Blodia Land(NES) FAQ version 1.0.0
copyright 2006-2007 by Andrew Schultz [email protected]

Please do not reproduce for profit without my consent. You won't be getting
much profit anyway, but that's not the point. This took time and effort, and
I just wanted to save a memory of an old game and the odd solutions any way I
could. Please send me an email referring to me and this guide by name if
you'd like to post it on your site.

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

           OUTLINE

 1. INTRODUCTION

 2. CONTROLS AND POINTS

 3. STRATEGIES AND POINTERS

   3-1. SIDE GAMES

   3-2. GENERAL

 4. WALKTHROUGH

 5. CHEATS

 6. VERSIONS

 7. CREDITS

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

 1. INTRODUCTION

Blodia Land is a relatively minor NES puzzle game, though it got ported to a
few other systems, apparently. You are trying to help a little green blob in
it who is trying to find the slide-puzzle pieces to create a dragon. Eight
worlds, ninety puzzles. In them you shift tiles around by controlling a blank
cursor. Go 4 left and the 4 tiles to the left go 1R. The blobby guy moves
around tiles with paths on them. If his path is broken before he's cleared
the tiles, you lose. But if he clears everything, you can advance.

The overall big worlds look like something out of Super Mario Brothers 3
where you have a rough connection between puzzle levels, and you can only try
a new level when all paths leading to it are clear. At the end there's a hut
where a guy congratulates you on solving all the puzzles, and you move to a
visibly different world. There's space, a cloud world, a desert, water, ice,
railroad, and such. Later levels have a time limit and even an underground
area to your puzzles. You also have power-ups that can slow your guy down or
even skip a level.

The only really nifty trick is the warping--if you clear enough squares, the
side of the screen becomes porous--as well as other squares. And then you are
kicked in the reverse of the direction you are going. Many of the more
amusing levels feature these loops almost ad absurdum, but they generally
only require a few moves, and they are not frequent.

You also have bonus puzzles where you can gain points and lives, and some are
more interesting than others. They are all canonical if a bit trivial, and
they ensure that you can win the game pretty quickly.

Ultimately the puzzles are a bit repetitive--entering and breaking out of a
loop by shifting back and forth, and generally doing and undoing moves--and
with a pause feature you will find that time is not an issue. However, for
some of them it can be tricky to find just what to shift back-and-forth, and
when. Still you will probably muck things up a few times before you realize
the solution.

Blodia Land also uses painful passwords with Japanese Hiragana(ah, the good
old days before memory saving cartridges,) but then save states are really
better to handle this.

I use shorthand in the FAQ, UDLR being up down left right, a # being how many
squares, and D* meaning down to the edge.


 2. CONTROLS AND POINTS

Arrows move your arrow around, A pushes black square to your "mouse arrow" if
it is in a cardinal direction. All the blocks between it are moved 1 the
other way. A also starts the level.

B=move your guy faster. You can push A while holding down B.

START=pause

You can move your blank square while you turbo, and you can also move
diagonally.

While paused, you can SELECT between different actions.
 Turtle: slows him down
 Footprint: passes level
 W: gives all the warps ASAP
 Lightbulb: shows the whole board in "basement" levels where it's dark
 Oxygen: ??
 Boots: make it so B doesn't make you skid on the ice level

Even better, you can move your cursor to the next spot. While sliding doesn't
happen instantaneously, this can help out in those levels where you just seem
to be one slide away from completing something tricky.

You can have a maximum of 9 of any of these.

SELECT=shows your password, if at a world-screen

solving level = 400
turtle = 300
jar shard = 1000
each square = 10
10 points for each time unit remaining, where applicable(level 6 and above)

Warp squares don't appear 'til warp=0(-1 for each square completed) and they
work as follows: you are kicked in the reverse direction you were going until
you hit another warp square. If there is no warp square in the center of the
board, that means the opposite edge. If something behind is in the center,
you go there. Potential warp squares appear as X's to start.

Once you go down a stair tile, you will come up on the other side of it, so
be sure to have a road leading after the stairs before you descend.

Extra guy every 10000, or if you solve a level or step on a 1up power-up. You
can have a maximum of 99 1ups. You should get there pretty quickly with the
side games if you are using this FAQ.

You cannot access a screen until all puzzle paths leading to it are open. You
do not need to access bonus screens.

Note that power-ups reappear if you die on a level. So you can technically
get infinite points poss by suiciding on a 1up level, but of course it would
take way too long even to get 1 million. I solved the game with 200000,
largely ignoring the bonuses.

Of course since power-ups reappear and 1ups are so abundant, especially due
to bonus rounds, you can trade 1ups for really good power-ups. The levels
aren't tricky enough that you really need to, but you can pile up footprints
to clear out levels. You don't get any extra points for it or a time bonus,
but you can clear out most of world 8 for instance without having to do much.
Only 4 puzzle levels have this--3-a, 4-3, 7-3 and 8-d. But the side games,
especially concentration, can help you along too.

 3. STRATEGIES AND POINTERS

   3-1. SIDE GAMES

CARD GAME ANALYSIS

This is not really a hard game. Push a button and the computer's card in the
center will stop on a number from 1-13. You can choose whether you want to
pick a higher card or lower card. You have 14 cards, from 1-13, with 7
occurring twice.

The strategy is simple--for 7 it doesn't matter. For <7, go higher(left
option.) For >7, go lower(right option.)

The odds of winning are 154/196(if the computer can get the same cards you
can) or 146/182(if there's only 1 7.) This is easily seen by calculating
winning percentages:

7    8 winners of 14 with good play
6/8  9
5/9  10
4/10 11
3/11 12
2/12 13
1/13 14

Of course your possibility of winning goes to 1 if you use save states to
peek under the cards!

SLOT MACHINE ANALYSIS

I am assuming there are 5 different power-ups.  You have 5 different ways to
match things up. You can win multiple matches with one try.

a-a-a|a * *|* * *|* * *|* * a|
    | \   |     |     |   / |
* * *|* a *|* * *|a-a-a|* a *|
    |   \ |     |     | /   |
* * *|* * a|a-a-a|* * *|a * *|

Any one of these has a 1/x^2 chance of happening where x = the # of objects.
That's because for each power up there is a 1/x^3 chance it'll happen.

So expected # of wins = 5/x^2=5/25=1/5.

Note even though you get spun around, you don't lose a life if things don't
work out.

Because of the high chance and low rewards I don't bother with these. Even
with cheating via emulator save states.

JUMPING GAMBLE

Jump when just right of the left edge of the picture. You have better than
1/2 chance of +3 or -2 as the jump is not terribly hard, so you might as well
bet it all.

SHUFFLE GAME TIPS

To get any 2 squares right, put them in the right position, i.e. next to each
other or 1 above the other. We'll assume you're going for the UL. There are a
few tricks but here's how to deal with it--if they are at the left edge, then
let's say you want 12.

2
1

Open the square above 2 and push 2/1 up, then open right of 2 and push 2 R
and 1U.

If you have:

1
2

Then proceed as below after pushing 2 R and 1 L.

Open a square above 1 and send it up, 2 L and keep opening above 1 til it's
where 2 should be. Then open a square L of 1. 1 goes L, 2 goes U.

We assume you're always pushing a square into the UL. For the UR it is the
same only you may have to back up, leaving squares R U R of 1 open. You may
see easier ways to do it but this is a surefire thing.

Get the top row left half right, then the right half, then work your way
down, then the 2 left squares right. Now try to place the left column right--
you may have them upside down. Here's what to do if you do.

L sq  R sq   L sq  rotate 3x2
2xx > x x  > xx1 >  21 > 1xx
1x  > 21x  > 2 x > xxx > 2x

The x's will automatically be in the right place.

There's a chance you may be unable to win things outright, that the final
four squares seem to be in the wrong rotational order. But note you gain 2
lives for each square you get right, so even if this puzzle is impossible,
you can still do pretty well--you may be stopped 1 short, but 28 lives are
still good, and you won't know the puzzle is impossible until the end.

If you wish to read why some puzzles are unsolvable, I won't put the details
here. It's basically a parity argument, much like the take-the-opposite-
checkerboard-squares deal. But here is a cool link that nails things down:

http://www.cut-the-knot.org/pythagoras/fifteen.shtml

In general Blodia Land seems good about giving too-doable puzzles but this is
one that is wrong half of the time. So, just so you're warned, if you're
really close but can't flip those final two squares, it's not you. It's the
game.

CONCENTRATION GAME TIPS

Well, if you have an emulator it's easy. Otherwise you have 11 card with 1 of
each power up and a "tongue" card that sticks its tongue out at you and ends
the game immediately. The paw is the most valuable, so try to remember where
that is. The rest is guesswork, but you have enough time to locate three
matches and guess on the fourth and fifth. If you are able to remember where
the "tongue" is you have a 1-in-3 chance of getting both powerups. If instead
you remember where a 4th match is you have a 1-in-3 chance of getting #5.
This is a close one as you probably need no more than the paw, but for those
who just hate losing, you may wish to look for paws and pairs close by to do
it all. You can also try to memorize what is on the top. The power-ups change
as you go through levels. Later on you have lightbulbs.

   3-2. GENERAL

First, note that if you have a hole then you can progress pretty easily i.e.

----O---- < guy coming this way

Go 2R when he is nearby and he will slide over.

Another trick is to move your guy up/down one. I call it twiddling and there
are two types. 1, for a power up.

  1
-------

Position yourself on the 1up as above in the crude diagram and when he is
below, go quickly 1D 1U.

On later levels you may not have the time to do this, but power ups are
generally stationed right off the path you need to go to in order to win.

The second type of twiddling allows your guy to move on once he reaches a
dead end.

----a
   ----

If he is going left to right, position yourself at a and move down. Then move
1U when he is 1U and he will switch track below. Many levels require you to
convert several of these in sequence.

The third trick is looping the loop. Let's say you have something as follows:

    a

--- ---


+- -+
|   |

|   |
+- -+

Go to a. Go 3D when the guy is 1L 1D of you. Then he will start on the loop.
Go 3U when he is above you and that will move him squarely in the center.
Then L and when he is on the left, 3D. That will loop him back to the right
and on his way, the small ring having been picked off in the meantime. This
works with any sized ring pretty much.

--- --- < he is coming from the left

.. ...

--- ---

Another puzzle consists of having two lines parallel to each other, spaced
apart by one block. Stand above the UR and go 4D L and when he's above, 4U.
Then when he moves 1R, reverse with 4D R 4U and he will be on the bottom. You
will of course need to switch back, but it is the same thing, just mirrored.

And this doing/undoing leads me to one final important point. Whatever you do
can be undone by exactly retracing your steps, no matter how messy it looks,
although often you just need to move one way and back at specific times.

Breaking a jug or whatever releases angels is best when your guy is right by.
Often you can turbo to pick up another angel, but it can be risky. Points
aren't important here, so I don't worry about that.

 4. WALKTHROUGH

During this walkthrough I may not mention precise timing but often you need
to wait for just before your guy approaches the black square to move it.
That's never a bad idea actually, especially if you have a turtle to make up
for any slowness.

L* means go to the left edge, same for U* R* D*.

Twiddling a guy means flipping his square by moving onto it and back, to get
a power-up.

Many power-ups you find on later levels are useless since they apply to
worlds you've already completed.

You should almost never have to use a slowdown, whether through pausing to
select an item or through actually using the turtle. But it is handy if you
are having trouble.

Finally, Blodia Land's puzzles are succinct if not particularly compelling.
If you are making too much of a mess of the board to find a solution, you
probably have the wrong one, although late levels may force you to shift a
string of tiles 4L with repetitive movements.

For a certain solution search for "WORLD X" and read the map and search for
"X-Y" where Y is the scene you want.

I would also like to note that although I have solved each puzzle here, you
can bail out of any one where my instructions seem confusing(write to me
please if this is the case!) And if you use the extra footprint cheat, I
recommend you get through level 5 with the footprints from level 4 and start
using the ones you get on level 7 at 8-4, because you'll get more footprints
at 8-d.

WORLD 1

   1-+
     |
     |  !
     |  |
  4--2---+--3
  |      |
  |     ++
  |     |
  |  +--5
!--6--+
  |
  +---7--8--^

This world has mountains, or cliffs, and you work your way through actual
underground rooms. Nothing should be too tough here.

1-1

1U 5L(connect the middle bit) wait and 8R D and 6L when the enemy is nearby.
You can warp him a bit so he is just UR of the vase when you break it. You
should get 2 pieces for 2000 total points.

1-2

This is your introduction to warps, although here you will warp off the
screen and die as the tiles stand. It's possible to complete this without
having to use the pause feature. I tried cycling around for a while but it is
simple to just pick up the turtle and leave the screen. The guy must go off
the edge of the screen. 2D 5R wait and go 1U 1D when he is above you, so he
gets the turtle. 9L 2U and when he warps back to the left side, 1D and you
can just speed him the rest of the way.

1-3

3R and now just the mirror blocks everything. Wait til your guy gets near and
7D and L when he's next to the mirror. D 3R 4U to land on the 1U and then 1L
1R to flip your guy onto the 1up briefly before he returns to the top and
completes the loop.

1-4

5U and when he is below you, 1D L 2U 3R. When he is below you, 1D. 7L and
when he is 1U1L, 2U and 1D so that he gets on the next block up. 3R 2U, wait
for him to be 1D, and 1U.

1-5

2U and after the guy passes by left of you, 2L U 7R(busts the mirror) D 5L U
4R. You may have  time to go D 2L 2U and R-L to get another turtle.

1-6

3R U 5L 9D 5R U and when he is at the D going R, 4L. Then D 6R 3U and 1L-1R
when your guy is by to get the 1up. Then turbo him to the end.

1-7

2R U(when he's 1U) R D(when he's 1D) and wait for him to be 1R 1D. R 5D 2L.
That gets that stray vertical in his path. When he is 1D, 2D 3L 3U and when
he is 1R, R 2U and L-R when he is 1L for the W.

1-8

3L 3D, 2U 2R 2D, 2U 2R 2D and he is on the top. 2R and U when he is 1U. 2D 2R
and U when he is 1U.

2D 2R U(when he's 1U) and L D 3R D 2L U 2R D

The hut beyond olds some Russian looking guy who gives you the UL piece of a
puzzle. Then it is on to level 2. You can't go back once you cross over.

To left: slot machine. Wait for stuff to show. No problem to lose

Jumping gamble: Hold B, push A just when you touch left edge.

extra guy every 10000

   WORLD 2

    !--4--------5
       |        |
       |        |
 +-2---3        a--^--
 |              |
 |          !   |
 |          |   |
--1---6      |   |
     |      |   |
     |      |   |
  +--7------8---9
  !

Railroad theme here. Many levels have you let your guy run around a bunch
before you shift that one railroad tie into the right place that lets him
keep on.

2-1

Here you just have to link up the railroad that is alreay in a straight line,
which shouldn't be too hard. 2L D 6R U 4L D 8R U 4L(so you go past him) D 2R
(U/D wiggle for 1up) and let him run.

2-2

L U 5L D 3L U 6R D 4L U 7R D 6L (now the top has been shuffled together, so
work on the bottom) D 2L D 8R U 7L D 5R U 4L D 2R (U/D wiggle for W)

2-3

Speed things up by holding down B. 3R when your guy gets near your block and
7R once he is beyond where the block was. 4U R and wait for him to be 1R then
R L D 3R 2U L. Wait til he turns to the top row, then 3U and 2R and let him
run.

2-4.

If you try to do this all on screen your head will explode. But those holes
at the edge mean warp to the other side. Which makes the outside bit a lot
easier. Wait for the guy to be 2U from you, then go 2U and you can go 2D 5L
once he's past and toggle U/D for the 1UP when he comes by.

In the UL is a slide puzzle. It gets +30 1UP for a win.

2-5.

Turbo your guy around once. Go U and wait to go 4L to move him 1R. 3D R 3U.
Let him turbo around in a loop again and 3R before he reaches the end and 3L
to put him in the next loop. Now go 3U 11R 2D 1L to the break in the tracks.
Go 4D when the guy turns up then 9L 3U 2R. When he is 2L of you, go 2L. Turbo
him to the DR and go 5R. When he is above, go 1U 1D to get the turtle.

2-6.

D, wait, U 2R, wait, D 2R, wait, and now:

> 1D 1U for the 1-up, quickly R U
> or, more safely, 1D 2R U

Then just wait a ton, and you win.

2-7.

How to get through with a minimum of shuffling? The warps lead to the ones on
the other side and your guy can go straight right. Go 1U when he is just
above, to start. 2L and when he is about to reach the warp tunnel, D and he
will land on the railroad you pushed up. U and wait, then 2D 2R and U when
he's above.

2-8.

This looks trickier than it is--everything pretty much falls into place if
you go with the flow. Just leave the black box where it is, 1U to push the
guy down, 5D and wait and go 3D when he is 1D. Then 1U when he is 1U of you,
so he catches on the next track down. 5L D 4R U 8L and when he is 1D, 3D.
When he is 1U, 1U. 4R D 2L to connect him back right. U 7R and when he is 1D,
3D. When he's 1U, 1U. 5L and when he is 1R 1D, 2D. 1U when he is 1U.

On the way you will also tip over a cement mixer near the end that can net
2000 points.

A slot machine is above.
2-9.

U when he's above, then 2D(after he's past) 3R. Same U 2D 3R--we'll get the
1up later. Repeat again, which should put him on the main circle when you
push 1U. 3L U 2R D L U 2R D 5L and 4U D when he is above, to get the 1up. 4R
and wait around. Go 1D when he is 1D to complete the deal.

Again you can bust up the cement mixer as your guy goes along the bottom.

2-a.

Wait for him to get 1U of your block and go up. You can 2U 2D a bit before to
bust the cement mixer just before this. Then after the 1U you can speed him
through to get 2 more guys--6U 3L D and then, when he is right, go 2R.

Go to the bottom and 3L. Turbo him down and when he is 1U, go quickly U L D
R. He will shift D and L so he winds up warping from the bottom to the top.
He'll go down another winding road. 5L and wait for him to be 2U and go 2U R
2D L--not too quickly, but once you do, he'll go down into the warp to the
last winding bit.

You can go 5U and when he gets right of you go quickly 2R 2L for a 1up, or
you can be lazy and let him blow through. Your choice--either way, world 2 is
complete once you go right and visit the old codger.

He looks like he might be Chinese, I don't know. He gives you a UR piece of a
puzzle.

WORLD 3

+-----2
|     |
-1---3 |   ^
|   | |   |
! +-4 ! b-a
  5 |     |
  | |     9
  | !     |
  |       |
  6---7---8

This world has more of a floral theme. Here we are introduced to loops--you
have to walk across all passages. Again, nothing too complex, but it is to
your advantage to see which loops wind up where as well as which you need to
match up with a quick move. You also have to deal with a lot more warps where
your guy will fall off the path unless you shuffle things around.

3-1.

A long time to speed your guy up and wait. So go 6U to move the UR of the
near dead ends together once the guy passes above you and to the left. L D
and wait for the guy to come by to go D and kick him up.  When he goes to the
next square, 2U R D quickly and you can move him to the last bit that you
couldn't quite reach before. (You can also go L 2U 2R D right away. Either
way, you need to move quickly.)

Below 1 is a slot machine.

3-2.

2L after he goes 1U. Go to the top and then click on the D/L curvy piece when
he is at the top. D 2L and wait for him to be 1R of you, going down. 2R. Now
you can just go 1U 1L and wait and go D U when he is about to warp off the
bottom side. Or you can get the turtle--5D 3L wait L 4R 5U and U L as before.

A concentration game is below.

3-3.

1D, wait for him to be at the top, 1R and when he appears at the bottom, 1L.
3R after he wanders a bit and 1R when he is 1R of you, so he can loop down.
Now you can just wait, or 2L 6U R to get on the W and 4D 4U quickly when he
is below you.

3-4.

New piece here--a double turn. Same rules as before--gotta cover both paths
through the piece to wipe out ALL paths.

Click on the square. Go 2U after he's passed by and 1U when he is at the
right edge, then 1D when he warps. 7R. when he's 1U, go 1U. wait for him to
go by and D 4R U and wait so you can 1U/1D him for the turtle.

south of here is a jump gamble.

3-5.

Wait for him to get 1L, then U and when he's 1D, D. After he goes left under
you, 3D, When he is 1D, 1D and 1R. Then 1L to kick him back. 8U 2R so he has
somewhere to warp, then 1L. 9D and when he turns up after he is 3R of you,
5R. Wait and go 1U. He's in the DR and goes to the DL. 13L 7U R D and 1L-1R
to pull him over the W.

3-6.

3U and when he's 1R, 1R. (I chose not to get the 1up here. You can detour for
it if you want, 8R 2U R L 2D 8L.) Then 1L 3D to where you started. 1L when he
is 1L. 6R when he goes under you. 2D when he is 2D and 2U when he is past. R
3D R 2U and he will go counterclockwise on the look instead of clockwise. 2R
when he is 2R of you. U 3L D R and wait it out.

3-7.

Sit the black square still. Click it 1R when he's 1R, then 1L 1U when he
loops & is coming down. 3U then wait for him to be next to you, then 1R. Now
he warps twice and when he goes into the DL, go all the way D and go 4L U 2L
to rejoin the final bit.

3-8.

Here you need to put your thinking cap on to find the best place to exit.
That would be the DL dead end--you can link everything else up pretty easily.

The tricky part is making four moves when the guy is about to fall off, but
fortunately the squares in question are close to each other. 2U R D L,
pausing quickly if you need. Once he runs by, R U L 2D tracks back to line up
the pieces you jumbled. R and wait for him to go R, then 4D 4R 4U and go 1L
when he's 1L. 3R and when he's 1U, R L to kick him left 1. 3U R and R-L for a
1up if you want, then L 3D.

3R 5U L 6D R and 2U when he is 1U. R and wait, 1D to move him across. 2U L* D
(when he is 1D 1R) 3R D 2L and, when he goes down, R. Run him out.

3-9.

Stay where you are. 1U when he's 1U. 4L D so you can move R L when he is 1R
of you, then U 4R D L to have him continue.

Note that if you have a lot of extra 1UPs, you can stock up on the feet and
use them a lot on later levels that stump you. You should have accumulated
enough 1UPs to burn by now.

3U 5R and when he is 1R1D of you, 3D 2R D. U R D to give him a turn at the
end. L U 2L U 2R D and wait and go 1R when he is 1R. 2L 3D when he goes 2D
from you, and then 1R to keep him going. Once he's past, 3U 4L D  and with
him 1R, 1R. R U L to reorganize that mess. 3U 6L 7D R and when he is 1U, U D
to push him over. L U R D and when he is 1L, 1L. You can go D 2R U R if you
want to risk it or you can just let him run it out. You can get the turtle,
too. Run across the top and when he's 1R of the turtle, land on the turtle to
wait to go D U. Then let him run it out.

U when he is 1U. then R D.U 3L U 2R D and now 1R when he is 1R. When he
loops, 2L 3D and when he's 1R, 1R.

3U 4L D and when he's 1R, 1R. 4U 2L 4D 2R 4U 4L 8D and wait on the 1up. 1R 1L
for the 1up. 3U and when he is 1L1D, 2D L U. When he is at the bottom, D R U
L D and then you can go 2L when he is next to you.

You can ust wait out the level or g0 8R, wait for him to go DR of you, then
2D and D/U to get him over the turtle. 2U 3L and he will win.

3-a.

Well, you can get to the next cottage, but you can't enter it even though
nothing's physically blocking it. So you have to solve room a.

Basically you will go DR, R to warp and UR, shuffling tile pairs up/down as
need be.

2U, wait for him to get below, 2D. L 3U 2R 3D. L 3U 3R 4D, making sure he's
not in your path on the way up and is on the way down. Now he'll have a way
to go. When he is 2R D, quickly 2R D. Then 2D 3R and when he is 1U1L, 2U. 2D
when he is 1D. D 2R. Repeat, going 2U 2D so he can warp to the other side.

D 11L and 2U when he is 1U. When he is 1R, D 2R and, when he's 1U, 2U. 2U 3R
2D R 4U. Now you have a big long squiggle going up. 2U 3R. When he is 1L 1D,
2D and wait and 2U. L 3D 2R and, when he is about to go 1U of you, 2U. L 3D
2R and you should have the time to 2U D to get the footprint.

The cottage holds some monk in a forest. Another piece of the puzzle, too.
Looks like they're going left to right, up to down in a 2x4 rectangle.

WORLD 4.

    !--+
--1  |  8----+
 |  |  |    9-+
 |  |  +--!   |
 |  |         |
 |  |         |
 |  4--5+     | ^--
 2  |   |     | |
 +--3   6--7--a-+

You're in the desert now. Pyramids and such.


4-1.

Go 2D when he is below. Go 2U. For a quick win, when he is nearby, R 2D U and
wait. Or you can go 4R 2U 3L and D/U for 1up, then 3L 4D 2R and 1U when your
guy comes around. L 2D 3R and U/D to get the oxygen, which isn't useful until
the water world. Still, puzzle games are about thinking ahead and stuff, I
guess.

4-2.

This level requires a good deal of repetition and efficiency but not much
ingenuity.

R U 2L D R U 2L D R U 2L 2D R U(push it 1D)

L D R(back left) D 2L U R D 2L U R D 2L U R(now it is easier to push it down,
and you get some bonuses too.)

D L U R 2D L U R 2D 2L U R(push it left again) D 2L U R D 2L U R and you will
make a sandstorm to slow him down as you push the | to the edge.

U L D R 2U L(break out angels and turbo him here) D R 2U L D and now just
wait.

4-3.

R 2D wait for the loop a long time then 2U 3L 2D and now R L to get the
footprint. Quickly U 2R D. L 2U 2R D.

If you think the footprint is too risky(you shouldn't) then you can also 2U L
and wait and 2D and L 2U 2R D, which is tougher than the footprint anyway.

This is a very good place to sacrifice 1ups for footprints with the slide
puzzle above 4-4.

4-4.

R U 2L R when he is nearby--he will go over 2 squares if that is done well.

D 3L U and wait for him to be 1R--speed him up so he hits the sandstorm--1R D
2L and, when he's 1R, 1R.

U 3L D and 1R when he's 1R. (quickly) U 2L R.

D 3L U , then 1R when he's 1R then D 2L and when he's 1R, 1R.

Just wait, or 2D and wait and 1L 1R for the turtle.

slide puzzle above.

4-5.

When he turns up, 4R and when he warps up, 5D. L 6U and 2R. When he is 1L,
1L. With pauses you can go D 2R 2U and L/R for the 1up, which you probably
don't need--or you can wait it out.

4-6.

Good thing you can warp to the other side...

4U 6L and go U. Two ways through now.

7R and wait for him to hit and leave the edge. When he curves back left, 3D
and when he goes on to the next tile, quickly L U R D.

Or 6R and when he is below, 3D R U and when he is 1L, L.

Either way you can easily toggle him D/U for the W on the home stretch.

4-7.

Here the warps may make your head spin at first but remember that the warp
goes to the nearest exit behind you. So go to the UL and your guy will come
out on the inside track. (You can get the 1up here but it is a bit tricky)
and then you can go to the UR. D and wait for your guy to turn down. 13L U
and to the UR. Your guy will now materialize at the top, and you've cleared
the top of the center. Go back to the UL then the DL. When he appears to your
right, go to the DR. He'll warp through the bottom. Go 9L U and when he turns
up, 9R D (5R 2U L 4R 3D if you want to risk getting the turtle but this
requires a lot of pausing.)

Other solutions, in fact the first few I found, require you to pause and use
the turtle a ton. But then I realized the warp zones were probably for more
than just blocking you.

Card game above.

4-8.

Go 1R when he is 1R. 7U 6R D. When he's 1R, 1R. He'll loop. You go 1L 1U 1R
4D and then wait to 1L/1R for the 1up.

Jackpot machine below.

4-9.

You can't stay as is and get the warp. So 2R 2U R and when he's 1L, 1L and D
2L U(you can detour with 2D 2R U D 4L 2U to get oxygen and position
yourself.) Wait for him to go right, then 2U 5R. You'll even get 1000 points
for angels that get released.

4-a.

4U 2L 9D R and when he is 1U, go 8U L 8D R 7U R 2D. Now he can get to the
outer loop.

After he passes, repair the mess you made. L 4D L 7U R 6D L 5U. Everything is
realigned and you can 5R 3D to 1D 1U for the 1up and then 2D 7L and 1U/1D for
the W.

You're done with world 4 now! Some guy in robes with a camel in the
background gives you another puzzle piece.

5. WORLD 5

You're on a water world now. The turbo becomes more useful here as you can
get a time bonus, which gets a bit annoying with how slowly they take it off.
But there is a more tangible motivation: you lose if you run out of time, so
on the tougher levels you need to watch it a bit.

5-!     b-+
|       | |
| +-6-+ | c+
| | | | |  |
4-3 | | |  |
  | 7 +-a  !
+2+ |   |\ |
|   8   | \|
1   +-! |  ^--
| 9-+   d  |
| |     |  |
-+ +---! +-e+

5-1.

You can just wait, go 3L when he is left, and go 2R and wait the game out. Or
you can pick up fun stuff: 2L 2D 2L, wait, 1U/1D, 2R 2U 2R and, when he is
2L, go 2L. Then 2D 5R and wait. U D when he's 1U then 5L 2U 2R.

3L 3U(waiting for him to pass first)

2U 4L 5D 3R and now U/D shuffle to get the tank. L 3U 5R D and 2L when he is
2L. 2D 5R and U/D for the 1Up, then 5L 2U 2R.

5-2.

4R, turbo your guy, U 4L D 3R U 3L and wait to go 1D 1U to bring you guy
down. 3L 2D and when he is 1U, 1U. You can just let him run or you can get
him a turtle by going 2D 2R after he's gone 1R and then you can go 1U/1D.
There should be plenty of time. The level is as linear and manageable as it
looks.

5-3.

Wait for him to pass 1R 1D. 3D R 3U and when he goes past, D 5R and you can
get him to go U D for the boot. You can just let him run to the end, going 5L
2D L to put one piece back in place. Then you can go 2U 2R 2U and L 5D(when
he's below) R 4U to move the wavy part into position. 2D L 3U R D and now 2L
U and U/D to get an oxygen tank.

5-4.

A small break. 1U when he is 1U, then 2D 2R when he's past and 1U when he's
up. 2D 2R U and when he flips down, U 2R and D. D when he's below. The lake
will break up, giving enough time for 2L 2U 4R and, when he's below, D.

5-5.

Once you find the key you can reapply it here. 4U 4L and now you can either
sit there or go 3L 2D, wait, D/U for the oxygen, and 2U 3R. In any case,
before he is below you, 2D and when he is above, 1U. He'll loop around the
next inner loop, and you can repeat the 2D U to keep letting him inside. It's
easy enough that you can warp through almost all of it.

A gamble/jump is to the right.

5-6.

4R D L(when he is 1L) U 2R and (when he's 1L) L to get him to lppo around the
right. 4L D 4R and when he is 3R, 3R D 4L U and when he is 1R, R.

5-7.

U when he is past. Then 1U just before he warps. 1D 1U. Before he warps, 1D,
then 4U after. 13R and when he is 3D, 3D. After he warps, 3U and when he is
2D, 2D. 2U after he warps, then L and 1D/1U to get the boots.

5-8.

L 2D 2R and wait and 2L so he can loop up. U R U. 2R 2U after he passes, then
4L 3D 2R 2D and when he passes above, 1U. That puts him on the bottom loop.
Then he will start looping. 7R D 7L U 6R D 6L U and when he is 1D, D. 5R and,
if you want, U to get the shoe.

To the right is a slot machine.

5-9.

3U, wait for him to pass below, 7D. Wait for him to pass to the right and 3U
R 2D. When he is near, D L 2U and he will be 1D so you can go down. R 4U and
wait. U D to get him on the top loop. 4D 4R 6U. 6D once he winds right and
back and is on the left of the remaining loop. You can go 2R 2U and twiddle
left for the oxygen.

There is a game of concentration below.

5-a.

This level is the first to involve stairs, which aren't too tricky here--they
just lead to a separate area you have to clear too. Let him fly right and
down. Go 2L 8D and R/L to get the lightbulb. Turbo him into the stairs.

2R and when he's above, U. D 2L U R as he circles and D when he is below. 7R
2U and wait for him to be 1D. Then 1D 1L and when he is 1U, 1U. That gets him
back up the stairs.

Get below the long track up and 9U R 9D L 8U. 2R D 3R 2U 4L 2D 3R and when
he's left, 4L 2U 5R 2D 3L U.


R D 2R D 3L(when he's 3L) 2U 3R D and now you're on the (slightly
discombobulated) inner loop.

Along the way, if you have time, you can touch a shell to release some
angels.

5-b.

You want to loop around as you can, counterclockwise so you don't leave
yourself stranded. 4L D 4R (when he's right) gets you to the first one. When
he is going up, 3L U and wait for him to be 1L, then 1L. 3D, wait for him to
be 1R and 1R. L U R D. When he's left of you, L. Now he will hook under to
the right. 2U 4R 2D R. When he's 1L, L. When he's 3R, 3R U. 1D when he is
down, then 1R.  5U 4L 5D 2R to wait for him and go 1U when he's 1U. 2R D and
L. Wait it out to win.

5-c.

3L and when he is above, 5U to move him to the DL ring. 5D to refinish the
ring. Go 2L and 3U once he's past then 1L-1R for the turtle. Then 1L 2U 3R so
you can go 1D when he is 1D. Then 2U once he's past and 4R so you can go 4L
once he is near the dead end, kicking him to the UR ring. 2U 7R (when he
turns down) 4D and when he is 1U, 4U. R D and wait(you can get the boot but
it requires looping around, and 1U 1L of it go U D and then scramble a
bit...) and go 1D when he's there, R U 5L. D 4R U 3L. Now you just have to
reorganize the mess you made, which is just retracing, mostly. 3R D 3L U 2R U
4L D 2R U L D R And wait, then 1R when he is 1R.

There's a card game below.

5-d.

L 6D 5R wait and whenhe's 3U, go 4U. Now he can warp. R D 2R U and when he
warps, D 2L. The water spray should give you plenty of time. You can detour
to break some shells open early on if you want too in the first loop for
extra points.

5-e.

When he is 1L, 1L. Now you can detour for the 1up if you want(D 5R--angels
too--5U 4L, wait, 1L 1R and back) or you can turbo him around and go R D 2L U
R D L D 2R 2U L D.

Hooray! Underwater level 5 is complete. A guy in a hula skirt is there to
greet you with another puzzle piece.

WORLD 6

   !--4   +-!----+
      |   |      |
     ++   |      |
   2-3    8--!   |
   | |    |      9
   | |    |      |
--1-+ |    7--+   |
   | !    |  +-a-+
   |      |      |
   5----6-+      ^--
        |
        +--!

Another water level, but here it's frozen. Your guy has a cute little furry
cap too.

Your guy glides on ice if you make him run, meaning you need to use the boots
to slow him. Although often you can just freeze him as he loops ahead in more
linear levels. Near the end of this world you are more crunched for time in
some late levels, but since there's no real way to save a bit of time, you
can't help that.

For every level here where you need to use the boots you can pick up a new
pair.

You also have underground levels here where stairs take you down and up.
Above and below have separate timers, and unless stated otherwise you need to
clear below in one try, then go back above to complete the rest.

6-1.

Not a tough level but the turbo makes you skid on the ice so you need to use
the boots to stop it. So that may catch you off guard.

7R 2D 7L 2U, wait, 2U. 7R 2D 7L 2D. You may have the time for 5R 2U D 4L U
but if not, 2R 2U should do the trick. 8L D and turbo him. When he's above,
1U.Go up when he's 1U and then let him run.

6-2.

Wait, U, wait, 2D 3L and when he's above, 1U. Wait 2D 3L and 2U when he's
above. 5L 5D 2R 4U when he's above. Quickly after he goes left, 4D 2L 4U and
now you will backpedal oddly. 3R 2D R D. After he warps, 2U 3R 3D. Then 2U
after. 3R 2D and again twidle D, U. D 3R and twiddle D, U to win.

6-3.

3L 3D L and start the turbo. Wait for him to almost go off the right side of
the screen. U D quickly so he warps andis connected to the rest of the map.
4D R and wait for him. 3U 3D if you want to get the boots--freeze to make
sure of things.

South of here is a concentration game.

6-4.

This is a level you can turbo through pretty easily--not much need to pause.
Click 1L and when the guy comes from above, 1R. Then 2U 3L and, when he is
1R, 1R. 2L and he will go to the left and reappear in the right. Once he goes
past you below, go 7D(you can pause to get the boots but it is risky.) Then
back 1U for him to continue, then 2D 6L. D L. Click on him when he appears to
the right.

To the left you have a slide puzzlle.

6-5.

Turbo. 1R when he is 1R. 5U once the dust clears, then 4R. 1D 1U when he is
1D. 1L to put everything back as it was--detour to get the boots to slow down
for the paw later if you want. 2U R and when he is 1D, D. 1U and 1L. You can
wait 1R 1L 1D 1R 1U if you are feeling very lucky, or you can just sacrifice
a guy for the paw until you're maxed out, or you can just go 1D 1R and wait
to go 1U, which will complete the level.

6-6.

This looks confusing but if you remember how the warps work you should be OK.
2L D. When he is 1U, U. Go 2D when he goes right. Then U when he is above.
Repeat until you get to the bottom. Then, after 1U, go 3D 10R 7U and when he
is below you, 5D. Go 2U and when he is 1D, 1U. Repeat the 2U-1D. At the top
you can go 1L-1D-1U for the boots.

Slot machine to the south.

6-7.

Here I didn't see a way to use the turbo, but you'll finish with 20+ time
even though the level can seem very slow.

2U after he goes R. Wait for him to warp and come back under you. 1D. Wait to
go 2U and now you can go D 13R and you can detour U 6L and D/U 6R D if you
want. Go D, wait for him to be above, 1U.

Now for the crossover when he reappears left. D 5L 2D 5R 2U(when he is above)
and quickly, after he warps, 2D 5L U. D 5R D and U when he is 1U. 2D 8L 2U
and when he is 1D, 2D. 5L 3U 5R 2D, wait, U.

If you freeze and such you can get the oxygen, but I wouldn't try too hard.

6-8.

9D 2R 4U 2R 4D 2L 4U R 3D 2L (wait til he's at the top and going right)  8U
4R (wait for him to move down) 2L 7D R and (when he's 1L) L U* R wait, 1L 1R.

Underground: 1U, wait, 1D. 2U, wait, 1D. 3R 2U, wait for him to be 1D, 1D. 4U
5R and, when he is 3D, 3D. 3U when he's right and now 5L 3D 3R and U when he
goes past. 2R D 2L U R U D and when he is 1U1Ryou can go 2U R and twiddle
down for the light bulb.

Above ground: 4R U 2R 5U (detour: R 8D twiddle L/R) L 9D L 5U R 5D and 1R
when he is 1R. Turbo. You'll win with ~10-15 seconds left.

Right is a card game. Up is a jumping gamble.

6-9.

Use boots to start here as time is short. Also use a lot of pauses.

3L(when he's left) 2R(1 square later) D(after he passes) 2L R gets him onto
the outside. Speed up and, if you want, flick up/down to get the boots--even
on turbo it is not too bad--and 2R 5U and wait for him to be 2R and go 2R. 2L
once he passes, 2U once he's passed that, 2L again once he's passed and then
3D. That gets him to the center loop. 2U once he is past, R 2D R D L U and
when he is 1U, U. 2U 3R and when he is 1L, 1L. You can twiddle him for the
lightbulb if you want.

6-a.

Here I found that you actually CAN move the stairs, which are usually
immobile in computer games, and you need to, at least for my solution.

R 4D 6R 8U 5L 3D. When he's past, U. D 3L U 2R U R U L and 2D when he is 2D.

That runs him into some water. 6D 6R 9U 5L D L 6D 6R 6U 5L D L 5D 6R 6U 5L D
L U L 4D wait and twiddle him right.

Underground: L, wait, 3D R 4U 2L wait R (you can turbo here if you want--you
probably need to, to save enough time and, at any rate, your patience--and
you may need to pause when the guy is next to you) 2L wait R etc. until he is
1L of the left edge, then L U R and 5D(when he's at the bottom) and the
slowdown will allow you to L 5U R D L 2U 2R L. From here you have the 2R L
pattern mirroring the bottom. You already completed the top, so you are done!

In the cottage an eskimo type with an igloo in the background greets you.

WORLD 7.


!          +---+   +---!
|          |   |   |
+-+ +-7----8   9-+ c-+
  | | |        | |   |
  6-+ |      +-+ |   |
  |   |      |   |   |
 ++   +--! +-5   |   b
 |         | |   |   |
 |   +-+   | +-+ +-+ |
--1-+ | +-4-+   |   a-+
   | |         |   |
   +-2-+   +---!   +---^
    |  |   |
  !-+  +-3-+

Outer space. It may look less normal than the ice world, but hey, turbo works
normally again! Planets 2 squares apart from each other make for gravity
fields between them that slow you down, as well. You also have to backtrack
through the world maze a lot on this one, but it's a lot less esoteric than
the actual puzzles.

This level has fewer puzzles than the previous, and they are easier too.

7-1.

Turbo, then go 1D when he is 1D of you. Go 5U when he's right, then 1D when
he is back right below you. Housekeeping for later with 4D 4R U 5L D 4R U 3L
3U 4L U 6R (when he's close) D 2L and U when he's 1U. 4L D 3R and you can
loop him to get the lightbulb if you want. You could've gotten the 1up too if
you wanted but at this stage you probably have enough and want to focus on
the tough puzzles.

You can pick up the lightbulb and 1up too if you want with the usual detours.

7-2.

Wait, L 5U when he's by, 2D to get the top loop, R U L U and wait. 3L when
he's left. D 3R and U when he's above. Now he's going through the center to
get to the right.

4D 6R 3U 5L and wait. Then back 5R 3D L D 4R and U/D for the W. R 4U 3L U and
wait, then D. Zoom through the final loop.

Concentration below.

7-3.

2L wait 2R. He is on the top loop now and 3U 4L 2D L gets you to where you
can go 1R to release him to the left loop. 2U L 4D R and 1L when he is left.
2U L 3D 1R and 1R when he is right. 2U wait 1L. 4R wait 1L. U 2R 2D wait and
twiddle him up for the footprint.

Jumping gamble right.

7-4.

2L U and wait for him to go left. D R U L D wait U R D 2R 2D wait 1R wait 1L
to skip him over the one gap. 3U and wait for another warp to go 5R 3D and
1R-1L to twiddle him over another gap. 2U R and you can twiddle him for the
turtle. U 2R D. L U R D L after he passes to the right. Turbo him to the
finish.

7-5.

You need to pick off each vertical stripe while you are in the loop. L 7D and
3U to kick him into the loop. 4R D wait and 4L. When he moves to the second
part, 4R U 4L. You may need to pause here. D 3R wait L-R to kick him left and
U 2L-R to get him in the loop. 2L 3U and he is ready to get the oxygen if you
want to. Then from the oxygen go 2R 3D 6L U and 3R when he is 3R. Then 3L D
4R.

He is on the left stripe down now and you need to go U 2L and wait. 1L when
he is left and D 2R and when he is 1L, go 1L. 2R and when he is 3D, 3D.

7-6.

The mess untangles pretty quickly here.

4L wait 4R. 9L D wait and when he's 1U, U 5R. Now 3U and you can wait for him
to come by for L R. But you don't actually have to do anything. You can just
crunch the green star in the UR to get two angels.

Slot machine above.

7-7.

I'm not sure why they bothered with this level since it is much like 7-1 but
you need to shift things differently. However, usually in the case of a later
level "differently" means "with added nuances." Not here. Nope. Well, it's
nice to have a break.

2D when he is below. 5U after, then 2D. He will warp. R U and wait and U then
you can U/D the lightbulb. R 2L to stand at the end of your current loop,
then 1D 1U to pass your guy through--U/D for the 1up if you want, but if not,
you win anyway.

Card game below.

7-8.

L U R wait L D R U L and wait--or get the oxygen if you want. 2D R U L wait
and when he is 2D of you, D R U. L 2D 6L and twiddle 1D/1U so he warps to the
right place. Twiddle the 1up if you want and then go L D to the DL and then
6R U R D L. When he goes by, U R D R 2U. 1D onto him and 1U and he will run
through.

7-9.

And finally it's time to use the lightbulb! This part's not too tough either.
OK, You don't have to use the bulb but it helps. 2D and when he goes up, 4R U
R. L D 4L to get out of there and then 2U and 3R, trailing him. 2R when he is
1R of you, then 1D. L 4U 3R. D U for the lightbulb and now it's smooth
sailing if you complete the underground bit.

Underground: 1R and when he goes through the warp, 1L 4U R 4D.
L 5U R 3D. 2U R and wait and go 4D L 5U R 4D so he can run through the other
vertical stripe.
6U when he turns up. 1R/1L to move him to the next bit. 2D R and wait for him
to come up before going 4D L 5U R 5D L. When he is 1L go 1L 4U R 4D L 5U R
5D. 5U 2R 4U and, when he is 2L, 2L. THat warps him to where he can exit. R
4D and wait to twiddle down for the lightbulb as he leaves.

Then you can just zoom through, getting the turtle at the end if you want.

7-a.

2U L and wait a bunch. Turbo while you do. Then 2L 7D 2R D L U. R D L after
he passes through. U 3L and wait for him to get near, then 1R/1L to send him
on his way some more.

Underground: 4L 2U 5R D R. 1D when he is 1D, then L 5U. 1R when he is 1R then
5D L U R D. Wait, 1L, U 4R and twiddle down for the lightbulb.

Not much to take care of back aboveground. 8U 5R wait 1L and turbo all the
way. Unless you want to break off a green star cluster of angels near the
end. Maybe you can get all 4 touching the UL one.

7-b.

You will need to turbo when things are slow, just to avoid a time crunch. But
there are a lot of big loops and you can move while you turbo.

Wait and 3R so he warps to the main right loop. Twiddle for the oxygen if you
want but the main thing is to go 3L 9U 3R from where you are and 3L D and
then go 1R when he is 1R.

Now he is going down the center. U 2L 9D and go 1R when he is 1R. L 9U L 9D R
9U and twiddle right/left to bring the guy over 1. 8D L 8U L 9D R 9U L and
when he is 1R, 1R. *d, wait, 1L 1R. D and 3L when he is 3L. 3R after he
warps, then 9U 3L, wait, 2R when he warps down to the last bit.

7-c.

Here you have to wait for him a lot to clear the loops--move him with the
blocks when he is on the top but not the bottom.

12R (wait) U 11L 9R (wait) 9L 6R (wait) 6L 3R z(wait) 3L

Underground: 2R, wait, L when he warps. 1R. 3R 5U and 2L when the guy is 2L
of you about to go into the warp. L 4U wait 4R 5D and when he is 1U, 1U. L
and now to switch tracks. Wait a ton and then 4D, then 4U once he is above
you. R 3D. 1U when he is above. Now there is that one square to push in front
of the stairs. L D L D 2R 2U 2L 2D.

Back above: L 2D 12R D 11L wait 11R 8L wait 8R 5L wait 5R 2L wait 2R U R wait
L and turbo through.

Slide puzzle above here.

Astronaut bearded guy greets you with another puzzle piece. A planet is in
the background.

WORLD 8

 7---!   !   !---d---e
 |       |   |   |   |
 |       +-+ |   |   +-+
 |         | |   |     |
 +-6---5-+ +-c---b   +-f
         |       |   |
 +---+   |       |   |
 |   |   |       |   |
--1 +-2---4---+ a-+   g
 | | |   |   | |     |
 | | |   |   | +-+   |
 | | |   |   |   |   |
 !-+ | +-!   8-+ |   ^
     | |       | |
     3-+       +-9

Cloud world even though I mistook it for farmland at first. I thought the
towers were silos. Your guy has cutesy little angel wings right now. Maybe I
thought they were bales of cotton.

Also note cloud-rows make you go slower.

Now's a good time to start using any accumulated footprints.

8-1.

4D, wait, 2U when he is above.

3D, wait, 2U L (wait) 2D (back on the main loop)L 2U 9R (1up too risky here
or at the curve) 2D wait 2U L wait 2D R wait 5D (he's in the DR small
loop)wait for him to go 1L, 3U(right away or the top block will get
isolated,) L, wait, 3D U to get him back outside. 2U 6L and wait to pick him
up with 3D. Then go 3U and when he is below, L 2D and wait to D/U to loop on
the left side.

2U L to get a W if you want.

To the south is a slide puzzle.

8-2.

Wait 2U wait some more 4L 3D wait and when he is 1R, 3R D, wait and U. Now he
will loop around a bunch. Use this time to go U R 2D 3R and then bring the
final guy into the right spot.

D 3L U L 2D 2R U L D 2R U L D 2R U L and you might have to wait D 2R 2U L D
and 2R 4U and when he goes by, U 2L 2D. Turbo through the rest.

8-3.

This is surprisingly hands-off. The rope in the middle only looks
treacherous. I left out the ways to get the bonuses. The light bulb may be
useful, but you should have enough spares. You can pick off some points by
going 3U first to explode a cactus.

2R 6U 5L and twiddle D/U when he comes by. R wait D L U. When he reappears,
1D.

Jumping gamble to the right.

8-4.

3U when he's above, R/L to get things going. L U 2L wait 1D 1R. Wait, 1L and
you can pick off the lightbulb(2L D and D/U) before going down to the DL
corner, then R 2U, wait, D and he starts to loop around the cross. Once he is
at the top, 3U and you can turbo him through what looked like a mess before.

8-5.

2L wait U and when he's past, D 2R. u 2L wait D and he's back on the main
loop. You can go 3D 5R and twiddle the lightbulb and go back 5L. Or you can
just move the center circle up as below, eventually moving 2U 5R 3D from
where he was(at the top over the lightbulb) and wait and 3U to move him into
the UR small loop.

Now you have some work to do moving the circle in the center up. 4D onto the
left of the circle. L 3U 2R 3D 2L 3U R 2D L 3U 5R D wait D. Wait U 3L D 2R
and turbo.

8-6.

4L and when he moves down, 3R. Now wait a while and when he is below, 6D. 6U
when he goes to the UR and now R 2D L U etc until the piece is 1U1L of the
end of the long rope. Now you will be shifting everything over a bit. 2U 3L
3D R 4U R D 2L 2U 2R 2D L 3U 2L 2D R U. You will have a 1-segment break
between the main break, 1 horizontal piece, a backwards S and a 3-scribble
i.e.

\\
\
 \
//
\ -
   -

4L 5D wait and D when he is 1D. 2L U 2R D 4L 3U R U and wait. 1D at the right
moment wins.

8-7.

Do this first bit quickly: 3L 7U 8R U 7L so he gets on the top loop, or what
will be the top loop when reorganized. 7R D 8L U when he goes down. When he
comes back up, 8R D 7L and wait. 3R when he is 1R of you. Wait and when he is
1L1D, go 6D. When he goes 1R, go back where you were. L, wait, 4D. He's back
on the main squiggle. L 4U 6R and wait. Again 6D when he gets close. Back 6U
L 6D. When he goes left, 2U.

6L 2D and 4R to get the left part into place, then 2U 6R 2D 2L and wait.
You'll purposely leave this broken into individual parts so the rejoining is
easier and you don't have to move a lot at once.

When he is 1R, 1R. U 2L and when he's 1D, 1D. 2L 2U R and when he's 1D, 1D.
Turbo to clear the level.

Slot machine to the right.

8-8.

L then 3U when he is 3U. Go U L when he is 1U 1L then reverse your tracks
when he's gone beyond, 1R 1D. L U wait and R to put him back right and then L
2U 2R and twiddle him up. U 4R and when he is 1L, L. 3D 5R. When he's 1L, 5L.
He'll loop around again. 1D 4R U when he's past and then 1L 1R to twiddle him
on to the final bit.

8-9.

Wait, 8U and when he is 1R, 8D. 5L 4U and wait, then 4R when he is 4R. This
will slip him into the middle loop. When he goes up it, 4L 4D. He'll go down
then up. 5U R wait R, and then L to bring him up the diagonal squiggle. 3U 3R
wait 1D. When he's going left along the bottom, 6D to push him up into the
circle. He goes 1L, you go 3U. Then L 3D and 2U when he gets on board. 2L D
2R U 3L D R. Now the rest is just a reversal of what was on the other side.

U 4L wait 2D and when he is 1L1U, 2U R 2D L. Wait a bit and U. Now you can
turbo for quite a while before you go 2L and poke him when he's 6U. 3D when
he is off tight and then L 3U R and wait to twiddle him down to win.

8-a.

This solutions feels inelegant and maybe I am missing something, but it is
straightforward and doesn't require TOO much speed.

5U and 1R when he's 1R. L 5D L and when he is 2U, 2U. 3U 3L U 3R D 2L 3D 2R
2D R and wait and 5U to connect the two loops, then 4D right back down. We'll
get that other stuff on the right at the end via a warp. R 5U 5L 3D and now
you have a sort of bridge, almost. 5R 3U 6L D 4R and when he is 5L, 4L U to
re-straighten. L and 5D, so that when he goes on the cloud you can go 2U.

Now you should have the time to push the big structure of 6 tiles to the
right. This is a pretty free form exercise and then you can bring one of the
two horizontal tiles below it up. Then bring the cloud up or the road 1U1R of
it down to connect things back. when he curves up-to-left, go 1R on him to
link him up some more. Then 3D and when he is 2L, 4L D 4R 2U 4L D. Once he's
above, 1D and he will warp onto the last two squares.

8-b.

This looks like a real mess but if you just wait around a bit you can get
clues of what you need to do when, as well as where the actual dead ends are.

Wait til he is 1L of you. Then go 4U and when he is 2L, go 2L. He will go to
the warp 1R of where he would have been. Retreat--2R 4D and then 3L 4U. When
he is 2R, go 2R. Voila.

8-c.

4L wait and 3U when he is 3U.  3L D 3R D 10R U 8L D 2L U and L when he's 1L,
then U 2R D.

2R and 6U when he is almove above you, then 2D. 3U 5L D 4R U 9R D L then
7L(or you can pause and go all the way 8L--but without pauses it is a tight
squeeze) 2D R U 7R U 8L 2D wait and 1U when he's 1U. Run him out from there
to win.

6R 2U 12L D R and wait, 2U. L 2D R U 2L D R U L D so he has somewhere to
warp.

R 2U 4R D 3L U 3R D 3L (U/D) 3R U 3L 4R U L.

Wait(til he's on the right,) 4U 4L 2U 8R 2D(to move him up) 2U 5R D 6L U 7L D
4R(now he can warp back right) 9R(when he does) D 5L and U when he's above.
Turbo.

UL you have a card game. U you have

8-d.

You may have to turbo a bit here to keep comfortable with respect to the time
limit.

A very dirty trick here is as follows: 3L 5U 2R to move him over so he goes
in the top center loop, then 2L 2U 5R U 6L D 4R and get the footprint, die
and restart. Do this four times and the last four levels are a walkover.

But just in case you want to play the game the way you were supposed to,
here's how to figure out the levels.

4U when he is near the dead end of his beginning run. D to get him in the top
center loop. 2U as he goes around, and 1D when he's 1D to get him in another
that leads downstairs.

Underground: 8D when he's 1D. 12R and wait. 4L when he is 1L. 9U 2R 9D 4L U
4R D 3L U 3R 8U 2L, wait, R (he'll warp up) 8D 3L D 2R.

4L U 2R D L U 2R D L U 2L D 2R U L D R wait and 1R and 2L U R when he comes
out from 1L of you.

D 4L 9U 2R 9D 3L 9U 3R wait 1R (use pause here) 1L 8D 1L then 1R.

8U 3L 8D 3R 8U L 8D R 8U L (turbo to complete)

Above: if you're very quick you can get the footprint 1U of where you wound
up.

U R U 4L D 8R. When he goes down, go back 8L. U and when he is to your right,
8R. 3L D 2L to get these pieces a bit more back in place, then U 2R D 2L and
they're almost there. 3D and 5R when he is right of you. When he moves 1D,
5L. 5U 5R 5D and wait. Go 1L to push him over to the edge when he is 1L of
you. 2L after he leaves that square and 3U after he moves from above you.

8-e.

3U when he comes above you, then turbo downstairs. 2D in the meantime and go
R U to set up for when you come back.

Use a turtle for the last bit.

Underground: wait, and when he's to the right, 10R. Let him go 1U, then go
back. When he is at the end of the inner loop, 1U 10R. Then back 9L That
takes care of the loops on the right. U 4R 2D and camp out. When he is 1R, 2R
U 2L D R.

This puts him on the other outer loop and then U L D R to get the stray piece
back in place. D and when he is to the left, 5L. (you could detour to get the
light bulb too--you have enough time with his wiggly path.) 6R when he goes
up. U 5L and wait.  6R when he is right and 1L when he is 1L, to kick him
back up the stairs.

Back above ground: R U wait 1D and when he's 1D, 1U. Wait and when he goes
into the DR corner of his path, 8R. D 5L U 4R D 5L U 4R D 5L U 4R D 5L U 4R.
So now the bottom of the 3 4-wide segments should be just left of the other
two.

Now is a good time to use pausing and/or a turtle as you have a lot more
shifting to do. D 5L U 4R and U 4R. 2D 9L U 4R U 4R. 2D 9L U 4R U 7R U 4L.
Now you can work on the final segment. Push it left so you can warp to what
you sorted out. U 7L D 4R U 5L D 4R. U 5L D 3R. 6R wait and twiddle D/U. 2D
3L and twiddle D/U.

8-f.

7R wait 7U when he is 7U, then 4D when he warps. 2U when he is 2U, then 3D
when he warps. Turbo to the underground.

Underground: 1L when he is 1L, then 6R when he is 6R. When he goes up, 3L D
3R U. 1L when he is 1L. Let him turbo though you can knock out the right
flower and he'll get three angels. From that flower, D and when he is 4L, 4L.
When he goes down, 3R. U 3L D R.

1U when he is 1U, then 3D when he warps. 7L and 2U when he is above. 2D when
he is on a straight road down, then L 6U R 5D 4R D. Wait. 1R. 8U 4L D and
when he is 1U, 1U 2R. D and when he is above, 4L. D 2R and when he's left,
2U. When he is left, 2L D 2R and when he is left, 1L U R D.

8-g.

Wait. 3L. When he is 3U, 3U. When he goes right, 3D R. When he is near the
end of the small circle, 3U and then D to bring him back to the main part. 2D
5L and wait. When he is 3U, go 3U. Back 3D when he is 1R. Then R and go 3U/D
again to put him back on the main track.

6D when he is 6D. Then 4U 3R when he goes left. U 2L and wait and 3D when he
is 3D. 3U L 3D R 2U when he is looping on the right.

Underground: use the light bulb to get started. 7L when he is in the DR of
the loop, then 7R back. That puts him in the K. D 4L 2U 3R. 3L 2D when he is
just left. 4R 7U L 4D and when he gets on the left of the top loop, 4U L and
then 4D. The next bit is tricky and you can go U L D R in a hurry. Then 1U 5L
2D and wait. Go 1L 1R to bring him onto the main loop then 4U 23L, wait, and
2R when he is 1R. D L. Wait and 1L 1R to twiddle him back to the outer bit.
No, you don't really need the 1UP for any reason at all. There are no more
levels left.

In fact the only thing left to do above ground is 2L 4D wait and go 2U when
he is 1U. No use twiddling for the oxygen either at this point...

A guy in a cape is at the hut. You get to see the puzzle fit together and
your guy gets to meet a dragon ho blabs something or other in Japanese. The
dragon flies your guy back home.

Throne room. Trumpets. You get the crown. A painting of a dragon appears in
back.

200+100*world #?
--even if square isn't there when you pause, move to next target.
--if points go up he's on the new square.
--if waiting for him, prime the arrow for the next square to step on.
--when he is safe, just go exploring

--timer bonus points too on L5!
--don't lose guys going below 10000
--paw: 0 pts
--14x10 board.
--water slows him down, irrelevant as you can pause.
--push A=start, can move right away.
--moving there and back disrupts nothing permanently.
--99 guys max
--9 of any one power-up max

 5. CHEATS

In memory(add 0x54 for FCEU save states):

x74-x75 = low and high byte of score, hexadecimal encoded. I haven't tried to
score >655350.
x8e = time left
x8f = warp left
xb4 = # of lives left
xbd = # of turtles
xbe = # of of paws
xbf = # of w's
xc0 = # lightbulbs
xc1 = # airtanks
xc2 = # boots

passwords are made up of:
0123456789ABCDEFGaiueo,ka/ki/ku/ke/ko,*(star),#(heart),?,!,x

The Japanese letters in passwords are the first 10 of the Japanese Hiragana
alphabet.

End of FAQ Proper

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

 6. VERSIONS

0.1.0 sent to GameFAQs 10/13/2006, first 2 worlds done
0.2.0 sent to GameFAQs 10/13/2006 PM, first 4 worlds done
0.4.0 sent to GameFAQs 10/17/2006, first 6 worlds done plus and minus a few
out of order
1.0.0 sent to GameFAQs 2/27/2007, with everything done.

 7. 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,
falsehead, Sashanan, Masters, Retro, Snow Dragon/Brui5ed Ego, ZoopSoul, War
Doc, AdamL and others I forgot. OK, even Hydrophant in his current not-yet-
banned message board incarnation.
Thanks to the NES Completion Project folks for all their work, too. Helps
keep me inspired.
Special thanks to odino for suggesting this game.
cut-the-knot.com for being generally cool and for explaining the slide-puzzle
problem.