1| | | | | | | | | | | |1| | |
Lantern | 300| | | | | | |1| | | |1| | | | | | | |1| |1| | | |1|
Top hat | 500| | | | | | |1| | | | | | | | | | | | | | | | | | |
Beaker | 200| | | | | | |1| | | | | |1| | | |1| | |1| | | | | |
Umbrella | 200| | | | | | |1| | |1| | | | | | | | | | | | | | | |
Fire Extingui| 350| | | | | | | |1| | | | | | | | | | | | | | | | | |
Wire cable | 700| | | | | | | |1| | | | | | | |1| | | | | | |1| |1|
Whip | 400| | | | | | | |1| | | | | | | | | | | | | | | | | |
Weird thing | 200| | | | | | | |1| | | | | | | | | | | | | | | | | |
Anvil | 500| | | | | | | | |3| | | | | |1| | | | | | | | | | |
Canary | 500| | | | | | | | |3| | |1| | | | | | | | |1|1| | | |
Glyphs | 400| | | | | | | | | |1| | | | | | | | | | | | |1| | |
Lollipop | 400| | | | | | | | | |1| | | | | | | | | | | | | | | |
Custard pie | 600| | | | | | | | | |1| | | | |1|1| | |1| |1|1| | | |
Bomb-square | 400| | | | | | | | | |1| | | | | | | | | |1| |1|1| | |
Purse/Phone | 200| | | | | | | | | |1|1| | | | | | | | |1| | | | | |
| |0|0|0|0|0|0|0|0|0|1|1|1|1|1|1|1|1|1|1|2|2|2|2|2|2|
ITEM NAME |POINT|1|2|3|4|5|6|7|8|9|0|1|2|3|4|5|6|7|8|9|0|1|2|3|4|5|
-------------+-----+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Paintbrush | 200| | | | | | | | | |1| | | | | | | | | | | | | | | |
Panama hat | 900| | | | | | | | | |1|1| | | | | | | | | | | |1| | |
Small wrench | 100| | | | | | | | | | | |1| | | | | | | | | | | | | |
Bomb-fuse | 10| | | | | | | | | | | |1| | | | | | | | | | |1| | |
Anchor | 400| | | | | | | | | | | |1| |1| | | | | | |1| | | | |
Apple | 10| | | | | | | | | | | |1| | | | | | | | | | | | | |
Sconce | 100| | | | | | | | | | | | |1|1| | | | | |1| | | | | |
Miner hat | 500| | | | | | | | | | | | |1| | | | | | | | |1| | | |
Oil can | 100| | | | | | | | | | | | | | |1| |1| | | |1| | | | |
Top hat | 500| | | | | | | | | | | | | | | | |1| | | | | | | | |
Fireman hat | 700| | | | | | | | | | | | | | | | |1| | | | | | | | |
Knapsack | 1500| | | | | | | | | | | | | | | | | | | | |1| |1| | |
Shopping bag | 200| | | | | | | | | | | | | | | | | | | | |1| | | | |
Shaver-closed| 200| | | | | | | | | | | | | | | | | | | | |1| | | | |
Pliers | 100| | | | | | | | | | | | | | | | | | | | |1| | | | |
Stethoscope | 500| | | | | | | | | | | | | | | | | | | | | | | | |1|
Necklace | 500| | | | | | | | | | | | | | | | | | | | | | | | |1|
F = fake knocker on level 18.
TABLE OF LEVEL INFO
Total=90*Monsters(MO)+10*SQA(Squares)+Treas(ure).
TiD=Time Difficulty(i.e. chance you'll run out of time.)
TeD=Technical Difficulty(i.e. tricky or outright annoying jumps.)
PuzD=Puzzle Difficulty(how hard is it to figure what to do to solve the
level without losing a life?)
The levels are rated 1-10. The ratings are definitely weighted toward
one so even one is pretty tricky.
LVL|NAME |MO|SQA|Bonus|Treas|Total|TiD|TeD|PuzD|
---+--------------------------+--+---+-----+-----+-----+---+---+----+
1|Bob's Morning Calisthenics|16| 91| 2500| 5100| 7450| 4| 2| 1|
2|Utility Hoist |12|119| 5000| 1950| 4220| 2| 6| 3|
3|The Suction Tubes |11| 69| 5000| 6300| 7980| 2| 3| 5|
4|Bob's Playroom |12| 72| 4000| 7800| 9600| 4| 3| 2|
5|Jumping 101 |16|101| 5000| 4400| 6850| 3| 8| 8|
6|Grain Elevator |15| 88| 8500| 3840| 6070| 1| 5| 2|
7|Yukon's Penthouse |14|140| 4000| 2900| 5560| 2| 2| 2|
8|Luxury Transporters |13| 96| 8800| 2650| 4780| 3| 7| 10|
9|Bonus Level # 1 |18| 72| 3000| 4500| 6840| 1| 9| 1|
10|The Gravity Lift |16|109| 8500| 5000| 7530| 1| 5| 7|
11|The Super Slippery Slide |18|111| 7000| 5690| 8420| 1| 2| 9|
12|Acid Rain |15|136| 6000| 5520| 8230| 2| 9| 3|
13|Rest Stop # 1 |12| 79| 3600| 4700| 6570| 8| 2| 2|
14|Hydraulic Lifts |12| 74| 8500| 4100| 5920| 1| 7| 7|
15|Yukon's Revenge! | 4| 81| 5500| 8200| 9370| 10| 8| 6|
16|The Advanced Suction Tubes|12| 64| 6000| 4500| 6220| 2| 5| 8|
17|Bonus Level # 2 |22|110| 3000| 3900| 6980| 1| 1| 1|
18|Super Energy Food Bars |10| 79| 5000| 50| 1740| 1| 7| 4|
19|The Sliding Candelabra |12| 94| 8200| 4800| 6820| 1| 4| 3|
20|Mobile Suction Unit |16| 82| 7000| 3700| 5960| 1| 6| 6|
21|Rest Stop # 2 |22|110| 2500| 8400|11480| 7| 3| 1|
22|Advanced Cannon |14| 92| 8000| 7700| 9880| 1| 8| 8|
23|Advanced Pulverizers |10| 98| 5000| 4700| 6580| 1| 9| 4|
24|Mutants on the Move! | 6|141| 7500| 0| 1410| 2| 10| 3|
25|The Floating Transporter |16| 96| 9500| 2000| 4400| 2| 10| 8|
26|The End (allows you to choose any of the 25 previous)
Total points=treasure + 10 * squares + 90 * monsters(although you get
80/90 points randomly for a monster, actually.)
Note that I've tacked on points for the following levels.
Level 18 has 14 energy bars for a total of 1400.
Level 20 has 8 suction tubes for a total of 800.
Level 25 has 8 energy bars for a total of 800.
Also, there are no monster points for level 24.
WALKTHROUGH
LEVEL 1
The first level is not a bad introduction, and once you've got the
hang of things, it's really not too tough. Go right to pick up the gun,
then go left to booth number one. Don't worry about the alien at the
bottom to the left. He's not guarding anything, so he's not relevant.
Also, touching him won't give you time to pick off the alien waiting by
booth number two. After walking over the island containing the two, go
to the right edge(but not too close,) jump up and push right before you
descend. Then go to the left and to another right-jump in midair. You
should land to the right of the slide, but if you don't, do a down-right
jump and fall through. Then jump right and you should take out two
aliens. If not, wait for the other to come back, and get him. Clear
the platform above and after eating the birthday cake, go down and jump
to the island to the left. If you missed any areas to the right, get
them before you pick up the diamond. Keep island-jumping, always
covering every square. You'll fall down a slide, and after you clear
the next two, you're finished.
DRJ's and URJ's will make this level much easier, but you can get
through it without them. Also, if you missed a spot, you can just climb
down the ladder and go back up to the second transporter, although you
will be cutting time very thin.
LEVEL 2
The elevator is the nastiest part of the level. You can get stuck on
it. You jump into the elevator and move it around with the
joystick/arrow keys. When you push a button, it stops, and you have to
get out. So if you stick yourself in the middle and push a button,
you're toast.
First of all, note you must do the upper right part last--or I must,
as I haven't found a good way back to the elevator from it. A brief
diagram is below to describe the jumps; the numbers describe the
sequence. You cannot jump back up to 1, so be warned.
+----+
| | 3
| | 1 2/4 ***
+----+ *** ***
5 6
*** *****
Other than that, there's no clear order to how you do things although
it's best to go in a U-shape. Start out by waiting for the alien to the
left of you to walk away. Get the shovel, touch all squares, and use
the elevator to go down. Jump when you're level with the teapon and
SJL. You should get the monster and the teapot, so SJL again and go
back, covering all of the platform squares. SJR twice to the elevator,
move it up, and SJL/SJL/SJR/SJR before moving down. Jump to stop the
elevator and walk out. Get the paint roller, go left and be sure to
jump to get the monster on the platform, climb down and if you're short
on time wait for the monster to pass before jumping to get the power-up.
Also get the dung and fly right. Nail the monster there, get the power-
up, climb and wipe out the two bottom monsters(the second by jumping.)
Touch all of the lowest platform and then drop down and go all the way
left to clear out everything. Jump back on the elevator and maneuver it
to the left of the pitchfork. SJR/SJR/SJL/SJL and move the elevator up
to the left of the slingshot. Again 2 SJR's, 2 SJL's. Now you're at
the final part so follow the instructions above.
LEVEL 3
There are a few traps in this level if you wish to complete it in one
life that may make things more complex or even impossible. To avoid the
first one, you need to step on the one-square island with a DJR. Another
DJR(when you're about to land) should nail the alien to the right, but
if it goes too far right you'll wind up in the suction tube before you
can land. Touch all of this island before jumping into the suction
tubes and you should nail the alien below--if anything is left, it must
be left until last as you can jump to touch the "1" to reverse tube 1's
direction, but it's much less awkward to start things off right.
You can then clear out the bottom, picking up the power-ups, but save
the pickaxe until last. You can easily fall off onto each moving
platform since they go under the platforms a bit. Jump on the lower
right platform through the suction tubes immediately, then climb down
the stairs to nail the other monster. Fall through the chute when the
platform is under the ladder, although don't worry if you miss--that
only costs time.
Now clean out any squares you haven't touched. Then jump to get the
candelabrum and NLJs should get you almost all the way left. DLJ to get
to the platform, and jump over the slide before falling through it,
clearing everything out as you go. URJ's are probably the safest as you
go back to the right. Once at the rightmost island you should be done
unless you didn't clear the first part, in which case go back, jump up
to get the 1, go up the suction tube that's changed direction, and DLJ
to clear the remaining isle if need be.
LEVEL 4
The only thing that's not that easy about this board is the platform.
Fortunately you can walk onto it.
Start by going left to get the power-up. Get the monster and go into
the booth. I'll assume 2 is blinking. After you've gotten the alien up
there, fall to the left. Then go back into teleporter 1 and fall
quickly to the right. Mop up any spare squares in the area around
teleporter 2 and then go right for the power-up and zap to teleporter
three. After wiping out that alien, fall to the right. Then climb the
ladder down. Go back to teleporter 3 and fall to the left, touching all
squares on the top beforehand. Now it's off to the left side. Go back
to teleporter 3, stand on the left edge, and let the platform pick you
up. NJL to pick off the monster and after getting the money bag fall to
the right. If you fall through the slide on jumping, no big deal. Next
time you are on the platform wait until the monster is far to the left
before jumping, get the powerup, and eat him. At any rate be sure to
leave a square open to the right of the slide the first time you pass
through this way--it's not necessary unless you want to get all the
treasures. The second time over here(through teleporter 3, the moving
platform, etc.) fall to the left and cover the final square to complete
the level.
LEVEL 5
"Don't worry, this isn't the worst level with a bunch of islands!"
Although this level is hardly impossible it is definitely annoying.
You'll need to jump over the monsters below as there's no really
efficient way to kill them at any time in the level. Just hope you
don't fall to the bottom, which wastes time. After you climb up the
ladder, drop to the right, URJ, URJ(1 monster down,) URJ, ULJ(proceed
quickly here and touch up covering the squares later,) ULJ, URJ, ULJ,
DLJ, ULJ, URJ, DRJ, DLJ, drop left. If you haven't covered all the
islands you've touched go back and do so. Once back at the ladder
platform drop right, quickly URJ, URJ, DRJ, URJ, URJ, URJ, drop right,
drop right, URJ, DRJ, URJ, ULJ, ULJ, and now you have the time to cover
everything on the way back. Drop left, drop right, URJ, fall right, and
ULJ's should work with occasional falls down to uncovered platforms.
Make your way back up to the platform left of the sauce pan(a few ULJ's
hould do it,) ULJ to get the sauce pan, and two more ULJ's with a SJ
should nail two monsters. UJL, DJR, UJR, UJL, UJR, UJL, DJL, drop left
and drop left. You can drop right and cycle around to clear any
platforms not completed, and then UJL, UJL, SJ, SJ to get the machete,
DJL, UJL, UJL, UJL, NJR, drop right and the rest is clean-up.
LEVEL 6
This level isn't really bad at all if you know how to break it up.
There is also a nice finesse that means you don't have to go through the
grain elevator a lot, which is nice, as it's a bit annoying to use.
Basically, UJR or UJL will not work with the grain elevator--you'll land
where you started! Also SJR from the left side won't work. You'll need
to be on the edge or on top before you jump.
First order of business is to use the grain elevator. Just go to the
top and DJR. Then fall through the slides, go left to get the pickaxe,
and go back right. From here you can UJ to the one isle, SJR to get the
bicycle power-up, UJL and jump again to take out the monster above if
you want.
Let's go left first. UJ on the left side of the grain elevator and
SJL when you're above the third platform to get the key and knock out
the alien. SJR back onto the elevator and SJL to get the pin and the
other alien. At the top, DJR and then jump on the elevator again, using
the SJL/SJR on each uncovered platform.
Now for the right side. At the top of the elevator, DJR and then SJR
continually until at the far right(cover all squares in this process.)
Go down the ladder, touch all four squares, fall off onto the 3-island
with the alien, SJR to get the power-up, and climb down to nail the
final alien. From there, UJL twice before taking SJL's over to the
slides. Be sure to to DJL and DJR as needed to cover each side of the
platforms by the slide--when you fall through, you leave squares on the
left and the right.
For the second wave, Get back on the grain elevator, DJR, and fall off
to the right. DJL/DJR and then SJR until you've covered all islands.
Drop to the left, SJL a bunch, DJL/DJR at the slide platform, SJR and
drop down. Then SJL to cover the slide platform, DJL/DJR, SJR a few
times, and you are done with this level.
LEVEL 7
Wait for all the monsters to appear. Then start whompin' the left
side. Jump over the bottom monster to get the iron, then climb up.
Don't worry about covering everything, but get to the top. You should
be able to knock everything out. DJR to take out the monster on the
very top of the two-width islands. Then DJR and fall through the
slides(you will have to go back to cover the top one.) NJR to take out
the monster in the center and go right to get other one on the bottom.
Jump up for the power-up on the far right. Then jump onto the ledge,
SJL, SJR, and climb up as before not worrying about covering everything
until you've killed the monster at the top. Then cover the top, fall
through the slides you haven't covered yet, and go back up to the right
covering everything. Jump over to the left, cover everything, and climb
down. From there, jump onto the stack of islands, covering each before
you jump. With trial and error you should quickly find the place to
jump where you can touch both squares when you land. Once you do, jump
to the top that way and you'll be done with the level!
LEVEL 8
So many monsters, so few power-ups. It's tough to do things right,
but this level is possible to solve with only one life. Some of the
teleporters seem to be red herrings and they all can be a nuisance to
time although the bottom one is of course useful for getting back up. I
guess "Luxury Transporters" is an apt name then since they are not all
necessary.
This may be the sort of level you can lose a life on even in your save
state.
The first step is to clear out the areas around teleporters 3 and 2 of
monsters. Don't worry so much about touching all squares as you can
come back and do that later. Pick up the power-up by 3, go right to
nail the monster, and ULJ from the left ledge. It should take out the
monster to the upper left, and then you can afford to wait a bit to
touch the monster below him. Drop off to the right and get the next
monster. You'll get another power-up which will enable you to get the
monster left of teleporter two. You don't have time to get the aliens
below yet so don't fall through. You may have to DJR so you can get to
the island in the middle. Then a regular jump over to island 2.
Next you'll want to take care of the mess by the 4/5 transporters. To
do so, get to the 4 transporter and, if possible, get the power-up and
nail the monster and go back to the 5. If you feel this is not
possible, wait until the 3 transporter blinks and try again. Your
object, when by the 5 transporter, is to fall to the right. To do so,
DJR and walk right or else you will fall to the left. Don't worry about
whether you can kill the bottom monster as you can jump over them
easily.
Now you want to go back to transporter 5. This time you'll jump on
the one-square islands(UJR) and then NJR before picking off the two
monsters on top. You will want to fall to the right as well so you'll
need to NJR over the slides and back before dropping by. There's a
power-up halfway down the slides and you should pick that up, too. Then
drop immediately to the bottom and pick off the annoying monster(s).
Use the teleporter to get back to #3 and clean up any squares not
traversed in 2/3, and do the same for the #4 platform. Then go back up
to #5 and fall to the left. If the monster is still there wait until it
is at the bottom of the slides, as it will be far away by the time you
land. Then go back up to #5, jump over the two islands, and do a UJR to
the two-square island. Fall right and left. ULJ, SJ and then when the
monster's moving left, ULJ. Clear off the platform and you should be
done.
LEVEL 9
This may be the most painful bonus level I've ever seen. Although it
is perfectly clear what to do, you'll have a hard time doing it. Bob's
feet must be off the ledge for SJR's and SJL's. Fortunately there are
two possibilities for each one; almost falling off and toes over the
edge. Either one will get you to the next platform if you jump and push
left/right simultaneously. What's really annoying here is that if you
die you have to start all over from the beginning and go over squares
you've already covered, while in most other puzzles, tricky areas that
can kill you once covered do not need to be re-visited.
LEVEL 10
What's annoying about this level is that if you die you need to take
evasive action when your next life starts.
First of all, cover the platform you're on and jump out of the way
QUICKLY. Wait for the monster below to go to the right, go left, jump
over him, get the power up and kill him. Drop to the left twice then to
the right and to the left. DJR and get the paintbrush. DJL from the
left edge, UJR and three SJ's(from the left edge) should get you back to
the platform where you should drop to the right, SJR quickly and SJL to
cover the platform to the side. Now once you are parallel with the
weird glyphs, SJR to nail them and the monster. The upper right is now
clear.
Fall to the left, jump up on the platform(the computer distinguishes
it from the very bottom level) and nail that monster. If you don't
cover everything don't worry as you will be back. Motor to the left,
picking up the power-up, and SJ three times. After covering the top
platform take the long stairs up and UJR twice before DJR'ing to nail
that monster. Cover both squares over the slide without falling and
then SJR and cover all squares on that platform before falling. Cover
any squares to the right before going back up to right of the second
lift. You will need to use the lift five times, seven or more if you
are careless. Let's look at the five floors below it to the right, from
top to bottom.
1, 2: you must jump right. Preferably UJR when you are still above
them as that will lessen the possibility you will land on a monster with
a "tie" resulting where you kill them and get the power-up but die.
Tread carefully to cover the slides.
3: should be covered after 4. You can UJL left once the monster is
gone, cover that platform, and SJR to get the monster. Again be careful
around the slide. DJR/DJL should get the far right square.
4: should be the first one you cover. UJL first, get the bell, cover
the platform, and SJR to nail the monster there. Again remember the
DJR/DJL to get the far right square.
5: Unfortunately you cannot jump from the platform to the left.
You'll just have to be patient with the lift. DJR/DJL.
Get through these five and you should be done.
LEVEL 11
Here you must remember not to hog the power-ups! Only one per slide
descent for the most part, and of course the only way back up is through
transporter one! The basic idea to solve this level with one man(as you
should learn to do) is to use one goodie to make two drops. Once you do
that, the rest is really quite simple. Even if you fall through some
slides unintentionally, time will not be a factor.
UJL, UJL, grab the phone, fall to the right through the chute. Go
through the transporter, and walk right to fall through the chute. This
is your two-for-one out of the way quickly. Now get the lantern with a
UJR, DJL and walk to the left and fall through.
Now, which chutes do we drop in after we've picked up a certain
treasure? The list is below.
UPPER LEFT PLATFORM
rightmost treasure: fall down the rightmost chute
2nd-right treasure: fall through the 2nd-rightmost chute
2nd-left treasure: fall through the 2nd-left chute
leftmost treasure: fall through the leftmost chute
Fall through the middle chute at your leisure.
UPPER RIGHT PLATFORM
Fall through the leftmost and middle chutes at your leisure.
leftmost treasure: fall down the second-left chute
middle treasure: fall through the second-right chute
right treasure: fall down the rightmost chute
The only other trick about clearing platforms is to avoid the
monsters(wait until they're moving back to the edge of the screen) or to
touch all the squares(DJL and DJR's should help you avoid falling
through chutes more than once.)
LEVEL 12
Yeech. I don't like this level, even if it isn't the toughest one
around. Try to move right immediately to get the gun and avoid the acid
rain before the first drop gets to the bottom. Then SJ onto the lowest
island, UJL and wipe out the monster(clear this platform) and UJR and
UJL to get up to the next level. Take out that monster, UJL onto the 1-
island, and SJ to wipe out that monster. Climb up after covering
everything(wait to jump for the power up if acid rain persists to the
right) then SJ, SJ, DJL, SJ to the very top. Take your time to clear
the top with UJR's. If you jump through an acid nozzle be sure that a
line of rain has just passed under where you would jump, as the rain
comes out randomly and you may get some nasty surprises. Once you get
to the far right cover it before dropping down. Jump off to the left,
clear that platform, UJL, drop down to the left, SJR, clear this part
carefully, SJL, and SJR when the monster runs away. Lean on the edge
and drop left when it's safe, get the wrench and wipe that monster out.
UJL, drop left twice, and run right. There are three islands to cover
and they shouldn't be hard. You can actually jump to the area right of
the pulley and once the alien passes, run up to grab the power-up and
wipe him out. Level 12 is complete.
LEVEL 13
For a rest stop, time sure is at a premium with the bonus counter
going down so fast! DJR's after you climb down should work until you
have a short drop right. Then jump for the beaker and head for
transporter number one. Wipe that monster out, cover the platform,
climb up, cover the platform(time your ascent to avoid the monster,)
climb up again and nail the monster--don't worry about covering the
middle platform as you'll be coming back this way. Get the kettle, jump
and fall through the left slide. This is the safest as it assures you
nail all the monsters. Once you're at the bottom get the flowers and
cover any 2-islands you didn't get the first time through. Then go back
through teleporter 1, and fall through the slide you didn't last time.
The third time through teleporter 1, UJL a few times to reach the upper
right and UJL when the monster moves left to knock him off. UJR onto
the platform and UJR to get off it and wipe opt the final monster. Drop
left, UJR, UJR, and UJL to complete the five islands and you've won.
LEVEL 14
It's tough to figure out where to jump and in what order, but on the
bright side, slip-ups are not too critical. There's plenty of time.
You need to watch for the suction tubes at the top before you've wiped
out the middle monster as they drop you right on the slides.
Let's clear out the left first. Jump on the lift and move it so that
you are to the left of the middle of the 3 1-islands stacked on top of
each other. UJR there. UJR and then UJL back to nail the alien above.
Now DJR to power up and quickly SJR(come back later,) jump up and fall
through the slide. Then drop right and DJL to nail the other part of
the slide. You may want to go close to the top and SJR to the 3-isle.
Jump up to the 1-island, SJR and DJR and cover the top square before
going down the slide. Go back as you did before but cover the platform
beneath the sconce. Go to the bottom of the 3-isles and a UJR, DJR,
fall right and DJR before falling down the ladder. Be sure the monster
is moving away to the left when you do. Then get back on the lift and
when just above the platform with the slide, UJR and then DJL if you
need to cover all of that platform. Drop through, wipe out the alien
and go right.
Jump over the alien and go on the hydraulic lift. First, stand in the
center as you move the lift parallel with the bottom of the 1-isle.
SJL, and jump up to get the monster above. UJL but be careful here. If
you fall through the slide, you're toast. DJL, drop left, drop right,
DJR, UJR, UJR and fall through. Then UJL from the hydraulic lift onto
the 2-isle not covered yet. Fall left and go back to the hydraulic
lift. Then go up right from the 3-isle. ULJ, SJ, URJ, DLJ, ULJ, DLJ,
fall down left, fall down left, and you are done with the level.
LEVEL 15
Yuck. There's a lot of jumping to do and a lot of ways you can fall
and have to re-start. Even the end is rather tough. There is serious
time pressure if you slip up or are unclear on what you're doing.
Jump over both monsters and SJ. UJL, SJ, SJ, scooting to the left on
each platform. UJR, DJR, DJR, DJR, UJL. UJR, UJL, DJL at the edge.
DJL and drop right. DJR until you get the gun, UJR, UJR, DJR, UJR, UJL,
SJ, UJL, DJL, DJL, drop left, UJR, DJR, UJR, UJR and you should be on a
2-isle.
UJR, UJR, SJ, UJL, SJR, and fall down a bunch before SJ'ing back up
again. SJR, SJL, UJR, UJL, UJL(watch for the noster above.) DJL, fall
left, DJL, UJL, UJL, DJL, UJL, then back. DJR, UJR, DJR, DJR, UJR, UJR,
UJL.
DJL, UJL, SJL, DJL, UJR, SJL, SJ. If you can along the way, wait for
the monster to get under you and jump up to nail him. If not, time the
second SJL to avoid the monster and SJ quickly, get the goblet and wipe
him out.
The very upper-left part is the only way that you can get up. Once
you jump up, go left and right. Stand on the right edge and SJR. SJR
at the edge again, jump over the monster, get the diamond and go back
left. You have solved this.
LEVEL 16
You need to be careful about the order in which you do things. The
upper left should be last. You also need to futz with a suction tube
more than once. It's a neat little puzzle and actually there aren't
that many annoying details.
Clear the lower left first. Climb up the ladder and fall down the
chute. Go left, jump to get the money, and fall down. DJR twice and
fall through again. Go back up, jump so that tube two goes left and
tube three does too.
In the triangle of six 1-isles, jump on the lower left one and UJL
twice. Then jump up and wipe that monster out. Jump up through the
tube and move left. Three SJ's should get you to a platform to cover.
Jump up through the suction tube, cover that platform above, drop off to
the right a bunch, then SJR to get the joystick and kill the monster.
Fall through the slide(DJR or DJL if you don't cover on the original
jump.) Then fall off to the right. Go back to the 1-2-3-4 where you
change the directions. Change 3 to blank and 1 to the right. Go
through tube 2 and up through tube 1. Clear that platform, drop onto
the moving platform, and drop down/left. Fall back down as before and
set 4 to face left. Clear off five of the six(except the lower right)
and stand below the bottom right. Then SJ on it and drop right, then
jump through the tube. Go left and at the right edge, do two quick
SJR's. Jump up when the lower 2-isle is covered. Cover the upper 2-
isle, jump left, cover the 3-isle and you're done.
LEVEL 17
Hey, look! A bonus level where it's actually somewhat hard to lose a
life! You get to kill all sorts of helpless monsters, get treasure, and
oh wow, it's just so much fun.
Just push up at the teleporter. Go left and then jump off each
platform after clearing it each way. Remember you don't have to get too
close to the edge to clear each one, and you can't fall off the ones on
the left side anyway. Once you're at the bottom, go off to the right.
Jump to pick up the cup after you fall to the first platform for full
points. Also for full non-bonus points do not clear the bottom
platform. Jump down and clear everything else including the ground
floor and then jump back up. However, this will cost you a bit of time
as well.
You can also jump up to get everything, but that takes a lot longer,
and you risk being killed by the very fast monsters on the bottom.
LEVEL 18
There's a nuisance here that you need to move left quickly if you
haven't killed the monster at the bottom. Also there is a trap on the
right. Picking up the power-up to the right releases a monster that
will kill you.
To use the suction tubes, you need to fall off the platforms to the
left. Jumping won't do it. It's tough on your faith to fall off but
you will get recycled back to the bottom. You also need to exercise
some caution when eating bars, and things can be sticky when you just
want a normal jump.
If you like, eat the two bars and wipe out the monster to the right.
He's not really relevant unless you get killed. Use the transporter to
get to the top. Fall off to the right and take the long jump left.
Don't worry about clearing everything as you'll be coming back. Then
fall off the platform on the left.
Then jump up-left after going back up the transporters. Be sure the
monster is moving left when you do. Grab one energy bar, fall down the
chute, jump across from the right edge and fall down the chute. Cover
everything quickly as you jump to the right and fall off into chute
three again.
Go back up the transporter and UJL. Get the second energy bar, take
out the monster, and fall down the slide. Jump right and UJR over the
first slide(wait until the bar has worn off) and SJ for the bar, get the
monster and drop off the slide, go left and take a big jump, and fall
left after covering everything.
Now use the transporters and pick up the very upper left bar. Again
go down the slide and jump over. Fall down the far left slide, getting
the far left bar before. Then take a big jump, another big jump, wait
until the effect wears off, UJR, then jump left to the final platform.
All four should be touched now and there's time to clean up now.
LEVEL 19
The first order of business is to take care of all the monsters.
After that the level is pretty easy with some slightly irksome island-
hopping.
First, you'll want to wait for all monsters to appear. Get the power-
up, and go right until you get the three monsters. Then get the
detonator, jumping to nail the alien above, before getting on the grain
elevator and jumping left to get the two monsters(jump from the lower
platform and you should touch the one above.) Go to the top of the
grain elevator and DLJ. Get the rightmost power-up and fall through the
rightmost chute. Now hit the "1" so the suction tube faces right. Drop
down it when the monster is away and UJR to the candelabrum and drop
under the chute there. Go back up the grain elevator and use the goblet
to wipe out the monster in the upper right. Then go through chute 1,
get the iron, wipe out the monster and fall either through the leftmost
or third-left chute. Either one will allow you to kill off the monster
on the 3-isle.
With the monsters gone only slip-ups should stand in your way. Let's
clear off the left side first. SJ below the lowest 1-isle. UJR, UJR,
UJR, UJR, SJ, SJ, UJL, SJR, UJL, UJL, and a UJL and falling right is a
neat trick--if it doesn't work, re-track and drop left from the 3-isle
before a SJL. SJL, drop left, SJR, DJL, DJR, DJR, fall right and down.
Left side is done!
From the right, jump on the lowest platform from the grain elevator.
DJL, DJL, UJR, UJR, and UJR to fall through the middle. Go to the
second-bottom and now DJL's until you're touching the slide. UJL, UJR,
UJR, UJR and DJR if you wind up on the slide. This should do it.
LEVEL 20
Wait for the monsters to come toward you a bit, and drop off and motor
left. If you are lucky they will both be wiped out. Cover the very
bottom right later. Now DJR, fall through the center slide, UJR, UJR,
UJL, and drop right twice. UJR, jump down, SJL and DJL. Fall right and
jump right so that the suction tube will pick you up. This time get the
beaker and fall through the diagonal slide. cover that platform, fall
left, SJR, fall left twice, SJ up, UJL, fall down, UJR, fall right and
clear the square you didn't at the start. Move left and get the suction
tube.
Now let's get the far left. When you're very close to the diagonal
slide, UJR and then SJR to the 3-isle. DJR, DJR, UJR, UJL, then SJR
where you get the axe. Drop down, SJ, climb down and you should be in
time to nail the monster. If not, wait and UJL. Cover everything
before dropping through the slide. Use another suction tube. Fall
through the far left tube and a URJ, DRJ, URJ, URJ, SLJ, DRJ, DRJ should
do the trick. You'll probably run into some suction tubes along the
way, in which case you should just re-track. Being efficient with
suction tubes can distract you in others!
LEVEL 21
The noose kills you but gets you 2500 points. This is another break
of a level but it still has pitfalls.
This rest stop isn't too bad but you need to be quick. Use the
transporter to avoid the very fast monsters and go left. Just worry
about speed here. UJL, drop left, and then keep dropping right. Then
use the transporter, and do the mirror-image action. Now there is a
chance to clean up--it may be worthwhile to cover the slide without
falling down. Then, when you are near the bottom, jump up to get the
platform below the slide. Do the same in mirror image and you are done.
LEVEL 22
You never want to have more than 30 TNT at one time. # of TNT =
sticks you've grabbed * 10 and it is not reduced to zero until you
launch the cannon. So you can have 10, 20 or 30 TNT's. For 30 you need
to time the cannon-fire so you land on the platform.
You can jump up from the ground to get the 20-TNT, but you can't jump
from the lower platform to get a 30-TNT.
First thing to do is jump so suction tube 1 faces to the left. Then
get one stick of TNT, nail the monster and go right. Enter the cannon
and line up under the money bag. Fire when the platform is about to go
over the money bag from the left and wait for the platform to come back.
Jump up to knock out the monster above, drop right on the lift, and jump
left to nail the two monsters. UJR and wait for the lift to drop.
This time, take 20 TNT's(two 10's) and from the very right, fire, and
clear out the platform you land on. Then take 30 TNT's(20 and 10) and
after the top platform bounces from the right, fire so Bob hits the
diamond. Clear the platforms to the right and then carefully approach
the left. You can jump to the 2-isle and then walk off the edge of the
platform and get on the moving platform automatically. Land on the left
platform and then fall off to the left. Get on the platform to the
right and UJR twice. Fall off to the left and clear off that platform.
Now go back and get 30 TNT's and clear the top right, being sure to jump
over the monster and come back to kill him. Go down the slide and fall
off to the right. All should be clear except the bottom right. This
is trivial although you need to use the 1-isles to climb up.
LEVEL 23
Grr, the pulverizers are annoyingly random, although there is a
minimum delay between times they push down, and you will need to move
quickly and it is best to follow the monster closely and hope for the
best. Remember not to follow too closely as you are faster.
This is the toughest level to get acclimated to and is the start of
three quasi-random final levels.
You'll probably need to jump over the monster as it ends its trip
right, and then you will need to jump up twice to hit the 1. This will
bring both suction tubes toward the center. Be sure to use each of the
powers-up to knock out each of the monsters so that if you die you can
navigate the pulverizers more easily.
You'll spend a lot of time on the lift, and in fact you won't have to
deal with the four pulverizers on the bottom after the beginning unless
you let the lift sink to the ground. Also you want to make sure the
lift is back at the top before jumping into the suction tubes. To do
so, jump toward the side when you are on the edge of a platform away
from the lift. It looks like you'll fall to your death but the suction
tubes will save you.
Fortunately the methods to complete the left and right sides are the
same except for the bottom platforms. The second-top platforms are not
too bad; Jump ULJ/URJ when the lift is slightly above them. Kill the
monster and run under the pulverizer after it's finished. For the
second-bottom, jump quickly UJL, DJR back onto the lift, and UJL to pick
off the monster there. The top platforms are of course easy to clear
off after you've gotten the second-bottom even if you didn't get the
monsters at the top in the process; just be sure monsters aren't
around, and even if they are, jump to the other platform, DJ onto the
lift, and UJ back. Jump over the monster if necessary.
The non-symmetrical bottom platforms are a bit of a problem. It's
easy on the left; see the second-top platform for that. On the right
you will need to stand on the edge and wait for the monster to come by.
Jump up when he does and hopefully the pulverizer will come down soon
after. Follow the monster, jump over it, power up and eat the monster.
That should do it.
LEVEL 24
You must tackle each part of the level in three parts: top, middle
and lower. I will assume that the right side is the same as the left,
although at the bottom the left side is slightly longer. You can assume
that clearing the right side has mirror-image instructions to clearing
the left even though the left is slightly more spacious. One problem
with this game is that there may be random factors that stick the right
middle monster in a place you don't want to see him; the right side of
the middle structure. Monsters running around randomly may cause
tedium, and you may have to give up a life here to clear the middle part
out.
Jump down to the left. When the alien is away, jump down again. When
it climbs to the top and moves across, go down the slide and jump onto
the island. Try to jump down and cover the bottom, and here's the
tricky part; cover the top when the monster goes down the slide. It
may be useful to stand in the middle of the stairs. If a monster makes
a break for you, climb down and be ready to jump on the island.
Climb down to the middle. You'll basically want to clear the left
edges while the left monster is in the middle and the left middle while
it's on the edges. The island provides safety. It's tough to make the
switch to the right, but be prepared to jump very quickly once you're on
the lift. You can also climb up top and VERY carefully jump the two
gaps--just be sure to take your hands off the keyboard when you jump or
you will take a slide back to below where you were.
The lower part is probably the easiest. Standing on the middle-height
platform and waiting for the alien to come up is the best way to make a
move that will cover the lower left quickly. It may be tough to get on
the structure and to wait, and you might have problems switching to the
right, but patience should bear you out here.
LEVEL 25
This one is also difficult to execute but in fact rather easy to
describe. Go immediately left--if not, you'll have to wait a while to
jump over the alien there. Then take the transporter. It leads to a
descending platform, and you should be prepared to jump immediately. I
now submit strategies for going through each platform in the order I
think it should best be done. I only look at platforms to the left as
this level is completely symmetrical.
A rule of thumb for this level; Each platform has a square(or set of
squares) towards the edge that you must cover with it as well. If not
you are hard up for solving the level. While it is possible to get the
bar for the platform on the other side and make a bunch of huge jumps,
it's not easy. Fortunately you can pick yout spot to jump.
Although there is a strategy to this level you have to account for the
monster patterns so precisely that the nitpicking is almost as bad as
the randomness. A suitable end, in some ways.
First, a rule of thumb; to cover the square on the far left that is
not by the slides, jump from the second-right square on the middle
platform, unless you're at the bottom--it is the far right then. This
means you won't have to worry about precision jumping and tiptoeing
around a slide.
The first order of business is probably the very top. Jump
immediately left or right(make sure monsters aren't there) and jump over
the monster to get the treasure. Get the monster, and UJL twice. Then
UJR twice to get back where you were.
Now head to the third-top. It's best to jump when you're just below
it horizontally, and you'll want to try to time the descent so it starts
just before the monster moves back to the left. Jump up to nail the
monster above and jump way left from the second-right to touch the
square not on the slide. Drop down.
Head to the second-top, which should be a breeze without a monster
there. A normal jump should get you to the left, and just cover the
squares right of the slide before falling. Be quick about this; after
you fall, go back to the right and jump up to nail the monsters on the
lowest platform. This will make the lowest platform much easier.
Next is the fourth-top. It's a bit tricky to judge but if you can
jump from the center UJL, you will wind up right of the energy bar. Get
the monster and jump left.
The fifth-top is straightforward with the monster gone but again jump
from the second-right to get the pesky square the slide doesn't touch.
The very bottom platform is trivial if you've wiped out the monsters
already. If not you may wind up getting the bar at the monster at the
same time, and there's no easy way to figure out the timing. ULJ would
seem to be the best try here.
TRICKS
The following is taken with generous permission(and a small
correction) from gamewinners.com. There are messages that appear at the
end of the game if you get far enough. They will tell you how to warp
your way past certain levels. This is handy because you don't have to
go through all twenty-five levels at once.
Level 1
Get the flowerpot, then press 1 + [F7] to jump to level 4.
Level 2
Kill all monsters, jump onto the rolling hoop, then press 3 + [F7]
to jump to level 22.
Level 3
Get the goblet, then press 4 + [F7] to jump to level 15.
Level 5
Get the tea pot, then press 8 + [F7] to jump to level 8.
(Note this can be combined with the level 1 trick to reach level 8
fairly easily.)
Level 10
Get the pitchfork, then press 4 + 5 + [F7] to jump to level 14.
Level 16
Get the pie on the left, then press 9 + [F7] to jump to an level 19.
End of FAQ proper
================================
VERSIONS/CREDITS
Thanks to Al Amaloo's wonderful www.gamewinners.com site for having
codes to get to levels as you've seen in the tricks section.
1.
ftp://arnold.c64.org had the image, which combined with...
2.
http://www.zophar.net allowed me to save states with...
3. the VICE emulator, a HUGE help in solving this game.
1.0.0 11/11/01 sent to GameFAQs, complete with likely the usual sort of
bugs that crop up in this sort of game. Ahh well.