Snoopy Magic Show(GameBoy game) FAQ
version 1.0.0 copyright 2004 by Andrew Schultz
[email protected]
(all 120 levels walkthrough)
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.
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My home page:
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================================
OUTLINE
1. INTRODUCTION
2. CONTROLS AND POINTS
3. ENEMIES AND SURROUNDINGS AND TIPS
4. LEVEL BY LEVEL
(Search with ctrl-F for #7 or #53 or whatever. Note levels x and x+60 are
lumped together. Text maps may have misplaced ball or Spike, but the places
you can push are accurate.)
5. VERSIONS
6. CREDITS
================================
1. INTRODUCTION
In Snoopy Magic Show, your object is to complete 120 levels where Snoopy
must rescue 4 Woodstocks from a relatively small grid. If you've seen Peanuts
you probably know Snoopy is Charlie Brown's dog and Woodstock is his pal who
only speaks in hash marks, although he has many relatives that look exactly
as he does. For the first sixty levels you must just avoid bouncing balls,
but later on you need to avoid Snoopy's shiftless brother Spike. Each level
also has a time limit, and occasionally you can find a power-up that lets you
destroy a ball or Spike, or you can even get a timer, although that does not
make you invincible.
Parts of Snoopy Magic Show are a bit too given to chance, so the strategy
is--do this to get in the best position to win. Sometimes, though, avoiding a
bobbling ball that swerves diagonally at random is a neat challenge, and
figuring out how to eliminate a very random Spike can be an interesting
puzzle. But it all drags on a bit too long to be as lovable as the characters
in it.
2. CONTROLS AND POINTS
Snoopy can move between grid squares, but once he starts to move, he will
go to the next square. You can anticipate your next move, and you must hold
the pad down to continue moving in a certain direction. Snoopy can push
certain blocks in specific directions, but you have to find this out by trial
and error in each level. Holding down A and running into a block with a hole
in the middle destroys it, but other than that you really don't use the
buttons.
The trickiest things to move around on are conveyor belts or walkways.
These are squares with arrows. If you step on one and let go of the controls,
you will move in the direction of the arrow. The game has many of these
chained together, but you can actually tread water on a conveyor by pressing
the opposite direction of the arrow. There's no way to get off to the side.
Points are pretty straightforward. You get 1000 for each Woodstock and 100
for each bar lit up around the edges when you clear a stage. These count as a
timer as well, and overall you have 7+16+18+16+7=64 to start with, so the
possible maximum is 6400 but in reality you usually get far less than that.
When you get halfway through a side or to a corner, certain blocks will
reappear or disappear. You can delay when they disappear by standing on them.
3. ENEMIES AND SURROUNDINGS AND TIPS
PYRAMIDAL BLOCKS can be pushed, but only in one predetermined direction from
their original squares. Then they can be pushed back. Pushing them can
uncover teleportals, extra time, or the power-up that lets you destroy Spike
and/or the balls. Pushing a block into a square where an opponent is even
fractionally there pushes you back to the square you were on. However, if
Spike is on the other side and moving off the square, you can push at it and
wedge the block successfully.
BLOCKS WITH HOLES can be destroyed by running into them and pushing the A
button. They sometimes have power-ups in them, too, and the power-up goes off
in the direction you ran into the block.
VANISHING BLOCKS disappear when the timer reaches the corner and reappear
when the timer reaches the halfway mark on a side, or vice versa. You can
disrupt this timing for any one block by standing on its vacant area while
it's gone. You often need to access areas the vanishing blocks guard, and
often you need to push another block from the square they're temporarily on.
TELEPORTALS send you to a different part of the maze. If there are two
teleportals on a level, you're kicked back and forth between them. If there's
one, you'll take your chances the first time through as you don't know the
destination. Only one object may use a teleportal at a time, so if a ball is
chasing you and you step in, the ball will go over the portal. Similarly you
can walk over a ball going through a teleportal. However, you are vulnerable
when you are coming out of one, as you flash onto your new location and can't
move.
TIME CLOCKS allow you a few seconds where opponents are frozen, but they are
still lethal to touch. You discover these by pushing blocks, and then you
have about 10 seconds to pick up a time clock before it disappears. Often you
should wait a square away and jump on the clock when the enemies are in the
right position to run past. If they're blocking you, this power-up is worse
than useless.
POWER UPS are in the shape of a P with a circle around them. They last for
about five seconds, and you will kill anything in your path. In this case you
will want to go where the balls are about to go, and Spike is pretty easy to
kill with these as you can run at him and probably corner him if you have to.
The P lasts for ten seconds, so you can even wait for Spike and a ball to
approach. You don't have enough time to comb the board so timing when to get
the power-up is important.
BALLS bounce in odd diagonal directions. The angle of incidence is NOT equal
to the angle of reflection, and repeated testing seems to show that the angle
the balls bounce off a wall is random, but partially determined by your
location and/or movement. In other words, you can't base a walkthrough on how
they will bounce around, because they are unpredictable. If a ball is coming
at you, it's best to keep two squares away unless you are really in a box. If
a ball brushes against you its death, but if you are in a 2x6 corridor then
you can run past it after it bounces off a wall, since its width is only 1/2
of an actual square. You just have to pay attention to the angle it bounces
off at.
You'll also need to anticipate when a ball will touch a corner it just seems
to brush and when it won't. This is very inexact and very maddening. Getting
trapped in a 2x3, which you need to play by ear, is much more common and
reasonable, though. You go as fast as the ball but usually have plenty of
time to be a square or two above/next to it when it bounces of the wall and
then run past.
Given how the balls bounce around, it can be tough to knock them out with a
power-up. Pull a Gretzky and look for where the ball is going, not where it
is. This is of course not foolproof if the ball bounces off the wall, but
remember, if it's going in one general direction(UL, UR, DL, DR) it will go
off in a general direction approximately at a right angle to that once it
hits a wall.
SPIKE appears on levels 61-120. You will have a lot of problems with him. He
can do everything Snoopy does, and Snoopy dies if he touches Spike unless you
just got a power-up. What's really tough about Spike is that, if you are a
square diagonally from him and he runs at you, you can't always run past. If
he decides to go down and right towards you, and you go up, he will always
clip you. So the solution is to stay as far away from Spike as possible, or
have a block or clump of blocks separating you from him.
Spike is most frustrating when he plays 'prevent defense' around a Woodstock.
He seems to react when you move around. The more you do, the more he does. He
tends to follow you generally but there's nothing specific.
When you get the power-up you can usually run at him and he is no trouble. He
may occasionally be a help to you, pushing some blocks into place, and on
some of the later levels with power-ups he replaces a ball that was otherwise
troublesome. But often when he makes up his random mind to run straight for
you, you need to resign yourself to trying again.
4. LEVEL BY LEVEL
LEDGER
+ = destroyable blocks
b = where ball starts
B = where ball starts, appears with Spike too
S = where Snoopy starts
P = where to find powerup
udlr = which way you can push the block
X = block
# = block that can appear/reappear
T = teleportal
t = teleportal destination
& = freezes enemies
w = woodstock
v^<> = conveyor taking you in various directions
K = where Spike starts
#1 / #61
XXXXXXXXXXX
XW b WX
X X X X
X + X
X + X
X S+K X <- P here
X + X
X X X X
XW WX
XXXXXXXXXXX
You can crack the right square to get the power-up, but 1) be sure to have
the other three squares busted first so you have a clear route to the ball,
and 2) it's not really necessary as you can just head to a corner away from
the ball and use the blocks near the corners to wait and dodge until the ball
goes past--then you can sneak in for the next Woodstock. Of course if you get
the power-up ball, the level's a cinch.
------
If you get the power-up right away, Spike seems to come through the breach.
So instead you may want to knock out the square above and push down and get
the power-up a bit later. Spike hangs around in your general vicinity, so you
can probably chase him down. No points for killing him, but with only one
ball to avoid and few surprises in an open field, the rest of the level is
not hard.
#2 / #62
XXXXXXXXXXX
XW WX
X d d X <- power up on left
X X X
X T X X
X XST X
X X X
X u uKX
XW bWX
XXXXXXXXXXX
Snoopy should go the opposite way he intends at first because those two
squares are teleportals. Again you have the general strategy of using the
corners to avoid the ball when necessary, although you do have to note the
teleport affects the balls too.
------
With Spike around and the teleportal, it looks like there are a lot of
factors, but if you walk right quickly you can get the power-up and chase
after him. Again, the ball is distant second priority, but Spike isn't too
tough to dodge as you can just use the blocks to fake him out even if he does
get anywhere near you during your circular walk around the edges to get the
Woodstocks.
#3 / #63
XXXXXXXXXXX
Xw b wX
X lK u r X
X l r X
X l r X
X l s r X
X l r X
X l d r X <- down square holds time
Xw wX
XXXXXXXXXXX
You're safe at the start, but you also seem trapped. You'll need to push
blocks out of the way, and your best bet is to push the block at the north
end and then follow the ball at a safe distance. It will eventually reverse,
and you can sweep in a circle to win pretty easily.
------
With some luck you can push down and follow the watch to the left. You may
want to wait for the ball to leave the periphery before picking up the clock.
After you do, go clockwise to get the four Woodstocks. The time you use to
get away from enemies should put you on the other side of the field of Spike,
making this easy.
#4 / #64
XXXXXXXXXXX
Xw+ b + wX
X X X+X <- time on left
X+ + X
X + + X
X +S+ X
X + +X
X+X X X
Xw + K +wX
XXXXXXXXXXX
Going counterclockwise here from the upper left down works well, because
there's the time block you can bust for good points. So you can probably bash
the upper block and circle to the left.
------
With Spike around you don't need to change strategy, although you have to
watch the initial way the ball bounces.
#5 / #65
XXXXXXXXXXX
X v X
X < + X
X>+wX Xw^ X
X X X X
X X s X X
XKvwX Xw+<X <- power up on right
X + > X
X ^ X
XXXXXXXXXXX
Break the blocks to gain access to the Woodstocks. This is your first time
confronting one-way tiles and here, as usual in the future, they kick you
past where you need to go. However, they do provide you with a circular
motion: Step on the arrow and then bash the brick to Snoopy's left as you go
counterclockwise, duck in for Woodstock, and repeat. The best place to start
is going down and right, because you'll run into the power-up.
------
Spike often trails you here, which is annoying and means that you will need
to move quickly down and right. Use the arrow to accelerate a bit and proceed
as before. Spike is obnoxious as he can take a tile to run at your only path
to Woodstock. Wait for him to move away.
??ball
#6 / #66
XXXXXXXXXXX
Xw #K wX
X bX X X
X XX XX X
X# #X
X# S #X
X XX XX X
X X Xb X
Xw # wX
XXXXXXXXXXX
Here you need to wait while the blocks appear and disappear. You'll want to
wait by one of the corners where the balls aren't. Going left or right at
first allows a quicker path to the Woodstocks. One should vacate its area,
and you can slip in there. After getting a Woodstock, slip into an adjacent
corner area if a ball is in the center or has shifted to the next corner
area, but otherwise go back to the center and wait for a ball to move and
duck in there. There's some luck here as a ball may bounce back and the
barriers will come back up, just in time for you to be trapped. But if you
see a ball leaving a corner area, go into that area. Repeat a few times.
There's also a possibility you'll run out of time, but the odds really are in
your favor.
You can also dance around if you need to get to the final Woodstock. You
can avoid the ball in an enclosed area, and it may be good practice for later
levels.
------
Here it's paradoxically a good idea to duck into the side near the corner
where Spike is. I generally go to the right edge and the lower part of it.
Then I go clockwise and can just make it around in time if the ball doesn't
interfere. Spike tends to get trapped at the bottom.
#7 / #67
XXXXXXXXXXX
XwX XwX
X X
XX X X XX
XK X X X
X SXb X
XX X X XX
X X X X
XwX XwX
XXXXXXXXXXX
The ball does tend to bounce at crazy angles here, so the best bet is to
keep far away from it. In fact if you're three squares away and in a straight
line, you may not want to move. The ball starts off goind D/R so go up to
start.
------
Spike gets blocked out if you're not a straight line away from him. He is
close to totally irrelevant unless he gets in the center. When you pick up a
Woodstock, make sure he is not about to bolt for you, or he will probably
trap you. Spike's less effective when tucked in a corner so he can't move
towards you.
#8 / #68
XXXXXXXXXXX
Xv<<<< bwX
Xvw X X
Xv X X
Xv XvXX^X
XvXX^X ^X
X X ^X
X b X w^X
Xw >>>>^X
XXXXXXXXXXX
This one isn't terribly difficult, but you will have to wait for balls
coming down the chutes you want to go back up. The pattern for the Woodstocks
is: DR, UR, DL, UL. Be particularly careful about the long UL conveyor as
balls can move around a lot then. Make sure they're moving away from the edge
when you start.
------
With Spike in the mix things get a bit nastier although the first two
Woodstocks are still easy. He frequently blocks one of the ramps. You'll need
a bit of luck to get by, but you'll also want to stop, when on the UL
conveyor, two squares before the final arrow. That allows any bouncing ball
to come back through and miss you. I find it may be necessary just to circle
back on the DR conveyor and wait near the bottom to goad Spike over so you
only have to fight the ball.
#9 / #69
XXXXXXXXXXX
Xw wbX
X XXX XXX X
X X XvX
X X X X
X S KX
X^X X X
X XXX XXX X
Xbw wX
XXXXXXXXXXX
The balls tend to run around the edges here, just as you do. I find you can
go left and up for the first one, but watch for a ball entering the quarter
outside part you want to go in. You may have to duck down the center and take
out the bottom two Woodstocks, left one first--the arrow gives you a bit more
speed in a pinch. Note the bottom corridors aren't as long as the top and
allow for more errors.
----
The ball starts on the lower left and goes right. You can wait for it to
pass, go down, and go clockwise. Be prepared to back out if Spike or a ball
comes at you.
#10 / #70
XXXXXXXXXXX
Xw #X#b tX
X X X wX X
X X X X X
X X K X
X S X X
X X X X X
X Xw X X X
Xt B#X# wX
XXXXXXXXXXX
The main problem here is finding when to teleport. The very best time is
with a ball right on your tail, as it will be stuck on the other side. You
also have to watch for a ball on the other side coming in to the teleportal,
which will kill you off. If possible, stay on the teleportal until any ball
in your area breaks to one side of the blocks diagonal to you. Then go the
other way.
??before 71 not B/b
------
Spike is on the right, which can be annoying. But it allows you to nail
stuff on the left pretty easily. When you do move to the right, try for an
unimpeded path down to a Woodstock, and use the blocks as protection while
outwitting Spike. You may also want to wait for the ball to come left before
going right. One less enemy to deal with.
#11 / #71
XXXXXXXXXXX
XBw v v wKX
X^#X X#^X
X XX XX X
X X
X S X
X XX XX X
Xv#X X#vX
X w ^ ^ w X
XXXXXXXXXXX
Here your big risk is making sure that the ball doesn't ambush you when you
go off to the sides and up/down into one of the corners. The ball is pretty
easy to track. Wait for it to go by when it's near a danger area, and it
won't come back soon. The vanishing squares aren't really a factor.
------
With Spike there will be some nervous moments leaving where you came from.
He'll hang around the center a lot, but if you run right, he won't be able to
get to you right away. Try to figure if he'll be in the top or bottom and
feint that way. If he starts hanging around where you need to exit, make a
break as soon as possible and don't forget you can push into the top/bottom
wall as a temporary way to avoid him. Of course, don't worry about getting
trapped for the final bird. You'll need a bit of luck to escape, but waiting
is such a pain it'll make you make a stupid mistake later.
#12 / #72
XXXXXXXXXXX
XS X w X
XXXXvX^XXDX
X < X X
X X w < X
X X B X X
X < K X X
X XX^XXvX X
X w X wX
XXXXXXXXXXX
The upper right looks like a trap, but it actually teleports Snoopy to
where he started. This can be a handy way to get out of a jam. It's a great
way to start the level, too. You should watch where the ball gets trapped--
left or right--and nab the Woodstock over there. Once the ball escapes its
side area, go to the other side. Then if it's in the center, see if you can
sneak by. Even if it ambushes you the other way, you may make it to Woodstock
in time.
#13 / #73
XXXXXXXXXXX
Xw b wX
X LUX XXU X
X X X L R X
X X XXX X X
X X S X X
X L R X
X DXXXXXD X
Xw K wX
XXXXXXXXXXX
It looks like you're trapped in the center, but of course that means you
just have to try to start pushing blocks. My suggestion is to go immediately
to the lower right corner. Push right. Then go up and wait for the ball to
come down. Push right to trap it. The rest is really very easy. The clock is
a red herring, and you just need to push the corners out from then as
indicated. Note the UL corner's a bit different; you have to push the corner
square and the one next to it, not above/below it.
UL: push up, left
DL: push left, down
DR: push right, down
UR: push right, up
------
With Spike in the mix it really isn't much different. You just push the
blocks so that Spike or the ball gets trapped in a side corridor and doesn't
have access to the center when you push two squares in one corner.
#14 / #74
XXXXXXXXXXX
Xw > < wX
X X X X
X># #<X
X RbUKL X <-extra time in center
X XSX X
X># #<X
X X X X
Xw > < wX
XXXXXXXXXXX
Here you need to wait for the squares to appear and then quickly step over
the arrows next to them to get to the Woodstocks. Note that you can clear two
at once, going up/down, if you are quick. Your best bet is also to clear the
top Woodstock first and move down--this allows you access to the area where
you can get to the side and move up/down even when the alternating squares
reappear.
The ball seems to start off going to the left, so you might want to try
your luck over on the right first. You definitely have the time.
The extra time in the center isn't worth it as you'll spend most of it
walking around the ball to get back. And in general the upper area isn't
worth exploring--less space to avoid the ball.
------
There's no need to go to the top part, either, when Spike is around, and
again you just need to be worried about an ambush from the ball. Clear out
the left half when the #'s appear for the first time, then the right half.
I'd go up first as the ball tends to go there after a bit. Spike's pretty
useless here, bumping into the two dead ends in the center, especially if you
keep blocks between him and you as you wait for a side block to disappear.
#15 / #75
XXXXXXXXXXX
Xw> b <wX
X > < X
X vKv X
X v ^ v X
X > w w < X
X^ < ^ > ^X
X > > < < X
XS > b < X
XXXXXXXXXXX
The first part is easy. Get rid of the Woodstocks by going up through the
first one-way, then right. You want to keep to the sides here so that the
bouncing balls don't come back on you. Also you may have to use a one-way
stair as a temporary dodge. Climb on them and hold the controller down.
Once you get the first two Woodstocks, go down a square and right to the
edge. You should be able to shuffle up/down until you get the upper right
Woodstock. Then go left and down the left arrow. Turn left at the next left
arrow and go up at the wall. Again you may need to delay a bit, but you
should have the space to move back and forth a bit to avoid balls and such.
------
Spike's not really a factor here either. He gets stuck near the center, but
you can still go to the top, back down, right when he's on a one-way where he
can't reach you, and down past the third Woodstock. Then go onto the far
right arrow and run up when the ball isn't bothering you.
#16 / #76
XXXXXXXXXXX
Xwv B XwX
XX# #<X
X ^>>>> X
X ^ v X
X ^ s v X
X <<<<v X
X># #XX
XwX K ^wX
XXXXXXXXXXX
Note that you can only get Woodstock when the flashing blocks are visible.
They prevent you from being kicked anywhere by the walkways. Also, if you
wait around the ball gets Snoopy. But if you go down, the conveyor will take
you left and you can get the DL Woodstock. Go 3U and back o the belt and you
can get the UL woodstock. You may get intimate with the bouncing ball here
and have to duck it, but again you can take the conveyor to the left side and
you may have to wait before getting #3 in the UR. You should be able to get
two Woodstocks for each phase the blocks reappear.
------
With Spike on the board, you'll want to go up, which will kick you right.
Then get the Woodstock in the corner. It's riskier to go left and get the UL
woodstock and proceed clockwise, but in any case, you want to make sure that
you're never in the same quadrant as Spike, unless you think you can duck
him. It may be worthwhile to run halfway around the conveyor belts to get to
him quickly. If Spike starts hanging around one area, get at the end of the
conveyor belt to the next area once the blocks disappear.
#17 / #77
XXXXXXXXXXX
XB< w X
X X X^X
X X > X X
X ^ X wX
Xw XSv X
X X < X X
XvX X X
XK w vbX
XXXXXXXXXXX
Here you can go up or down depending on which way the balls start out--get
the first woodstock easily. The next one may be rather tough as you can get
trapped by two balls coming from opposite directions as you round the
corners.
------
Having Spike around actually makes this a bit easier. You may want to wait
until he gets near you; he can't touch you in the protected center. When he
gets on the walkway below, go right and try to swoop for the Woodstock on the
bottom, and the rest is going in circles. The last Woodstock may provide some
nervous moments if the ball is in that area, but in that case you may want to
try to follow it closely and enter the left side only when you're sure the
ball won't bounce into the UL corner.
#18 / #78
XXXXXXXXXXX
Xw b vX
X>>>>>>>>vX
X^ + + vX
X^+ + +w+vX <- power up on left
X^+w+ + +vX
X^ + s+ vX
X^ <<<<<<<X
X^ wX
XXXXXXXXXXX
I found the best way through was to destroy the four inside blocks and pick
off the two Woodstocks. This will trap the ball on one side for the most
part, and then when you take the walkways going left/right you should be able
to double back into the corner with little trouble.
------
With Spike around it is much tougher. He tends to sit at the end of the
walkways and just block you. The best way to get rid of him is with a power
up. The upper of the leftmost squares you can destroy holds one. Nail it from
the left, go down, and go left to get the power-up.
#19 / #79
XXXXXXXXXXX
X X
Xs+X X+KX
XX X X XX
X+ + +X
X X X X
X + + wX
Xb XwX wbX
X w + X
XXXXXXXXXXX
Break the square to your right, then break the two in the center. You can
probably duck left and get the one Woodstock and then duck right, timing
things so you run past any balls heading towards the center. If they get out
of their boxes, open up the other breakable square just above so you have two
ways out/in.
------
The first level with Spike and two balls. It's tough. If you push right
immediately to destroy the block, Spike seems to push left, and a clock will
come out from the right. You can pick it up to make things much easier, and
in fact it's worth it to work your way around Spike and break that block
anyway if he doesn't. It will allow you to get the woodstock inside the
heart, go down, nip in left, and go right. Here you have to dodge a ball for
the final two woodstocks.
#20 / #80
XXXXXXXXXXX
Xw b wX
X X XX X
X X> X X
X X X X
X X sX X
X X <X X
Xb XX X X
Xw K wX
XXXXXXXXXXX
The best idea here is to get the UL Woodstock first. Then you can circle
around clockwise as the UR ball tends to get stuck in the center. The main
nuisance here is to avoid the balls bouncing around in the tight corners, and
to do so and get by, just try to follow them as closely as possible.
For the DL corner, the final one, you don't have to worry about getting
out. Also, it's probably better to go through with the level as quickly as
possible instead of waiting for the DL ball to leave its corner. Running out
of time is a very real possibility here.
------
With Spike, things are much easier. He often gets trapped in the center,
trying to retread the conveyor he can't retreat on. If Spike and the ball do
get stuck in the same corner, you can just approach Spike from the side or
top, goad him away, and fake him out. You can even use one of the arrows to
lose him and then avoid the pinging ball.
"More than 40/100. Take it easy!" -- Snoopy is on top of his doghouse and
it's night--even if the sky is white--due to the crescent moon and stars.
#21 / #81
XXXXXXXXXXX
XT LwX
X XXXXX X X
X X XwX X
X X R X X X
XkX XsL X X
X XwX X X
X X XXXXX X
XwR TX
XXXXXXXXXXX
This is a very challenging and sneaky level. You need to be able to fake
out the ball, which may trap you in a corner if you step into a teleportal at
the wrong time. First you want to go U/L/D for one Woodstock and backtrack
for the second. The ball should be coming at you from the DR so go to the UL.
But wait until the ball is just behind you, so that it overpasses the
teleport while you're still in it.
If the ball bounces back right, then just go down, get Woodstock, go up and
through the teleportal and win the level. If the ball goes down, re-enter the
teleportal and go back right, as you were. Then enter the teleportal again
when the ball is near(not too near--the game tends to let it in the teleport
first in case of a tie) and if the ball goes to the center area, you can
clear everything out. If it bounces back down, go back to 1 right of the UL
corner again.
------
With Spike around this is a bit cheesy, but move Snoopy up immediately and
then left and down, pushing the block at the end of the spiral right. Let
Spike go through the teleport--he'll 'see' you--and move three squares right.
He'll kick out a power up, and once you pick it up, head down to touch Spike
before the power-up runs out. Otherwise Spike will be stuck in the corner.
You can clear out the rest as in #21, with the upper right being the
trickiest. If you can enter the UL teleportal twice, do so, but otherwise let
the ball follow you from UL to DR until it goes down the left. Then enter the
teleportal and go up. If the ball instead goes up the right side, try to get
next to the DR teleportal and cross it as the ball re-enters.
Level #22 / #82:
XXXXXXXXXXX
Xw > bX
X XX Uw X
X X R^X
X L X
X R X <- power up
XvLk Xs X
X wD XX X
Xb < wX
XXXXXXXXXXX
This is not a bad level at all--you can push blocks onto each arrow and
it's easy to avoid the balls in the corner too. You probably need to push
only one of the blocks out of the way. But the unguarded woodstocks are the
best to get first as the balls may disperse in the time it takes you to get
them.
------
Spike may save you some time by pushing some blocks where they need to go.
You can probably clear out all but the upper right with east. To get the
upper right, push the lower of the two center blocks right, and get the power
up and bull your way through the upper right.
Level #23 / #83:
XXXXXXXXXXX
XXw L R XX
X U D T X <-power up in center
XDwU X XX
X D UsXwU X
X kD U L X Spike??
X DtU X
X D X
X w w X
XXXXXXXXXXX
This level is rather tough, but if you know the right pattern it's a lot
easier. First, push the block right, then go in for the Woodstock to the
left. Push the block below where you started down and go right to push the
teleport block. You can wait to do this a bit so that both balls are on the
same side, but too long and you're cooked.
So you will probably have a choice of killing one of two of the balls. You
don't really have time for both, so just be sure of one. The left one is the
most annoying, and once it's gone, push above in the center column, then push
down/up in each column to the left as you work your way UL to Woodstock. Then
you'll need to duck around the lower part to get the DR Woodstock, but push
the block below the final woodstock left.
------
With Spike in the mix there's just one more bad guy to dodge. However, you
just have to concentrate on killing off the obstacles on the right while
proceeding as before. You still push all the same blocks.
Level #24 / #84:
XXXXXXXXXXX
Xw B<<<<<X
X v w^X
XK v ^X
Xv<<< ^X
Xv s>>>^X
Xv ^ kX
Xvw ^ X
X>>>>>b wX
XXXXXXXXXXX
You can avoid the balls' initial trajectory by going left and down. Then
you may have to look both ways before going UR, but you can make it, and you
can go up on the walkway for the UL Woodstock. The walkway on the left edge
takes you to the final one quickly.
------
Spike isn't up to much here because you can always run from him pretty
effectively. You can still clean up the center two Woodstocks. Then sucker
Spike past where you are, or if in the center, draw him into the center and
bolt. You should be able to run circles around him, and just keep to the edge
walkways once you've cleared the center. If he's blocking where you want to
go, move into the center and goad him and get back out.
Level #25 / #85:
XXXXXXXXXXX
Xw > v wX
X >^R >v X
X>^ X >vX
X k X U X
X D X KX <- push down for power up
X^< Xs v<X
X ^< Lv< X
Xw ^ < wX
XXXXXXXXXXX
As they stand the walkways will kick you away from the Woodstocks. But each
walkway has a block adjacent to one of the squares. Push that square onto it
and then the original part of the walkway will wind up in a dead end. That
will allow you to step across and get Woodstock. Avoiding the ball really
isn't a problem here, and although the leftmost block hides a power-up, the
ball is unpredictable enough you can't chase it down. It however has little
chance of nabbing you if you stay on the edges.
------
Spike is a real hassle here. Although you can get a power up relatively
easily, and the blocks you think obstruct walkways when you push them do, he
can push them back. You may want to feint to the upper part and push the
blocks near the corner before returning.
Level #26 / #86:
XXXXXXXXXXX
Xw> v wX
X U v X
Xv vK X
X Rb<<<X
X>>>BL X
X ^s ^X
X ^ D X
Xw ^ <wX
XXXXXXXXXXX
Go right and push the block down to get the DR Woodstock. You need to push
the blocks in the center to get the DL and UR ones. The lower block goes
left, which allows you past the walkway. Enter the walkway at its end so you
aren't blown around and pick up Woodstock. The balls aren't terribly active,
so you should be able to go up(note you push the lower block back if you
don't run straight through) and push the top center block right. Then push
the UL block up for another Woodstock and go back right. Be careful crossing
the walkways and this is a relative breeze.
------
Here with Spike on the right, go left and up and push the upper block
right. Now go in to the upper right and get that quickly. There's a
possibility Spike may double back, but this is the tough part and so you will
want to try it right away to see if it works. From there, go left/down(avoid
Spike) and get the Woodstock in the DL corner and then pick off the other
two, saving the relatively easiest for last--push the blocks up and down.
There's a small possibility that one of the two center blocks may have been
pushed back into place, in which case you may have to retreat to one corner
and circle back around.
Level #27 / #87
XXXXXXXXXXX
Xv<<<# s tX
Xvw D X
Xv<<<<# X X
Xvw D X
Xv<<<<<# X
Xvw D X
Xv<<<<<v#KX
XTw B X X
XXXXXXXXXXX
Your first task is to get just to the left of the bottom horizontal walkway
and go down to get the bottom Woodstock. Head into the teleportal and then
you will need to wait to run in to pick up the other Woodstocks. Once the
squares disappear, push the blocks below them down and reach in and grab a
Woodstock. You can probably get two Woodstocks per 'flash.' You may have to
negotiate a ball bouncing off the wall, but fortunately at the beginning you
have nothing to fear, and you can usually back out pretty easily and try
again later. Note that you must push the bottom block down AFTER getting the
Woodstock on the bottom, or you are trapped. Also, it's more valuable to push
a block down than to grab a Woodstock immediately.
You can also just push every movable block down right away and walk in for
the Woodstocks later.
I don't see any way to get the power that pops up when you push down on the
bottom movable block. You have to get Spike to help you, there.
------
The toughest part here is faking out Spike to start. Use the small block in
the right--the one you can run around--relentlessly. If you can switcheroo so
Spike winds up on top, you can make a break for the bottom once the blocks
disappear. You may have to do this several times, and you may have to settle
for pushing the left blocks down first if Spike plays 'prevent defense,' but
on the bright side, Spike may help you out with pushing blocks where they
need to be.
Level #28 / #88:
XXXXXXXXXXX
Xs X X
X t v X
X XKX X
X <w> X
X X X X X
X v w v X
X RwUvXwL X <- teleport=push up, power-up=push right
X> b <X
XXXXXXXXXXX
The Woodstock in the center is the one that causes the big trouble. You
need to take one woodstock before getting to it. Go through the top down-
arrow and get one, then go right and into the DR corner. Get the Woodstock in
the lower right and go down. Push the second-left block up and enter a
teleport. Here be sure the ball isn't hovering near in the upper left. Try to
guess its trajectory if it does hang around a bit long. Then you can go back
one square above the lower right. Push the block left and now you can get the
center woodstock. Go down once you have it, left, and up for the final bird.
There's a power-up pushing the leftmost brick right, but it's rarely useful
as the ball isn't too dangerous in open areas, and you can move out of the
bottom pretty quickly.
------
With Spike around you have to be a bit more direct. Go south, through the
arrow, right and go up for Woodstock and push up to get the teleport. Once
you've returned, go to the left edge and go down, pushing right before the
arrow this time. Get the power-up when Spike gets close. The ball isn't as
big of a problem. Clear the lower Woodstock out, re-teleport up, and push the
rightmost block left.
Level #29 / #89
XXXXXXXXXXX
Xw k wX
X X
XXXXXXU UXX
X X
Xw X
XXXU UXXXXX
Xw sX
X X
XXXXXXXXXXX
Snoopy's in tight quarters in this level, and though you can push certain
blocks around the ball still seems to sneak in and kill you if it really
wants to. You can go straight left to start. The ball will curve to the
middle row. If you grab the left woodstock quickly and go up, then you can
swing in for the next one to the left. Now you'll have to run back at the
ball and if you start a run when the ball bounces of the bottom, you usually
seem to make it. Then you can clean up the top--avoid the ball the same way.
If the ball seems too close then try to get a square left of where it bounces
off the bottom and just freeze there and run by.
You can also push the square left of the bottom entry to the middle row up
to buy time--trap the ball in the small area to the left. Then clear out the
top and come back around and wait for it to come out.
------
Unfortunately with Spike around you have to run by him in a narrow corridor
at some point, and this largely seems to be luck. Just dodge the ball as best
you can, picking up Woodstocks along the way. Don't waste time trying to fake
him out or he'll eventually come at you, or the ball will catch up to you.
The odds are against you in any one challenge, so just get through it ASAP so
if one attempt is doomed to failure, you can go with another.
Level #30 / #90
XXXXXXXXXXX
Xs > X
X^XvXXXvXwX
XwX XvX
X X R L > X
X < RbL X X <- powerup on left
X^X XBX
XwX^XXX^XvX
X <K wX
XXXXXXXXXXX
If you can make it to the lower right of the center blocks, push it left
and you'll get a power up. Wait around the power up until a ball or two is
near and take it out. This will make the rest of the level much easier--with
two balls chasing you, there's the risk of getting trapped by them. Even with
them, you may meet it the wrong way in the outside corridor, but you can use
a bit of foresight to avoid that now. You can also use foresight to chase
down a ball once you got the power up. They tend to continue along corridors.
With one ball gone you can loop around one corner and just check to make
sure that nothing's in the way. The UR and DL are a bit more risky than the
UL and DR, which have much easier outs. So you will want to save one of the
UR and DL for last.
------
As Spike is rather easy to kill, you'll want to go after him with the
power-up pretty quickly. For the ball, follow it, but just stay a distance
away so you can back out of a corridor if it turns around and bounces back at
you. You can always go back to the center and wait as well. I find starting
by going to the right and seeing what the ball will do, as you can pick off
the right Woodstocks that way. After that go to the center and power up.
Level #31 / #91:
XXXXXXXXXXX
Xb > < X
X w> <w X
XULU URUX <- Power up 2nd-right
X X
X s X
XDLD DRDX
X w> <w X
X > k < X
XXXXXXXXXXX
This is a straightforward level if you know where the power-up is, and if
you can get it to work. If not it will take a lot of dodging, although the
concept is simple. Go to the outside, push a block to the bottom/top edge, go
two over, push the other block up/down, and push the final block over.
The power-up's in the upper right. Push the rightmost of the three blocks
up. Then push the left one up, revealing the power-up, and push the remaining
block right so that you've gained access. You might not be able to do this
right away but it seems that if you go directly right the ball bounces into
the top area.
------
With Spike this is much tougher. I generally feint to one area, then get
the power-up in the upper right. It takes a few tries and I just stomach it.
If you can kill Spike, the rest should be trivial. Just avoid the ball
getting close to you and trapping you when you push the side blocks up/down.
Level #32 / #92:
XXXXXXXXXXX
Xb K v wX
X ^ <v> X
Xw ^ < v >X
X ^ v X
X ^ s v X
X< ^ > v wX
X <^> v X
Xw ^ bX
XXXXXXXXXXX
The start here is tricky, and all you can do to avoid the balls is go left
and down into the little nook. Then you can go up, left to the edge and down
to pick off the two woodstocks. Here you may need to wait for a ball or two
to go past, as they can trap you in the corner. Take the long walkway back up
and go right. You'll zip down and pick off the right two birds the same way
you got the left two.
------
Spike is up to surprisingly little here. You can avoid his long runs up the
arrow-walkways with ease. As usual, staying to the sides will keep you safe
from the balls.
Level #33 / #93:
XXXXXXXXXXX
Xw k X
X R^^XXXX X
X X LwtX X
X X U L X
X X L L X
X R wX L X <- push right to reveal teleport
X XXXXvvL X
X s wX
XXXXXXXXXXX
You can keep well enough away from the ball on the outside--even avoiding
it as it bounces your way into the right side of the structure. With the two
outside birds caught, go to the left edge and push the second-bottom block
right. You'll hit a teleport. Go left two squares to push one block and push
the one two below it left. Then, when the ball can't get to the left area of
the inner structure, push up. That gives access to the final bird, once you
push the block above it back right. There's a time delay here
------
Spike doesn't really get in the way all that much here, so you can proceed
as before.
Level #34 / #94:
XXXXXXXXXXX
Xw > b> wX
X tX X+ X
XvX +X X X
X L <X
X> SR X <- teleport
X X X+ R^X
X +X D X
Xw <K < wX
XXXXXXXXXXX
The best bet here is to try to get the ball right away. Well, not too right
away. It will be bouncing around on top, and once it leaves the area, bust
the block above and go right. Bust the UR block and get the Woodstock, and
once you think you see where the ball's headed, grab the power up and try to
meet it. If you don't get it, don't sweat it.
The other three woodstocks:
DL: enter along the lower wall, going left
DR: push the blocks around it right or down
UL: In the center, push the lower right block right. It will reveal a
teleport for you to enter. This is the last one you should get to as you have
to backtrack from it otherwise.
------
With Spike in, it helps to be exact. Bust the block above, then go up and
right and up. You'll want to get the UR Woodstock first, but before getting
it, bust the block from above. That allows you to go down and get the power-
up right away, cutting down any nuisance from Spike, whom you should cull
easily with the power-up but who is nastily obstructive without it. The rest
is as above.
Level #35 / #95:
XXXXXXXXXXX
Xw >> wX
X b X#UXX X
X X v> X
X X #X X
X X# s X X
X <^ X X
X XXD#X K X
Xw << wX
XXXXXXXXXXX
Go right to the outside, behind what you detect to be the ball's path. It
doesn't reverse often. Pick off the near woodstock, which will be near a 1-
way blockage, and go get the other one on the left. There you'll have to
avoid the ball and then move quickly clockwise to the next two. The hard
parts are seeing which way to go first and stepping around the ball in a
moderately spacious corner.
------
As above, but see if you can goad Spike into coming left via the bottom,
which makes the right side that much easier to clear.
Level #36 / #96:
XXXXXXXXXXX
X w< X
X>>>>>>>^ X
XwvU R^ X
X v X ^ X
X v s ^ X
X vL D^wX
X v<<<<<<<X
X <w k X
XXXXXXXXXXX
Here your big act is to push the upper-right block in your area right,
although you may want to start by pushind the DL block left and pushing
everything clockwise, so you can get out of the level OK. This reveals a
power-up, and with the wide open space in this board it shouldn't be a
problem to judge where the ball will go. Don't get caught on the left or
upper edges before pushing all the blocks near the conveyor belts onto them.
Otherwise you can get trapped in one area without being able to leave.
With the ball gone, after you've pushed the DR one down, you can clear the
right woodstock and get the others in clockwise order. If you don't get the
top Woodstock last, you'll have to go back to the left edge and down to get
to the center after picking it up.
------
Proceed as above pushing blocks out of the way. Spike gets trapped in a
circular pattern quickly, so you can concentrate on getting the ball with the
power-up and using the conveyor belts to get Spike. Just be sure you blocked
the belts by moving the four blocks, and you can then work as above.
Level #37 / #97:
XXXXXXXXXXX
Xw< K >wX
X XX XX X
XvX bX X
X X X X
X XsX X
X XB X^X
X XX XX X
Xw< >wX
XXXXXXXXXXX
Here there are no blocks to push or power ups and the best advice I can
give is that you need to duck into a corner when there's nothing there and
duck out. The ones you want to concentrate on are the UL and DR because if
you get them, you can sneak to the DL or UR for a second Woodstock if the
balls aren't anywhere around--and also, you can pick one of these two up last
with abandon. The tough parts for this level are when you leave the UL/DR and
a ball is just around the corner. Back up into the conveyor you can't cross
if you must to avoid a ball, although sometimes they do trap you. Also don't
follow them too closely into a corner as they can reverse on you.
------
Spike's pretty nasty in this level. You need a bit of luck here but I find
that letting the ball go by and following it can sometimes net a quick
pair(DR, then UR.) Double back quickly after getting the UR. Then pick off
the UL at your leisure--going through the middle seems to confuse Spike. The
key is to find time to get the UR and if you're just trying to hack through
this game, you might as well clear the right side right away or go for the UR
ASAP.
Level #38 / #98:
XXXXXXXXXXX
Xwv wkX
X v v<<<< X
X v v ^ X
X v v < ^ X
X v >s^ ^ X
X v ^ ^ X
X >>>>^ ^ X
X w ^wX
XXXXXXXXXXX
Duck quickly down here to get started and then walk carefully along the
outside of the non-conveyor part. The conveyor always kicks you to the
center, so to get the Woodstocks in the corner, you need to avoid it. It's
pretty easy to avoid balls along the side, but taking the conveyor back to
the center once you're half done is very risky. It's better just to wait for
flying objects to pass you by.
------
With Spike around, you have an additional nuisance. He keeps cycling around
in the center, and you must start by picking up the Wodstocks that lead to
the lower right corner. The only way to distract Spike is to go under the
single walkway square facing right, towards the center. Push down when Spike
comes down after going right off the spiral walkway. It will eventually work
although there's some too-fast-for-comfort timing involved. Through all this
you also have a ball to avoid, so keep an eye out for that.
Level #39 / #99:
XXXXXXXXXXX
Xw< K >wX
X UR XX X
X X X X
X R L X
X BRsL X
X X X X
X XX LD X
Xw< >wX
XXXXXXXXXXX
See which way the balls tend and go the into a corner away from them. You
can avoid a ball on the side in the middle area there, and you'll need to
push a brick in the center back to the middle column in order to return. In
fact, you may want to wait to do so until the balls come over to you, after
which you can psush the block and run away from them.
------
Spike can really make things much tougher. He'll trap you when you get onto
one of the triangular side regions. So try to sucker him in there with you by
waiting after you get the first Woodstock--in the UR or (more likely, since
Spike starts out on top) DL, so you can run away and push the blocks to
escape. Note you only have to pull this escape once--a dead end for the
second bit is no big deal really.
Level #40 / #100:
XXXXXXXXXXX
XT wXw b X
X v<<<<<^ X
X vX X^ X
X v ^ X
X v s ^ X
X vX k X^ X
X v>>>>>^ X
X wXw TX
XXXXXXXXXXX
When you are traveling along the conveyors be sure to remember you can
pause Snoopy by pushing opposite the direction he's going in. The trips take
a while, and the ball has time to catch up to you. They are a big part of
this level, the other being the Woodstocks 'behind' the teleportals.
Go left into the conveyor and get the first bird to the right. Then go left
and up. Here you may have to wait for a ball to bounce off a wall. Enter the
teleportal and, when you exit, go left for a bird. Go back into a teleportal,
east and west for #3. Then up and left for #4.
------
With Spike around you will need to be a bit quicker. But the same
instructions still apply. You also need to beware if Spike is ahead of you on
the conveyor belt--he will wait. You can get the DL woodstock and then use
the teleport to get the DR and UL respectively. You may want to wait for
Spike to whiz by on the conveyor before getting on it. Note the center isn't
accessible and if Spike goes into the DL, eventually he takes the conveyor
back UR. You should be in the UL after your third bird. Get on the left
conveyor going down as soon as Spike gets on the bottom one, and get on the
bottom one as soon as he goes back left. That will assure you're behind/ahead
of him enough to get the final Woodstock.
"More than 80/20. Take it easy!" appears.
Level #41 / #101:
XXXXXXXXXXX
Xb X
X < L R > X < timer on the right
Xvwv vwvX
X > <DX
XU> s < X
X^w^ ^w^X
X < L R > X
X X
XXXXXXXXXXX
This is not a very taxing level once you learn what to push where. The ball
in the upper left comes down on you pretty quickly, so move down to the edge
right away. Go left to the corner and up. Go right to get Woodstock and back
left and push up. Now you can go to the UL and pick off the Woodstock there--
the conveyor would have kicked you past before.
You can repeat this for the UR/DR as well. Go to the UR corner and pick a
Woodstock off and then push the right block down and get the final one.
------
Spike's biggest nuisance is how he can get stuck in the far lower right. To
get him out, go to the far lower left. In the meantime though you can clean
up the top part to start. You can also access the timer for insurance if you
push the upper right block to the right.
Level #42 / #102:
XXXXXXXXXXX
Xw^ vK wX
X v v<<<>X
X v X X
X vX <<X
X>> s X^ X
X X ^ X
X<>>>^ ^ X
Xw k^ vwX
XXXXXXXXXXX
At one end of the conveyors that for the most part suck you back to the
center, note how the arrows suddenly flip flop. This allows you to walk in,
get Woodstock, and get out.
DL woodstock: approach from above
DR woodstock: approach from left
UR woodstock: approach from below
UL woodstock: approach from right
Do this in any order you like. You may want to pause to wait for the ball
to go in an irrelevant corner although it shouldn't trouble you much.
------
With Spike around it's a bit tougher. He tends to stay just outside the
conveyor belt. I find that I like to wait a diagonal square away from the
square I walked into the corner area on. If Spike walks to where the conveyor
leads, I walk out the way I came. If he gets close to me, I get on the
conveyor belt and fly away from him. There's a lot of jumping between corners
here. The UL and DR seem easier to work away from, so you may want to hit
them first and leave the dead-ends for last. You also may need to duck in
another corner immediately if Spike gets back on your trail too quickly.
Level #43 / #103:
XXXXXXXXXXX
Xw <k> wX
X bX X X
X X X X
X> <X
X> <X
X X X X
X X Xb X
Xw < > wX
XXXXXXXXXXX
Here you may be forced to dodge balls in a corner if you get trapped with
them. The usual go where they ain't advice applies here. You enter a corner
near the center column and exit on the sides, and you may need to wait in the
center and bounce around a bit as the balls leave their designated corner. If
one ball waits stubbornly in the final corner you can risk going in and
nabbing the final Woodstock, but until then you should always have options.
------
Spike isn't too much of a nuisance here if you just sucker him into the
triangular areas with the birds. He won't be able to guard the exits that
way. If Spike gets stuck where you need to get a Woodstock, the other three
are pretty easy, but the final is a bit tough. Go on the arrow on the side
that he can't touch, and break to the center when he gets close until he
releases fro mthe treacherous corner.
Level #44 / #104:
XXXXXXXXXXX
XK wL #bX
X #v<< < X
X ^ ^ X
X ^ ^wX
XUv<< >>^DX
Xwv v X
X > v s X
Xb# >>^#wX
XXXXXXXXXXX
For the UR and DL areas, you need the vanishing square to be gone. You'll
need to hook around where the vanishing square was. The UL and DR can be
cleared regardless although you'll still need to hook around a bit.
Thus going up is a good start as it kicks you to the UL. Note that you must
go among the areas in clockwise order due to how the conveyors are placed.
You may be able to take out the DR as well, which is a nice place to step
off, as if you push down from the UR you can activate a power-up.
It's possible to circle around and get it, but you will probably find it
more expedient to dodge the balls for a bit and swoop in to the DL.
------
With Spike you can again start in the DR. In fact the UL is off limits
because he's there. However you may wish to wait until the first time blocks
vanish so that you can get to one of the tougher birds--just keep behind
Spike(you must traverse the walkways in counterclockwise fashion.) You may
need to cycle around the horn to evade Spike, until the blocks disappear and
you can grab the other two Woodstocks. Staying static after grabbing
Woodstock often leads to Spike guarding the exit of the conveyor you crossed.
#45 / #105
XXXXXXXXXXX
X>>>>>>>>vX
X^# w vX
X^B>>>>v#vX
X^w^ +sv vX
X^ ^ ^ v vX
X^#^ ^<<wvX
X^k^ #bvX
X^w^<<<<<<X
XXXXXXXXXXX
With all these arrows the first thing to do seems to be to sock the brick
in the center. But the time to do it, or the direction, is not obvious. You
can hang left, right or down from it, as the balls bounce and you need to
avoid them. Once the time for the vanishing blocks to go nears, hit the brick
from the left and start running around the plain-floor spiral. You should run
over the power-up, and you won't even want to stop to take out the balls as
they bounce around. You should be able to get to the edge before the blocks
reappear.
------
Spike is pretty useless here as he just runs into the center and circles
around there. He's not sophisticated enough to run back out. So just bust the
block, don't worry about the power up(which is a trap--it'll wear off along
your long ride) and run over the regular tiles. You should get all four birds
between the time the blocks disappear and reappear. You should even have time
to duck an errant ball.
Level #46 / #106:
XXXXXXXXXXX
Xw R b L wX
X > < X
XU U U *X
X X
X s X
XU D R UX
X > <tX
Xw R k R wX
XXXXXXXXXXX
This one looks simple but has a trick you must poke around to find.
Basically you can just push the squares hearest the center down/up to block
the conveyors...except for the DR one. For that, you must teleport to the
area. You do so from the upper right. After getting that Woodstock, push
down. It will take you to the hidden room. You shouldn't have much trouble
waiting for the ball to come out of any area, although occasionally it does
get stuck.
It's best though to clear out the DL first. Push up once you got Woodstock.
That'll get you some time. The ball may try to get in the DL before you do,
and if it does, it may be stuck a while. In that case, clear the rest of the
board and come back.
------
With Spike in the way you may wish to push the barriers on the left side
first. Note the ones by the left edge, but the ones in. The best part is that
Spike can't push them back even if he decides to start chasing you. Once you
take out the upper right, the lower right is a piece of cake when you
remember about the teleport.
Level #47 / #107:
XXXXXXXXXXX
X + wX
X k+ XX
X DR DwX
X UX s^X <X
X> Xv XD X
XwU LU X
XX + X
Xw + X
XXXXXXXXXXX
A messy board with some pushable blocks that's really simple once you know
what's where. There are no immediate threats, and you can finagle things so
that when you open up an area the balls won't be too menacing.
The first step is to go down the conveyor and to the left. Go to the left
edge and get the corner Woodstock and go R/U. You may want to wait for the
ball on the left to go back up. Push up to get the next woodstock and then go
back right. Break the top of the bricks for a power up and sneak by the ball
before running into it once you're powered up. You may even be able to go
back left and pick off the other one.
But in any case what you need to do is to go left, up, break a brick, and
get the woodstock in the corner. Then L/D and push down for the final one,
which you could get close to before but...not quite. There was no block to
push in the conveyor's way.
------
Spike's not really relevant here. You can avoid him and one ball and get
through comfortably. Just go to the upper right, push the block down to get
the lower of the Woodstocks, go around the right edge and avoid the DR ball,
and go along the bottom edge. Push the block UR of the corner up and get the
final Woodstock. Just watch that Spike's not anywhere near during your final
push or things could get sticky.
Level #48 / #108:
XXXXXXXXXXX
Xwv k vwX
X> R #R <X
X U D X
X # s X
X # X
X U D X
X> L# L <X
Xw^ ^wX
XXXXXXXXXXX
Here you have to get on the vanishing blocks' squares to push the blocks so
you can bag the birds in the corners. The UL one gives you extra time, which
is very useful if the squares are currently vanishing, so wait to pick up the
clock until then. The only drawback is that a ball is often wedged in the UL.
You can push all blocks but only the ones behind the vanishing squares are
useful.
So you want to push blocks into the square diagonal to Woodstock.
UL: lower, UR: upper, DL: lower, DR: upper
------
With Spike around you have to duck him for a bit, so be sure to keep
several squares away from him at all times. It shouldn't be too bad. He isn't
gunning for you and often pushes the UR block into place for you if you sit
and wait a bit--leaving you a disappearing block with which to play ring-
around-the-rosy while you wait for it and its pals to disappear. Remember
that putting blocks in the right position is more important than getting
Woodstocks immediately. You only have limited opportunities for the first.
Besides, if you can engineer things so you take out the UR last, the timer
you uncover is a free pass to circle through everything.
Level #49 / #109:
XXXXXXXXXXX
XB > < wX
X U Uw< X
XvL U U vX
X R X
X L s X
X^ D D R^X
X >wD D X
Xw > < kX
XXXXXXXXXXX
Go left and push the block(don't worry about the power-up--that ball will
be stuck for a while.) Then go down and the conveyor nets you the first bird.
Go down again and circle back around. Push the block 2R2U of the corner down,
and then you can get the corner bird.
A mirror image solution applies to the upper right. Push the one block
right and go up two. Go up again to get sucked into the next conveyor, push
the block 2D2L of the corner up, and get the final bird.
------
Spike can be a real bumbler here. That's not to say this level is harmless.
However, the main trick here is that you may forget to push a block into
where Woodstock was. You also want to leave the bricks near the edges
untouched. This allows two escape routes. Spike frequently comes up the side,
and if you get enough of a jump, clearing out the bottom left should be easy.
Level #50 / #110:
XXXXXXXXXXX
Xb > < wX
X twL URvX
X U X
XvU s X
X R^X
X * X
X^LD Dw X
Xw > < kX
XXXXXXXXXXX
Another level symmetrical except for a teleport trick.
The UL is inaccessible except by teleport from the DR. Since there's a ball
there, you'll want to take care of UR and DL first. In the UR, push one block
up so you can push the other right. Proceed similarly in the DL. In the DR,
you can oush the right block right. Then get Woodstock, go R-2U-L and push
down to find the teleport and get the final bird.
------
Again Spike is not much of a factor, unless he happens to reveal the
teleport for you. In any case, proceed as without him, and if he does get
stuck, go to the top to goad him, then break for the teleport.
Level #51 / #111:
XXXXXXXXXXX
Xv< <<X
X XX w XX X
X XXXXX X
X kX w wX
X w X X
X XXXXX X
X XX s XX X
X>> >^X
XXXXXXXXXXX
This level proceeds in a clockwise fashion and the toughest part may be the
first part. Or you should hope it is. Because if you can outwit a ball in
that open area, the rest should be a breeze.
If you wait a second to get started, it seems the right-side ball gets
trapped in the bigger area a bit. If it sneaks into the UL and the top bit,
you may have to wait around a bit to see which way the balls go. If the one
comes back, avoid it and go forward. If the far ball goes clockwise, try to
outmaneuver in the 3x2 space. You can't wait forever, but you may lose on
time once or twice here.
------
With Spike the added challenge is to psyche him out near the end. Basically
get kitty corner of him and run at him in one direction and hope he runs
another. If you can get kitty corner of the Woodstock, so much the better.
Eventually things will work out. It's another case where you need to be
aggressive so the odds will quickly turn in your favor.
Level #52 / #112:
XXXXXXXXXXX
Xw v k v wX
X Xv vRtX
X>>U L<<X
X X
X X
X>>? D<<X
X L^ ^X X
Xw ^ ^ wX
XXXXXXXXXXX
It's possible to complete this in a more or less circular pattern. Push the
inner UL block up and nip in from the top for the first bird. Then go right
and get sucked into the conveyor. Push right and get the second bird. Push
the inner of the DR blocks down and get #3. Then go left and push left for
the final one. The two balls provide some obstruction, but there's no real
way to get trapped without warning.
------
With Spike, on the other hand, you need to beware of getting trapped. The
best way to start seems to be to go to the right, push the block down, go
back left, get Woodstock and the timer, and enter the teleport. Where you go
next depends on what's open. You'll probably get pinned in the corner, but if
you do, try to get Spike to follow you into the corner and take the conveyor
out, making a beeline for the other corner. Spike will turn back on one
square, which will give you enough time to push the final block into place.
You can even use the teleport to jump clear across.
Level #53 / #113:
XXXXXXXXXXX
Xw# t #wX
X DDDDDDD X
X R k L X
X R ? X L X
X R ^s^ L X
X#R L#X
X UUULUUU X
X wXw X
XXXXXXXXXXX
A disturbing level where you do need a bit of luck to make sure things go
okay. The ball may just decide to target you when you're on the rim, and
that's that. But otherwise the plan is as follows: step on the left conveyor
and push up for a teleportal. Then push down on every square that you can in
the upper part that's blocked off by the temporary barriers.
Once the barriers vanish, you want to go right and start pushing all the
squares you can to the left. Then go down for a Woodstock. When the barriers
are about to vanish again, push the corner DR square up. Get the power up and
run past/through the ball and get the remainder of the Woodstocks.
------
With Spike in the mix it's even tougher. The main idea is to shut off the
places he can go, so that he can't reach the teleport and make things totally
miserable for you. First, you need to go left and push up when you're sure he
can't go left.
Level #54 / #114:
XXXXXXXXXXX
X X ^wX
Xs R L <X
X ? ^L X
X Dw^wU X
X < L X
XXULUXX X
X< KBX
Xw> tX
XXXXXXXXXXX
Here you have to come back for the final Woodstock. Push the DL of the
diagonal three blocks down for one bird, then R-U-L and push to reveal a
teleport. You don't need the power-up, but you can get it to make your life
easier--you can also wait until the balls are close together before
activating it. Go right along the top for one bird and then all the way left,
one up from the bottom, for the other.
For the final bird, push the blocks UR and DR of it left. Then push the
block right of it up.
------
Again Spike provides a random nuisance here. Just pick up the first
Woodstock and then try to get him to go to the bottom left by hanging out in
the bottom left of your own square. Push the middle block right for the
teleport, then run at Spike. The ball shouldn't be a problem if you don't get
it while powered up. You have enough space to work with on the right, and you
can just run past it when you go down. The last one for this will be in the
lower left so you don't have to turn back and face the ball again.
Level #55 / #115:
XXXXXXXXXXX
X X
X ^ ^ X
X <w>#<w> X
X > sD< X
X >U < X <- power up
X <w>#<w> X
X v v X
X k X
XXXXXXXXXXX
Here if you go down immediately you get a nice shortcut. You can go
left(hold it until the disappearing block reappears,) up and right so you run
into the block. Go down for a bird and right and push up. This repeases a
power-thingamabob. R-U and wait for the barrier to fall. Get the power up and
it's possible to knock off both balls, but getting one is good enough. You
can now clear out the UL bird by walking on the inward arrow below it. The UR
bird falls the same way, but you have to wait until the upper barrier
appears. When right of it, push down and then approach the DR bird from the
top. You need to beware of getting on conveyor belts with the balls near, but
other than that this level has few bumps.
------
Be sure to kill Spike when you have the power-up. Because you may have to
leave the ball, your big risk is of running out of time. Remember that if a
block is just diagonally touching Woodstock, you can pick him up, and that
you can flip the two moveable blocks up and down. Also be sure to plan where
you'll go next time the blocks appear, as that's the only time you can shift
things around. I recommend getting the top two Woodstocks, then pushing each
of the two blocks down(they're close to each other) and getting the bottom
Woodstocks.
Level #56 / #116:
XXXXXXXXXXX
XK wX
XXXX XXXX
X wD U X < timer on right
X R X
X sL X
X D Uw X
XXXX XXXX
Xw kX
XXXXXXXXXXX
Obviously get the unguarded Woodstock first, and go 2D-R. Push down and R-
D-R and push up when the lower ball goes into either corner. Then push the
block back so the ball can't follow you. Go and push up when the next ball
goes into the left corridor and get the time. Run in and get the bird and get
out. You can push the block two squares left of the one that released the
clock--push it down and then back up to block out the ball from above. There
should be enough time to fake the final ball out.
------
With Spike around you have to release him before you start on the rest of
the level, or he will be waiting for you at the end. So go up and get the
first Woodstock, and if Spike doesn't push down to enter your area, push the
upper center block right. Then push the lowest left block down. You will want
to save the dead-end Woodstock until last, so for now you just want to avoid
the bouncing ball when it goes in a corner and push the DR block up. You may
have to push the upper center block back left before pushing up, but once you
do that, get the UR Woodstock, go left, and push the UL block down.
You may have to do-se-do with Spike a bit now, although the ball should
have had enough time and space to escape from its boggle-box and should be
bouncing around the middle. The center barrier of blocks should eventually
let you fake out Spike(he chases you, you circle around the other way) and
win.
Level #57 / #117:
XXXXXXXXXXX
XB > w v wX
X v v > v X
X^ < U ^X
X ^Dv v < X
Xw > k ^ X
X ^ ^ v < X
X^ < > ^X
XS> w^ RBX
XXXXXXXXXXX
Go right to get the first Woodstock. Then two left, up and back left. You
can now go clockwise around the edge although in the upper right corner
you'll have to run into the down arrow, go right again, and go back up at the
left edge. The usual caveats about ducking apply.
------
Spike may be even more clueless than you are here and, in fact, if you're
lucky he may push the UR block up and make your task that much easier. The
dangers of a no-win situation are the same as before, but this level isn't
any tougher despite having the maximum opponents.
Level #58 / #118:
XXXXXXXXXXX
Xw<v v>wX
XvR XvX
X# L U X
X s # +X
X+ # X
X D R #X
X^X R^X
Xw<^ k ^>wX
XXXXXXXXXXX
If you want, you can start the level by going to the right edge and
crushing the brick on the right side. Push the block above the vanishing
brick up and circle around the corner. Try to get the ball while you're at
it...or, if you aren't worried about a time bonus, push the side brick down
and wait for the bricks to vanish before hitting the conveyor on the right.
Otherwise, you need to note that a couple of birds require special treatment.
The UR and DL can be completed first. Stand where the vanishing blocks were
and push the other block down or up. Run into the corner from the side.
In the UL, you'll want to enter from below. Get on the conveyor and push up
until the block appears below. Then push right and go up for the bird.
For the DR, which is the last part because there's no way out, you need to
push the lower block right and walk in for the final bird.
------
You'll want to get the power-up to zap Spike immediately as he has a
tendency to go into the DR corner and make the level unsolveable. Once he's
gone there's not much more to the level than above. Stay on the down-conveyor
in the upper right until obstacles reappear, push blocks when obstacles
disappear in the UR and DL, and push the DR blocks right.
#59 / #119
XXXXXXXXXXX
Xw > <bwX
X L R X
X D D X
X> <X
X U U X < power up on right
X X X X
XB L R X
Xw <k> wX
XXXXXXXXXXX
Taking out the right side first is recommended as there's a power up there.
In fact it's worth waiting for. You want to go down and right across the
conveyor. Get the bird in the corner and go back left. Push up and the power
up will reveal itself. Go over the now-ineffective conveyor and into the
corner. You might want to wait until the balls are easily trackable before
taking the power-up.
On the other side, go down and left and then push the bottom left block up
and go to the side and up.
------
Spike seems to go to the right here, so you may have to take out the left
first. If he goes left your job is pretty easy; there's only one ball to
avoid, and it's trapped, so you can clear the right, get a power up, and run
after Spike on the left. Otherwise, avoiding the ball isn't hard. You may
have to wait for Spike to push the power up block up. Then you may have to
run around him a bit in the center. You probably don't need the power-up to
complete the level here as once the rightmost conveyor is blocked, you can
move up and down the side. The big problem is getting Spike out of the side
area to the center, so you may want to wiggle around a lot which seems to
cause Spike to try to move to different places.
Level #60 / #120:
XXXXXXXXXXX
X >>BL << X
X^w v v w^X
X >> R << X
X X
X s X
Xk>> L << X
Xvw ^ ^bwvX
X >> R << X
XXXXXXXXXXX
Down, right and push left. Down, three left, right, down, and push right.
Now go 3U, 4R, D to the corner, and left for the power-up. Getting one ball
should make it all a lot easier.
At the top push the bottom block right and the top one left. You'll have to
circle around the upper right for that bit. You can nip in from the left for
the UR bird but you'll need to circle around the UL corner for the UL bird.
The DR bird also requires you to circle around the corner. For both of these,
be sure to push up/down while on the slide or you may knock the block back
where it was, and it won't be helpful there.
------
Move the second-lowest block left as before and get the first Woodstock.
But watch where Spike is. You may get in a tangle with the ball, too, and if
Spike is hot on your tail, or guarding the lower center area where you'll
exit after pushing the bottom block, just go up after getting Woodstock
instead of down. You can push the blocks on top and come back later. Again,
just worry about pushing the blocks into the right spot first. When you
finally push the lowest block, go up one, right one, up one after you get off
the conveyor, right and down to get the power-up. Seek out Spike, and the
rest will be pretty easy.
Remember that he UL and DR are a bit tougher to get, as you have to push a
block in the UR and DL against the top/bottom edge first and then circle
around. But if you can start off by getting the DL Woodstock,
Yay. A new scene.
Snoopy walks from the right edge to the left across gigantic piano keys(?)
G A M E
C L E A R
BUT...
(120:) Snoopy runs back and forth with a flag, smiling, a few times. Two
Woodstocks come out and dance with pom-pons before exiting. Then Spike walks
out and does a small dance. Snoopy walks out looking all accomplished and oh
so spiffy with a touch of green. There's a pulsing star behind him. And you
have to shut the contraption off to stop all the noise.
5. PASSWORD LIST
|1 |2 |3 |4 |5 |6 |7 |8 |9 |10
----+-----+-----+-----+-----+-----+-----+-----+-----+-----+------
00+|4N4O |1NWQ |70BT |104A |4N44 |1NX2 |105H |10XD |1N1C |1N1O
10+|H0O7 |10EI |ONBV |1N1B |CO1X |10I1 |CZ1O |XZ2Q |1QET |XQ1A
20+|VZY4 |XZ12 |1QEH |XQ1D |2ZVC |ZX10 |ZQJ7 |XQSI |XZ1V |XZUB
30+|2QOX |XQ11 |ZYU0 |BYBQ |TTOT |BTBA |BY14 |BY12 |VTNH |BTND
40+|HYOC |BYYO |OT17 |BT1I |7YNV |BYBB |CT1X |BT11 |H5O0 |V5IQ
50+|VANT |VAIA |B5N4 |V5K2 |CA1H |VA1D |151C |V5Y0 |CAX7 |VA1I
60+|454V |E5WB |7ABX |4A41 |4S40 |CSXQ |145T |C4XA |1S14 |CS12
70+|H4OH |14ED |OSBC |VS1O |C417 |D4II |CS1V |2S2B |14EX |C411
80+|VUY0 |CU1Q |12ET |C21A |2UV4 |VU12 |Z2JH |N2SD |XU1C |ZUUO
90+|22O7 |C21I |ZUUV |7UBB |T2OX |H2B1 |BE10 |CE1Q |VHNT |BHNA
100+|HEO4 |VEY2 |OH1H |CH1D |7ENC |7EBO |CH17 |OH1I |HEOV |CEIB
110+|VHNX |1H11 |B6N0 |U6KQ |CD1T |CD1A |1614 |I6Y2 |CDXH |CD1D
End of FAQ proper
================================
5. VERSIONS
0.5.0 sent to GameFAQs 5/10/2004. Levels 1-60(i.e. before Spike) done.
0.8.0 sent to GameFAQs 6/22/2004. Levels 1-100 done.
1.0.0 sent to GameFAQs 6/23/2004. Complete with the basic stuff too.
6. CREDITS
Thanks to the usual GameFAQs gang. They know who they are, and you should,
too, because they get some SERIOUS writing done. Good people too--bloomer,
daremo, falsehead, RetroFreak, Snow Dragon/Brui5ed Ego, ZoopSoul, and others
I forgot. Snow Dragon deserves special credit for telling me about this game.
Charles Schulz for a really cool comic strip--and for almost half making me
famous due to my last name--even if it caused a few misspellings of my last
name along the way!