Parareru World(NES) FAQ/Walkthrough version 1.0.0
aka Parallel World
copyright 2006 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
3. STRATEGIES
4. WALKTHROUGH
(20 worlds, 5 sub-levels, 4-WORLD-SUBLEVEL)
5. PASSCODES AND CHEATS
6. VERSIONS
7. CREDITS
================================
1. INTRODUCTION
Parareru World is a simple game--you move about on a board with pieces that
can be open(you can jump on/off these) or have paths on them. You can push
the path pieces into enemies or rotate the pieces. The first enemy you kill
coughs up a key. Later ones give points or time or even help complete a
level. Enemies have different weird ways to move which keeps things
interesting.
But you can also always win a level by creating a path from an empty
immovable block to the stairs in the UL. Parareru World has 20 worlds of 5
levels, all 12x8 boards, with a passcode revealed after each pair of worlds
you solve in one go. Some of the later levels require some sidestepping or
pushing the right buttons, some have enemies that keep reappearing, and
others force you through a bonus level. But there aren't really enough tricks
for this to be a great game. The most interesting levels are when the
computer puts a mess by the UL exit but even so there's a simple detour trick
that helps you work around things.
Still there's enough futzing for general puzzle fun with some action too.
Sometimes you can even crush every robot on the level for a free pass, or you
can get a bonus level or extra guy for whupping them all too. So there are
secrets to uncover.
2. CONTROLS
arrows=face, then move that direction
A=rotate a block you're facing 90 clockwise if you can
select=suicide, restart in DR, useful when you know you're stuck.
start=pause, screen doesn't blank, no time lost
You can rotate a block whether you are on a block or not. You can face a
direction before you move that way.
The + with a dot in the middle makes a bomb if you rotate it. The bomb
explodes on time-delay and damages everyone within one square.
Funny looking +'s get kicked until they hit a barrier.
Points are calculated simply: 300 for each gem and 100*(time left). You get
+10 time for bags but can have a maximum of 100.
3. STRATEGIES
--A square of blocks is immovable.
--pieces pushed to the edge are likewise not movable off the edge.
--touching pieces on the edge are not movable.
--surrounded blocks are still rotatable.
--save time by rotating a block with a treasure underneath.
--Avoid getting trapped in a column for randomly appearing bad guys. Also
make sure one is not flashing over you after you killed him.
--For many levels the best strategy is a simple one--plan a path from the UL
open block that goes L then U, and build it backwards. If you have extra
bendy squares remember 4 can make 2 straight squares in an emergency i.e.
-+ +-
| |
| |
+- -+
--Or even better yet if you have a couple L's near the UL, you can just put
them together to create diagonal movement i.e.
-+- -+
|
|
+-
(It's easiest to fit linear stuff together but if two L's are together, work
them that way as it's easier than pushing |'s across the screen.)
--Because of the above a piece 8 units from the exit may be "closer" than one
7 if you have a bunch of L pieces and the 8 is on a diagonal and the 7
straight down.
--When planning a path to the exit, look for close empty blocks and then see
where L-pieces might fit in.
--A few levels require you to put a square of pieces together and have the
most remain mobile.
--A few others require you to make a bridge from one available empty block to
one that is surrounded by blocks, so you can push those blocks out without
getting any of them stuck.
--you can rotate a gem or treasure or push a block over it to take it, which
saves a bit of time. Especially on bonus levels.
--you can push a block very fast over an enemy to avoid that enemy's
treasure. You may want to do this if enemies constantly regenerate or if
there's an umbrella or bonus level under you don't want to pick up(the first
loses points, the second delays your progress)
--you can often kill 2 enemies at once, as the hit detection is extremely
generous.
--Remember that enemies are either 1) hard coded to move a certain way or 2)
too stupid to realize you're behind a block that can kill them.
--detours are critical for the tougher levels of the game. They work as
follows.
X
|
+- +- O
|
|
+
|
From O go L D. Face up and rotate the DR to a DL and you can go U L U to the
exit. There are other variations on this, but the basic idea is that you can
sidestep an L which blocks where you want to go and then you can flip the L-
block as you want it to advance.
3-1. BONUS LEVELS
It's not too hard to get through these and get all the gems. Remember you can
always rotate a block next to you to get on it, and it can almost always be
rotated so you can go in the direction you want afterwards too. You can also
rotate out a gem 2 squares away. Watch out for open blocks though when you
rotate--they're nice because they don't restrict you, but they force you to
walk a bit extra to rotate pieces. Oh, and if a ? is nearby, rotate it when
you can.
There's no loss of life for running out of time in a bonus round--you just
don't get the ending time bonus. But you keep the 300 for each gem.
4. WALKTHROUGH
The general MO is to crush an enemy by pushing a block onto it, which gets
you the key. Then you can exit or crush another enemy and get a 300-point gem
or a 10-second goody-bag.
Any one level probably has severa solutions, but it's more the general idea
that's important.
4-1. WORLD 1
Your enemies in world 1 are springs. They jump on every other square, which
can be annoying, but if you must, you can wait to see their pattern and then
push a block into them. You are safe if they jump over you. They tend to go
U/D then L/R and back and forth.
Springs will also combust if they jump on a block.
A girl and a gnome are dancing around.
4-1-1.
################
##+-O ##
## L ##
## ##
## ##
## L O ##
## T ##
## + ##
##O O##
################
You just have to push any block into the robot, and in fact you can even do
so in the corner where you can't get the key--unless you twist the block you
rotated.
All you need to do is get the key, jump on the open block 2R of the UL, and
walk 2L U. Remember that you can use the checkerboard to see which squares
the spring can bounce on, and you can also exclude every other row. Wait for
it if need be--you have plenty of time. Crush it again for practice if you
want.
4-1-2.
################
## T-L ##
## O | ##
##L ##
## ##
## + ##
## ##
## | ##
##O O##
################
After killing the enemy, (he goes D-L), push the left block to the UL. Then
3R on the empty block. Face north and spin that block. U L spin-L L U.
4-1-3.
################
## ##
## O + ##
## ##
## ##
## ##
## + + ##
## ##
##O O##
################
Bash an enemy with the DR +. You can afford to have one hit the D or R wall.
Then place one + in the UL and the other either U or L of it whichever is
convenient.
Kill everyone here for a bonus stage.
4-1-4.
################
##LT TO ##
## ##
##+ L ##
##O L ##
## ##
## ##
## L ##
##O O##
################
Oh hey, this one is sort of tough. You need to put the L's in the right
position. There are two ways to do this: by the top block, 1L1D, 1L1U of that
and 1D of that and you can spin everything right.
|
+- -+- -+ -+- Open
| | |
| |
+- -+
Or you can just use 2--1 1U of the cross and 1 1R of that, allowing you to
slam the third into a wall. The trick with the second way is to set things up
as follows:
|
-+
|
|
+- -+
|
|
-+-
|
Then spin the UL path-block so you can walk over it to the door.
4-1-5.
################
## ##
## O ##
## L ##
## LLL O ##
## L ##
## ##
## ##
##O O##
################
Push any two of the 5 L's into the UL--watch for enemy patterns as you do so.
They tend to mkve to the next-bottom row eventually, so kill them and return.
Jump on the empty block 1D1R of there' spin the UL so you can go U, then spin
L so you can go L U.
4-2. WORLD 2
Robots glide along, turning right when they can, and candles and bushes wave
around. They don't skip any squares, but they do get stuck in corners. They
can also be made to loop. If you place a block, say, 1R2U of the DL and
another 3R1U of the DL,then robots will bounce along helplessly in this area.
Use the pause if you have to to calculate where the robots will go. Just know
that it's easy to stay out of their way, and though they take longer to loop
than the springs, they eventually still will. Also, they can get stuck going
left/right if they enter dead ends each way, which makes them easy marks
indeed.
4-2-1.
################
## OT O ##
## - ##
## O OL ##
## ##
## L ##
##| ##
## ##
##O O##
################
Push one | in the UL and the other below it. Then place an L(U-L) below them.
You get an extra life for killing all enemies here.
4-2-2.
################
##LT TO ##
## ##
##+ L ##
##O L ##
## ##
## ##
## L ##
##O O##
################
Push a | below the +.
Youget a 10-second bag for killing everything.
4-2-3.
################
## | ##
## ##
##O ##
## - ##
## L L ##
## - O O ##
## O ##
##O O##
################
Place a | in the DL and another | below that.
4-2-4.
################
##L OOOOOOO ##
## O ##
##O L O##
##O L O##
##O L O##
##O * L O##
## ##
##O OOOOOOOO O##
################
Since the bad guys start on the bottom/top and bounce back and forth, getting
the key is easy.
You get a level completing umbrella for this one but no bonus stage.
4-2-5.
################
## L T ##
## O ##
## ##
## - ##
## ##
## ##
## L ##
##O O##
################
Push a L to the UL, the T on top next to it, and a L next to it.
4-3. WORLD 3
Turtles roll when they see you. But they get stuck in corners aligning
themselves with you a lot, and they move back and forth, so you can plan a
way to roll over them pretty easily. You can even run around a single block
to get them to run at you and into that block.
They often align with you so there's a block betw4en the two of you, and that
makes it easy for you to run them over. Just be aware that if you are in
their sites they will roll at you. You may be able to fake them somewhere ie.
let them roll past and drop a block where they went, and they will turn
around. As these enemies tend to sit around a lot you can outsmart and crush
them pretty easily. If they are on a diagonal to you, wait to see which way
they go and position a block between the two of you.
You may sometimes have to wait for turtles to change direction if you are
lined up with them. It takes a few seconds. But the bright side is, they can
take a few seconds to get out of a dead end where you suckered them. Also
you're best off having blocks on as many sides of you as you can.
4-3-1.
################
## OO ##
## T O ##
## |OOO ##
##O L ##
## T ##
## OOO ##
## + ##
##O OO O##
################
You can afford to run one DR block into the wall. From there you need to
place 3 +/T/| blocks against the left wall. You should be able to start by
pushing the near T 1L. You may want to push it back to crush everything else.
4-3-2.
################
## LLT |##
## O##
## |##
##L+TL-T+|TTLT##
## O##
## +##
##L T##
##O O##
################
To start, you may have to push 2 in a line up and the one between them to the
side i.e.
- + <push this right
-T+ > T
Now you can move a square back and forth to crush enemies. And for the turtle
below, you can push blocks down into him.
Then use a L to get things started and a T/# above that. Push the UL L down.
| |
+- -+
|
|
+- -+
|
O
Once you have the setup below, put #s T's and -/|'s on the left edge until
you get to the top.
4-3-3.
################
##LTL ##
## T ##
## +L ##
## LL-T ##
## T OT ##
## T + ##
## ##
##O O##
################
I was able to get through by killing everyone in sight--an umbrella appeared.
But the orthodox way? First, note a quick move U L gets you in position to
wipe out an enemy. Then you can use the T behind it to kill another guy. This
works either way.
^
+><+><+
v v
^
+>
v
^
<+><+
v v
^
+><+
v
^ ^
<+><+>O
In plain english this means you can slip the T under the center O L-U. Rotate
everything later when you're on the blocks and safe from the rolling turtles.
It shouldn't take long.
4-3-4.
################
## ##
## L--O ##
## LL ##
## OT ##
## LL ##
## L--O ##
## ##
##O O##
################
Create a bridge as follows(it's tricky--don't push the -'s against the wall:)
|
|
| LL
L-LO
This requires you to push the UR - 1 down and the next one too. The L goes
left and 2D. Then push the -'s up/left to the edge. You can push another L to
the UL corner and now you have to make a bridge left. The loose L at the
bottom can be pushed left of the O and the UR remaining one can go U 2L D.
4-3-5.
################
## ##
## ? O ##
## O + ##
## ##
## ##
## ? ? ##
## ##
##O O##
################
The ?'s can be L's or T's. You can use the + to make sure you can get
somewhere, but first turn the ?'s to see what they are. Here are the possible
combos for how things can end. Use the DR ? to crush guys unless one rolls up
against a block.
T
L+
O
T
T+
O
LL
+
O
4-4. WORLD 4
You have witches to deal with. Once they hit a wall they teleport. You need
to hit them a couple of times to produce a key. Often your best bet will be
to fling a long-range block in their direction as often you can walk over
empty blocks to fling the block in another direction.
You have a lot of *'s here which are useful if the witches don't appear where
you can gun them down. If they come next to you, spin the *'s.
If you kill all the witches on 4-4-2 you get to a bonus stage.
Mushrooms and trees and rabbit tracks are on the border.
4-4-1.
################
##+ OOO OOOO ##
## + ##
##O O##
##O + O##
##O ##
## + O##
## *O##
##O OOOOOOOO O##
################
Here I advise jumping left and when an enemy appears above, kick the * up to
bag it. You may need to kill 2 enemies here but because you can walk on the
blank squares there is no risk and you can kick the * around
counterclockwise. You can kill everyone this way but you only get jewels so
it's more trouble than it's worth.
Once you get the key, push the UL(-1DR) square left for a bridge.
4-4-2.
################
##+ O+ OOOO ##
## L ##
## O##
##O | O##
##O * O##
##O ##
## O ##
##O OOOO OO O##
################
You can kick the * left and then clockwise as long as you wish.
You need to push the L away from the side so that the * and | can go to the
UL, either right of the UL or below it. This creates a bridge on the left.
Whipping everyone here leads to a bonus round where all squares are covered
by a block and you must spin your neighbors to get closer to the gems. You
can spin the block under the gems to make things quicker. After grabbing all
the gems, exit.
4-4-3.
################
##L OOOO OOO ##
## OT ##
##O O * O##
##O O##
##O O##
##O O##
## L T ##
##O OO+ OOO O##
################
Push * left and now it can go counterclockwise--use it to kill 2 guys. The
only reward for killing everything is a bunch of gems, so after getting the
key just push the L 5U/L and then push the * U instead of D on its clockwise
trip and then push the * L against the L. Then U. And you can go along the
top to the stairs.
4-4-4.
################
##? O ##
## L ##
## ##
## O ##
## ##
## ##
## ++ ##
##O - O##
################
This level has a few surprises--first the ? by the door and 2nd the need to
stick yourself in the center and wait for enemies to run by before squashing
a couple. Push your block back in the center and wait again.
Note that depending on what comes up you have a different strategy.
T or L:
|
+- -+
|
|
-+-
|
|
-+-
|
O
|:
|
+
+L
O
Bonus=gems.
4-4-5.
################
## L OOOOO T O##
## L ##
##O O##
##| |##
##| |##
##O O##
## + * ##
##O + OOOOOO O##
################
Clockwise rotation with the +. Extra guy with the bonus. So it's worth
waiting a bit to kill 'em all.
Once you've cleared the enemies, push the UL L-square L. A tongue twister but
I think I know what you mean. Push the DL+2R+U + left, then the * left onto
it. Push the + 1U, then kick the * up. Push + all the way up and go along the
top.
4-5.
Schoolhouse, with houses on the side.
Balls roll around the paths made by blocks here. You need to sequester a ball
on a solitary block. Balls gravitate to open squares and don't go back on
ones with paths. So you need to watch for that as well as squares you can
pull off to make them alone. You cannot push a square with a ball on it.
You need to trap one ball to get a key.
4-5-1.
################
##T T ##
## O ##
##O + ##
## - L-O | ##
## O-?-L ##
## ##
## ##
##O O##
################
Here the UL ball is the one to trap. Push the - right of it 2U, then the + 2
left when it is below the +. Push D and push the - L. Then push the + L U L.
You can now walk up the left side.
4-5-2.
################
## ##
## ##
## +-T ##
## | OO ##
## T-L O-+ ##
## | ##
## | ##
##O L O##
################
Quickly move U 3L and the ball just left of you will be trapped--of course
you can wait for it to come back. Then the ball on the far left will roll
back and forth. Now you want to create a passage left from 1U of the UL empty
block in the center. The final block at the edge should be a T or L. Then you
can take 2 from the right and push them U then L.
So left of the UL O, push 2L and 2D to destroy the left ball. That lets you
put the T on the side, L 2U with it. You can move another - right of it but
the time saving finesse here is to move 2 more |'s above the T(for the second
you may have to jump on the blocks and off them above) so that you can take
the final -/| on the right and move it left and up to fit into the puzzle.
And now to get out. One ball will probably go to the center--jump on the UR
when it is not there.
4-5-3.
################
## L ##
## | ##
## T ##
## OO+TT-T##
##L+??TOO ##
## ? ##
## T ##
##O + O##
################
U 5L gets you a ball and a key. Then you can isolate the left ball by pushing
the cross 4U L. Ball #3 should be trapped in the center, going L from the DL.
So open the ? left of the T it goes over and rotate if need be so you can
push the T to trap it.
Now you can push the T and | above the square of O's to the left, and you can
move the L at the edge up. If 2 of the 3 ?'s are non-L's then you can form
the 4L line from the center blocks you will need. Otherwise pull them from
the right, which takes a little longer.
Bag of $ = bonus.
4-5-4.
################
## ##
## T T-L ##
## L-L | ##
## OOO+-L ##
## + ##
## + ##
## T+--T ##
##O O##
################
Not sure what the weird + is and don't think it matters. Break the ball off
the end of the downward tendril. Then rotate the first square in the upper
tendril(takes timing and persistence--2 balls are running over it) so you can
flip the - on the right tendril from the center to trap the other balls. You
also have to rotate the | 1U1R of that but once you do you can get some $.
Now you can push the DL T 6U R and then the +'s at the bottom left and up so
they form a row around the top. You may have to rotate the L above the blocks
back into position but it should be a straight walk from those center blocks.
4-5-5.
################
## ##
## ##
## L ##
## + O ##
## | OOTL- ##
## + | ##
## LT-T|-+ ##
##O O##
################
Push the + near you 5U to trap one ball. Then push the | near where it was to
1D of it. When the ball runs past it, push the | left. 2 down. The 3rd is
easy. Push the middle | in its 3-high path out of the way. Bonus level!
Now to get out. From the UL O you want to go left and up. Use the L in the UL
and push it 3L D. Push 2 |'s and a + against the left wall above the L. You
should have another 2 +'s to put into place. Push the L near the bottom D 3R.
Then push the T next to it U, 2L(after jumping on the O's) 2U. Push the |
1D1R of the O's 3L 2U and there's your passage.
4-6. WORLD 6
Sparks are a bit trickier than balls. They always turn left when they can,
but if that doesn't work they try to turn left again. They also pause when
not going over an open square. The path directions do not affect them. Crush
a spark by isolating it on a square--wait at a square next to a dead end to
make this expedient.
On the bright side, the paths are usually in tendrils emanating from center
empty blocks, so you can make dead ends easily. On the downside you really do
have to kill everyone to make a path.
Cacti sit around and sort of cheer you I guess.
4-6-1.
################
## ##
## -LTL ##
## - L?T ##
## OOL ##
## L ##
## L-LLTT ##
## ##
##O O##
################
Use the UR tendril from the center at first--you can snap it back into place
for reuse, even. You can also cut off any guy on the bottom tendrils by
pushing the L below the O's left.
Now with everything complete, you want to exit from the left O. Push the L
2U2L of it up and push the - below it into its place. Now take the L that
is/was just below the O's and push it L and U all the way. Push the one 1R of
the L-edge 4U and the one at the top edge 2L.
4-6-2.
################
## ##
## - ##
## T ##
## LLOOO-| ##
## + ##
## | ##
## T ##
##O O##
################
Lots of potential dead ends here and so you can just bag a bad guy whenever
he goes to one. Extra guy for killing all three.
To form the bridge take the 2 pieces in the upper branch and push them
against the left wall into the corner. Take the 2 L-s and push the near one U
3L and the far one U L. Push the + just below the O's 4L U and the 2 below
can go 2L 2U and L 3U.
4-6-3.
################
## ##
## ##
## L+-OT-L ##
## | O ##
## -L L-LL ##
## ##
## ##
##O O##
################
This is a tricky one since the enemies take more than one killing.
Nevertheless patience works well--you can probably push 2 |'s to the side and
an L beneath them to get started while waiting for enemies to go boom. Then
you have a path started from the upper O and you just have to complete it.
4-6-4.
################
## ##
## T ##
## -L | ##
## LOOO|L+ ##
## - L ##
## T L ##
## ##
##O O##
################
Again you can take the | at the end of the DL tendril and push it against the
door. The nearby + can go right behind it. But don't place them adjacent just
yet--baddies might regenerate there. You can push an L straight against the
wall, too.
At the final accounting you should have
|
+L
LL
and now you just need two straightedges to fill in.
4-6-5.
################
## ##
## | ##
## - ##
## OOOL-T ##
## | | - ##
## - T ##
## L | ##
##O LTT O##
################
The loop makes this one trickier but I found I could trap one guy in the UR
pushing the - L and D next to the O's then I'd push the UR | L and D to form
another dead end. Soemone would get caught in the DR dead end too and I'd get
him.
Now the last bit is the trickiest--you could wait for guys to get caught in
the dead ends you made or you could push the bottom loops out. In any case
you will have to jump from the top onto the O's and push a bunch of stuff
left. To trap a guy push the UR | in the loop R and the one 2D of it R.
You may have to push 3 |'s outside the loop U and L onto the left edge. Then
the L on the 2nd-bottom can go 2L U L and up. There are plenty of -'s to push
left of the O's.
4-7. WORLD 7
Here you face jacks, which act like turtles but are a bit faster. The jacks
are harder to avoid if they run at you, though, so be aware--on the bright
side, they take a lot less time to "notice" you behind a block.
4-7-1.
This is the first time it's really necessary to use lots of L's to make the
path to the exit. The jacks shouldn't be too bad to kill but you do need to
make sure you don't clump blocks together. I wound up with something like
this:
LT
LL
|
LT-
You can't waste many pieces with a L-L-L-L loop and in fact if you count
pieces, you see you'll come up 1 short if you try for just straight pieces
with one bend!
4-7-2.
Kill 2 jacks here for the key, 3 for an umbrella and a free pass. If you kill
the 4th guy you get another umbrella and the jump is hard to avoid. Which is
sort of fortunate as otherwise you'd have a lot of diagonal movement.
4-7-3.
This looks like a mess but if you push each of the two chevrons left in order
you'll have a 2x7 block of L's which should be enough. You can then start in
the DL and go U R L U R U etc.
4-7-4.
You can afford to trap a few blocks here crushing enemies(all 4--they give a
gem bonus) since all you really need to do here is push the UL - L, the L
near it 3D and the - R 2U 2L before climbing on the blocks. But you can wait
right of the 3-column of blocks for your first kill and climb on the blocks
to view the best place to kill jacks next. Since the position is so angular
you have to watch for jacks regenerating near you, ready to flip at you ASAP.
4-7-5.
Again the jacks should be pretty easy to kill. Place the top L in the UL and
the T next to it to start the bridge(it must weave a bit. You don't have the
pieces for a straight D-R or R-D.) From there,
LTL
LL
LTT
O
Should do it. But if for instance you get different pieces you may wish to
replace the
TT > L
L
Or such. The important thing is, for insurance, go diagonal as long as you
can, then horizontal, using a T next to the O.
4-8. WORLD 8
You get to see bubble gum kids here. They move 3 squares(or to an edge) then
stop. They turn left when they can, then they try to go back. You must also
hit them while they are moving. It's good strategy to tail them or to set up
a blockade for them. You can't really attack them while they're waiting
around, but you can get close. You can also smack them after they're finished
blowing bubbles and they're on the move again.
Balloons, airlanes and clouds in the background.
4-8-1.
################
## ##
## ##
## T T ##
## -+ LL +- ##
## LL ##
## T T ##
## ##
##O O##
################
Here you have 8 pieces to fit in 7 slots on the left edge You can peg one guy
on the top edge and push the block left--and you can peg another guy on the
top/right and leave that piece to rot. Alternatively once a piece is in the
UL then you can bash guys on the 2nd-left column. And with an extra guy for
killing everyone, why not get the experience?
4-8-2.
################
## ##
## O ##
## ##
## TL -| ##
## T T | - ##
## |T- O-L ##
## ##
##O O##
################
It's tricky to see wat to push first--that would be, in this case, the 2
middle blocks on the inner row, into thbe center. That frees the upper center
blocks to be moved up. Then you can move the other two blocks L/R of them.
Any other first-moves only activate one block.
What I'd do though is move the center-right L block 3U 4L into the corner,
then the T 2L 2D and it can probably crush some bad guys. They will loop back
to 1R of the left edge, so if you want to wait, they'll loop around to you
eventually. However, don't push the T next to the L. Push it DL of the O and
push a - right of the L, so the T can go next to it.
4-8-3.
################
## T ##
## O ##
##L ? ##
## ##
## O ##
## ##
## - ##
##O O##
################
This actually seems like a break from earlier levels. Goal position:
LTT-
O
How to get it: hang around in the UL with a T and the bubble blowers will go
D 2R downwards from the UL. Hit 'em when you can, or if you see one begging
to be picked off--without sending a block against the edge--that'll work too.
There's no special bonus for killing everyone so just clean up what you can.
4-8-4.
################
##L- ##
##L- ##
##L- ##
##LT T ##
## ##
## + | ##
## ##
##O O##
################
Oh my goodness this is a tricky one. There's no way to align the blocks so
that you can walk through in a straight shot or just rotate things as you go.
You have to shuffle them so that they are in the right order while on the
walk to the exit and backtrack a few times..
First kill everyone if you want(a free life in it for you) and push the free
+, T and - to the left wall--in any order or arrangement. But above them:
|
+- -+
| |
Move to the right and now twiddle everything:
+- -+-
|
| |
+- -+
|
On the -, face left and rotate so the L moves you U/L. Then walk back L U R
rotating as you go and twiddle everything so you can go L U R again--and
repeat that. When at the top -, face left and rotate the L to U/L and walk
across it and up.
At the end you should have 4 of these on top of each other:
|
+- -+-
4-8-5.
################
##L----------L##
## L |##
## L-L -- L-L##
## ##
## ##
## L----TL ##
##LT-----L ##
##O O##
################
It's tough to even kill your first guy here as they tend to stop at
intersections where you can't hit them right away and they're even blocking
your ability to get to the top and push some blocks down.
Fortunately the final setup is pretty simple and goes like this:
L(end of path from UL)
L-L <
| <you need to supply these 4
L(UR of the DL bit)
If you really want to kill everyone then you can systematically punch them
out dragging a - from row 3 down to row 5 and pushing left and right. When
that dries up(and it will--enemies will go to the left edge) you can push a -
there and move it between rows 3 and 4 to kill everyone.
One small finesse about the final positioning is that you may need to push
the bottom - right and back left. You need to push it left so that you can go
D L to the DL O.
LEDGER
Rotation is not shown in small maps.
L = L T or + whatever's available
| = | T or + whatever's available
T = T or + whatever's available
The sumo wrestlers here run next to a block and just sit there. They can't be
run over. But you can push a block at them just before they get to the block.
The best way to get rid of these guys quicky is to place a block 2 squares
from them. Then when they turn to move at you it's easy. But you can't kill
them unless they're moving.
This is a definite step down in difficulty from world 8 especially since you
can outrun the sumo wrestlers pretty easily--especially if you move right
when they are about to step on a new square. They can reverse direction but
not until they're on a new one.
4-9-1.
################
## | ##
## ##
## O L ##
## O ##
## ##
## ##
## -+ ##
##O O##
################
The pattern here is pretty easy. You may not be able to get left right away
to push up but the sumo wrestler who comes down will go right after he hits
the first block. Wait R 2D of him.
+-L
|
O
4-9-2.
################
## ##
## OOO ##
## O--T ##
## OT T ##
## O O T ##
## -- ##
## ##
##O O##
################
Here go up and left on the 3-wide of empty blocks. You can push the block
below the left down to get the enemy to run after you and then turn it back
on him. Another will be waiting L of the blocks and you can wait L 2D of him.
With the key you can push blocks as follows:
x
T---T
T
--??don't waste time getting a gem under a block you slid into place.
--time shouldn't be a factor for the first X rounds.
4-9-3.
################
##T-L+-T L ##
## | ##
## + ##
## | | L ##
## ?O ##
## ##
## ##
##O T L O##
################
You can start by going left and pushing a block left onto a guy. Then you can
use the block right of the center O to crush the other guy. You don't have
much work to do and you'll get to a bonus level if you kill them both. If you
have troubles, push the | in the left around to kill the wrestler.
You must also push the | below the L in the top bit.
Open the ? and if it is a |, push the one above it left and move the L right
of the O to 1L of the O. Otherwise you can just walk across--to the L and
then the | below it at east. Then rotate the L so it faces L/D and you can
walk to the exit.
4-9-4.
################
## ##
## ##
## L L | | ##
## LOO LTO ##
## | O ##
## ##
## ##
##O O##
################
The enemies will be headed down so push the block 1U of the UR empty block to
the right and wait to push it D. 3D in fact and you can sweep it left to
knock out another guy. Lots of money bags to be had here.
Once the enemies are wiped, go for this formation:
x
L-L
|
LL
O
You can get it y pushing the UL L 2L 2U and the DL one U and the UR one L.
Move the | and L on the right over to win.
4-9-5.
################
## ##
## LL ##
## L | ##
## OO - ##
## L ##
## ##
## ##
##O O##
################
Go all the way up when the enemies are crossing to the bottom row, then 9L 3D
R to land on the empty. R U and push the L left. Move above it. An enemy
should be stuck L 2D of it. Crush him for the key. Once you've loosened one
block from the empty blocks in the center, the others will follow.
You need to use all your blocks to get out of here, and here is the easiest
way, placing things in reverse order from exit to empty block without too
much shuffling:
x
LL (from the left)
|
L-L
OO
4-10.
Springs again, but this time you can't kill them off. So when you get the
key, just run for the exit. You also don't have the advantage of a
checkerboard as this board is a lake with duckies bobbing around the outside
with a cool waterfall wall.
Still this level shouldn't be too bad as many springs will be floating along
the bottom and the right.
4-10-1.
################
## ##
## + L L O L ##
## ##
## T L | - O ##
## ##
## L O - L + ##
## ##
##O O##
################
This one isn't too bad as you can go above the DR + and push it D and sweep
left to get the original springs.
Build a bridge from 2U3R of the DL as follows (-| can be +/T):
x
|
|
|
L-L
LL
O
You can push the |'s to the left side. Then you can push the L 2U of the
empty L, the one above it 3D and the one right of that 2L 2D. The DL plus can
make the horizontal bridge then pull any | to complete the vertical bit.
4-10-2.
################
## ##
## + L - L + ##
## ##
## O T T O ##
## ##
## + L - L + ##
## ##
##O O##
################
This is a bit easier than the previous as you can place the UL-D-3R L in the
UL, the + below it 1R and push the + below that up. Place a | into place so
you have.
4-10-3.
################
##L---- ##
## O L L L ##
## L L ##
## T | T ##
## L L ##
## L L L ##
## ##
##O O##
################
Because of the mess at the top you need to be careful what you put where. But
if you move quickly, 3U 3L and push down to nail one spring--and push it into
the wall to kill another spring if you want. It's excess baggage. Then push
the DL L in the 5x5 checkerboard of pieces 2L and repeat for the one R if
that and push the 2 above them away--the left one 1L of the edge.
Now you can push the T 2L 2U. The UL-1R-1D L can go 2U and then the one now
DL of it can go 1R. Push the | 3L 2U and the T right of it 4L 2U. You should
now have:
L----L
OT|TL
These need some rotating to pass through but that's just clerical.
4-10-4.
################
##|L -L +L TL##
## ##
## T-LL+TLL ##
##| L##
##T L L |##
## O LT O ##
## O * O ##
##OO OOOOOO OO##
################
Push the L's on the 5th row 3L D L and 6L D. Push the left - in row 3 D to
push the T left ofit 2L. Then push the - R 3L(the backtrack is to kill a
spring) 2U L. Now you have a bridge. You just need a key. Pull a L from the
3rd row up and right. There's a spring stuck on the 2nd-right column that's
easy to crush--rotate the L for the key, then go up the left side.
|
|
T
|
T
LL
O
4-10-5.
################
## ##
## T + ##
## L L L ##
## | L O ##
## L + L ##
## - T ##
## ##
##O O##
################
12 pieces--and you need an 11 piece bridge. So you can't mess around as a
planning mistake generally costs 2 pieces and not one. Get on the empty block
and fall L. Push the L above up to the wall and left to the corner. You can
crush one spring by pushing the DL L-square down. You can then push it down
again and wait to push it right. So what should the final setup look like?
x
LL
LL
LL
T----O
The leftmost must be T/# but the othe5rs can be anything. You have a tangle
to get things straight, though. Push the rightmost L U to the edge and right.
Then push the upper T 1R. That allows you to push the one L 2L U and the DL
one fits next to it. You'll have to loop around to fit another in(push 3L)
and the last guy can go U 3L.
Another small tangle but push the | below 1D so slide the T in 2D 2L. Push
the +'s in line with the T and the lower - 1L to push the other - U. The
other T makes a full line.
4-11. WORLD 11
Sparks are back, with a space background and Japanese astronaut(note the
flag.) They behave the same as previously. Just isolate them and wait--and
you can relink a broken path to reisolate them. Just be sure the sparks do
not escape to your exit path--leave the final block next to the empty blocks
til last.
4-11-1.
################
##T LLL+L-TLLO##
## O##
##L O-TLT O##
##L O + O##
## -T?OO + O##
##| * O##
## O##
##OOOOOOOOOOOO##
################
3U 1L and push the + left when a spark goes in the dead end. You can push it
back right to reload after the first spark explodes. However with all the
empty blocks taking up space you will want to push the + back left instead of
right onto the edge.
Oce that second guy is toast, move the + 2L and then left of the center O's
push those two blocks up to isolate another spark on the - which you will
push up later.
Push the L in the UR branch U 7L U. Then the T next to it can go beneath it.
You'll have the following below:
L
L-T+
Push the T here 1U 1L(jump over the empty) and now you need to place +'s/t's
L and D of the isolated +. You'll have to kick the one with the ragged edges
left but you can pull a T from the UR. The final result:
x
TL
T
LT
L-++
TO
You don't have to kill all the sparks--just make sure that, before you slide
the T/+ next to the O, you can climb onto it before a spark gets there.
4-11-2.
################
## ##
## +-L--T ##
## | ##
## --?OO ##
## O+ ##
## | T ##
## ##
##O O##
################
Your first big move will be to push the | above the O's 5L D and then the
bottom - L U into the UL corner. Then move the only L piece D 6L D. This sets
up the bridge AND isolates everyone at the top. But push the + starting the
bridge 2D.
Now push everything else into place so you have
|
|
|
L--- O
Wait for enemies to avoid the left part--give them a plank off to the right
in fact to help them--and quickly slide the - into place so you can walk
across before the sparks find the L-U walkway. You could also kill them all,
but there is no bonus, so it's not critical. Either way you probably want to
build something off to the side to distract them and give more places to
move.
4-11-3.
################
## ##
## ##
## L ##
## | |OO???- ##
## L+- O ##
## | ##
## T-L ##
##O + O##
################
5U 2L and wait to push the ? down is a good start. See what presents you have
and then zap anyone else who comes that way.
-+OO
O
With random pieces it is tough to detail what to do, but the stuff on the
left can be reorganized as folows.
x
LL
|
|
+-
Now you can pull two |'s from the DR L and U and you will make a passage.
4-11-4.
################
## ##
## ##
## O-+L ##
## O+O - ##
## TOO | ##
## -|- ##
## ##
##O O##
################
Act quickly to push the middle + 2U. This splits the board in 2. The fork at
the right will net one spark. You can pick off the dead end in the DL for
another. Then you can set up:
|TOO
and push the -'s to the left and right to get the 3rd guy trapped. This gets
you an extra life.
Now push the DL | to the UL. Keep the +/- left of the O in the DL of the
clump. Push the DR - back L U so that you can push the + and make
+--TOO
Remember not to push it ti the wall right away. From here you just need to
push 2 |'s all the way left, above the +.
4-11-5.
################
## ##
## ##
## ##
## OO+?- ##
## +T O ##
## L-TL ##
## ##
##O O##
################
3L 3U quickly to trap a guy on the right. Push the + back to trap more guts
as they come. If the fish really aren't biting go to the left edge and push +
2D so the T next to it can go 1L--you have a new trap there that was tricky
before as the + wouldn't budge to make the T a dead end.
Once everyone's toast, work as follows:
-TOO(push these two up)
Push the L 2L 2U and the +/T up to get
L+T-TOO i.e. a passage to the left edge.
The +/+/- on the right can make a passage to the top.
4-12. WORLD 12
Return of the roller balls. Sheep and birds and a brick wall are the
background here. Lots of time the bridges will be in place, but you need to
disrupt the roller balls.
4-12-1.
################
##L-TL ##
## | ##
## | + ##
## T-O L- ##
## OO L ##
## O ##
## ##
##O O##
################
Push the DL of the 3-clump in the right 2R U and then split the clump down
the middle, pushing the | 3D 6L 2U. Push the + 4D 4L U and now you can get
rid of that ball blocking the exit when it lands on the +. There's a bit more
work to do--I advise tat you put two squares below the 3-column of O's so
that the balls have more space to go back/forth allowing you to climb on the
top square more easily. You'll need to push an L from the right for that.
4-12-2.
################
## ##
## ##
##LO ? ##
## O T ##
## O --- ##
## ? ##
## ##
##O O##
################
Push the bottom middle square in the reverse L 3U. Push the T there 1L. Now
move the - to the left edge and the T 2U L.
You can leave now or string something together with the other blocks to kill
the roller balls. With some timing you can wipe them all out at once. That'll
get you the umbrella, which doesn't get any bonus points--but just so you
know.
4-12-3.
################
##+-- ##
## LL ##
## | ##
## ? |+OOTTL ##
## - + T ##
## |LL O ##
## ##
##O O##
################
3U 3L to wait to trap a ball. It will reappear and you can repeat after
pushing the T back into position. Push the T linking the O's right (1L of
edge) after getting the key, then 3U and all the way left. Turn it LUR and
rotate the blocks so the ball in the UL gets trapped--
+- +-
| |
-+-
|
-+- <trapped here
|
Push the + on the right 3U and 5L so you now have a passage--almost. You can
push the L on the right 1R to trap any more balls that go to the right(joggle
the T next to it) and now for the final ball. Push the T on the right 1U 5L
and while there change the | below to -. Rotate the L 2 below it so the ball
is trapped on the +. Push the L in the left 1R. Now you have a path.
x
+--T
LT
T
+-+OO
4-12-4.
################
##LL ##
## | ##
## | ##
## LL O ##
## LTO+O-TL ##
## O ##
## ##
##O O##
################
Go to the left edge. You have:
LL
L
The balls are clumped around the two right L's. Turn the UL one so it doesn't
face right and then turn the DR one. Now take the | and T from the right and
stack them above the U empty block. The ball will roll onto the top of them
and you can isolate it. Since the bridge is already made, you just need to
rotate things back. You can get a bunch of moneybags killing everything.
4-12-5.
################
##| ##
##| L ##
##| LT-T LL ##
##| | O ##
##T-L O+OTL+ ##
## O ##
## ? ##
##O O##
################
Take the ball in the center going U/D. At its top, rotate the T below it 3x.
Rotate 1 below the UL when the 2 balls are above it. Rotate after they die.
Yo have a ready-made path to the exit. And you get a bonus level too!
4-13. WORLD 13
You start off in a bar with neon signs and martini glasses. Ooh. No place for
children! (No place for in-depth puzzle-solving either.) But the jacks are
present here.
The wood floor makes it tricky to judge what to place where. But note that
you can sort of see diagonal zigzags, so that helps, and you don't really
need to judge distances anyways. Plus the jacks are still stupid and easy to
kill--just stay out of their dirrect sight lines.
4-13-1.
################
## O ##
## | - L ##
## L T ##
## T L ##
## L L ##
## ##
## ##
##O O##
################
I just patrolled the 2nd-bottom row with a block for a bit and wiped them all
out. Once done with that L-block you can push it L almost to the edge, U L
and all the way U. 2 |'s and 2 T's can link the empty block on top with the L
and then the exit.
4-13-2.
################
## ##
## L ##
## L ##
## L O L ##
## |T L ##
## - ##
## ##
##O O##
################
I again used the rightmost block to clear out enemies--sneaking up after one
came to the bottom. Then I was able to plow left. Free guy for killing
everyone here.
And the exit?
x
LL
|
L--L
LO
4-13-3.
################
##|O ##
##| ##
##| L | ##
## L ##
## L ##
## L ##
## ##
##O O##
################
Position yourself left of the nearby L and you should get the guys that went
to the left wall. You want to position blocks as follows to get out:
x
|O
||
|LL
LL
From O go 2D R and turn the L to your L D-R. Then you can walk straight to
the exit.
4-13-4.
################
## ##
## L O ##
## L ##
## L + ##
## T | ##
## - L ##
## ##
##O O##
################
Since the jacks start by going left you can find a block to push left onto
one of them and then use the bottom 2 rows as before. Killing them gets a bit
of extra time, which you don't need to establish the bridge:
x
LL
L---O
4-13-5.
################
##T L L ##
##| + O L ##
##| L ##
## ##
## L ##
## L ##
## ##
##O O##
################
Again with the bad guys moving up you can focus on one to kill. Then use the
bottom two rows. The bridge presents an interesting problem. You must use the
top bit since two L's are gummed up there--each of those needs pushing 1L.
x
TL LL
|L+LLO
|
4-14.
Turtles with a kind of Mayan/Inca theme. Again rollong blocks on the bottom
two rows works well since they only roll horizontally. If you can keep UL of
turtles when they are barricaded U and L you should win easily--they can't go
either way and will be stuck.
4-14-1.
################
## ##
## ##
## L TT ##
## L +T ||| ##
## T TT ##
## ##
## L L L ##
##O O##
################
The nearest block is straight below but it is hard to move non-L's through
the mess, so...
x
LL
LL
|
|
|
|
|
Where | = not L. You may need to move the |'s from the right all the way
over, which takes time. Or at least the left of these, to free up the blocks
to the left.
4-14-2.
################
##L|TLT ##
## L|T L ##
## O ##
## + L ##
## L ##
## ##
## - ##
##O O##
################
Go up and left around the UR empty block. You'll probably find some turtle to
crush. The + in the center is a useful bunker. To complete the puzzle, slide
the pieces like so.
+-L
LO
On O, go L U and all the way L, U 2L U.
4-14-3.
################
## L L+-LT--LL##
##L - TL##
## OT LT|##
##LOO O--+##
##| L##
##T -| * L##
##L | L ##
##O-L-|+- O O##
################
Tight quarters may make it a trick route to the UL but once you get there you
can push the - right and the T there down to crush some enemies. Kill 2, get
a key--kill 3, escape.
However, if you should wish to complete the level by exiting, here is what to
do.
Push the L 1U to the UL. Push the - at the top 3R so you can push the T 1R1D
of the UL. Then push the - back left. Kick the + L U L and then one of the
|/'s under the L in the upper center. Then you can climb on the UR and work
your way R R R U U L rotate-U U and go left. You'll need to detour onto the |
below to flip the L above bot after that you just need to rotate some at the
end.
4-14-4.
################
## | O -L##
## LLL|L |##
## TL +##
## ||| T##
## O LL |##
## OT L##
## LL |##
##O LT O##
################
Can't waste any blocks here. 3L 3U when the coast is clear(rotate this L to
DR) and fall right after that turtle goes back up. Push the T D and left-ish.
In cramped quarters you should be able to nail the bad guys--be sure to kill
the turtle on the right ASAP as often you can lump them all in the UL when
they regenerate.
With everyone gone, here's how to win.
x
|
LL < place left 1st, right 3rd of the l's
LT < place this L 2nd to avoid later snafus
|
O
To push the top | left you obviously need to dance around and swivel some
pieces to get to the U empty. And the L 2L D must be dealt with carefully--4D
2L 4U 3L. The L and | left are 3L of the right edge.
4-14-5.
################
## ##
## ##
## ##
## O O - L ##
## | + + + ##
## O L L | ##
## ##
##O O##
################
The turtles go U/D til you interrupt them so why not slam the block 2UL of
you left into one to start? Then you can push it D and push the one above it
R to push the UR one U. Remember you just need a buffer for each row. The
turtles should get stuck around easily enough for you to crush them.
You have so many time bags here you may wish to leave them lying around so
you don't hit the max of 100 and lose their full value--if you are into
points.
Making a bridge is easy here.
x
L--L
|
|
O
4-15. WORLD 15
Bubblegum kids on the sea by the beach, which has sunbathers and beachballs.
4-15-1.
################
## ##
## L ##
## | + ##
## L O | ##
## | - ##
## | ##
## ##
##O O##
################
Push the right | down and right. You may wish here to leave the gems created
as they stop the kids from being regenerated. You can do this by placing a
block in row 2 and pushing it left quickly after sinking someone, then
waiting for the next guy to come by and repeating it. With just one guy left
things should be pretty simple.
Though you can also start the path to the UL as follows:
x
|
L-
Now everyone will be stuck at the top.
x
|
L----L
|
O
The full path is above.
4-15-2.
################
## ##
## | ##
## T ##
## + + ##
## T - + ##
## - L ##
## ##
##O O##
################
More of the same here. Spear 2 enemies for the key(they'll come up the 2nd-
right row) and then put a | in the UL and a | 1R1D of that. Now you can just
slip the other verticals in on the left edge, and when you are ready, push
the one 1R1D of the UL to the left and go to the DL and walk up.
4-15-3.
################
## - ##
## L ##
## O ##
## L ##
##- L ##
## L ##
## ##
##O O##
################
The - at the top will keep the bad guys on the right for starters and kick
them down to make easy targets. Once you've got the key, push the - 4L and
you just need to arrange the L's as follows.
x
L-L
LL
O
The enemies will be very muddled, so you won't have to worry about them.
4-15-4.
################
## +--TL-+-L##
## T##
## O |##
##T | | +##
##- L +##
##| |##
## L |##
##O O##
################
Go 3U before jumping L. Push the near | up and R twice--each time to crush an
enemy. Then push the other | right of that and push an L all the way up, left
to the edge and up. Place the remaining L under the L in the top center.
Climb on the DR and go U L and detour on the L you placed. Rotate the L above
and walk U L to the exit.
4-15-5.
################
##+ LT + ##
## T- ##
## L- O ##
##| LL ##
## O L ##
##T ##
## T ##
##O O##
################
3L and you can push up for one kill and 2R and D for another. Once you have
the key there seems no easy way out, but actually you can place things as
follows:
+-L-L
? |
<2x2 block of computer placed stuff
Push the L next to the T at the top, then the UR - can go down. Push the T
left to wedge between the + and L at the top then push the - U 6L so it's
below the L so you can use it as a detour later.
Step on the O beneath the 2x2 squae and you'll need to rotate the block 1U,
go U R, rotate U, and rotate the UL-2R and go L D and rotate it again and U
2L U to exit.
4-16. WORLD 16
Witches again. Mushrooms of the Mario variety all around. The witches don't
seem to die for good here, though. You need to kill 3 of them for a key and
the best way to do that is to clear a lot of rows and stay in or near the
center with blocks to push.
4-16-1.
################
## -L OO TT ##
##L O##
## ##
##O O##
## ##
##OL- O##
## - * ##
##OOO O||-+TOO##
################
Push the flying + left to start a clockwise loop. After you get the key, kick
the flying * U L U from the DL. Push the L on the left edge up. Now finish
things(you may have to step in the DL a bit):
L+-L
|
|
OL
4-16-2.
################
## O O O O ##
##T L O##
## L ##
##O |##
## ##
##| * O##
## ##
##O O O O O O##
################
Here you need to use the L's to crush the witches. The * needs oto go L U and
the T will go in the UL. You may be able to kill one witch with the * but
keep a L to the side and another above/below and eventually an enemy will
come by. If one is coming RIGHT at you just run around and nail him. You only
need to kill three.
4-16-3.
################
##L - O O L O##
##| T##
## O ##
##L O##
## ##
##O * T -##
## ##
##O O O O O O##
################
You can get mileage out of the T before you place it 2D1R of the UL--with the
L 4D of the UL going 1U. You can even kick the * up or left a bit to kill
someone. But probably best just keep the T in the center 'til you kill three
guys.
Note that before climbing on the O you want to push the - at the top 1R. Then
you have
L-
|
LTO
And you can detour on the - to flip the L in the UL from DR to UR, allowing
you to exit.
4-16-4.
################
## LO ##
##L ##
## ##
## ? ##
## ##
## ? ? ##
## ##
##O O##
################
The ?'s make this an interesting puzzle. They can't be |'s or +'s it seems,
so that leaves 4 cases:
All L:
x
LLL
LL
One T:
x
LTL
L <use this as a detour
to turn the L above it
the right way
(if you get all T's obviously a T can replace an L.)
Sit in the middle and try to sock anyone on a long horizontal run. Then get
the key and building the bridge is easy.
4-16-5.
################
## |T+ ##
## ? ##
## O ##
## + ##
## ##
## ##
## ? ##
##O O##
################
I'm not sure why they bothered with this level other than for the challenge
of crushing enemies, or waiting to. Leave a few rows clear and stand in one
with a couple blocks. Move up/down when a guy appears above/below you to run
right or left. Then dump what pieces there are in the UL.
x
---T-
|
O
4-17. WORLD 17
Goody, more robots. You've got another weird tomb but just because the exit
doesn't look half-hidden doesn't mean it isn't there behind the weird totem
tombs. It is, once you kill three baddies.
4-17-1.
################
## L ##
## | ##
## -L ##
## L O | ##
## L | L ##
## O T L ##
## ##
##O O##
################
Here you can actually lead robots into the UL--place a L 1R of there. Since
they rotate right, they should get stuck. That'll kill one. You can peg a few
blocks against the wall too.
x
LL
LL
|
|
|
O
You get a bonus level for killing everyone here.
4-17-2.
################
## L L ##
## ##
## |L ##
##OLLLL ##
## LLLL ##
##|| ##
## ##
##O O##
################
x
LL
L-
|
O
It's not nice of them to make you go to the bottom but that's what you have
to do. If you move expediently you can go 6U 11L and push the left | down to
crush two guys. Push the other | right and eventually someone will come down
below it--off him too. Move the | to the 2nd-top row and all the preset stuff
left, then the | left. It and the block above it will be used as detours.
ow you have a big long walk back below the left O and the robots are probably
looping--so sneak down on the right side and to the DL square, where you can
jump off U.
Now use the two blocks 1R of the exit as detours to twiddle the blocks left
of them to point UR.
4-17-3.
################
## ##
## ##
##|LL L| ##
## OT LO L ##
##-LL |-T ##
## ##
## ##
##O O##
################
The mess in the left is immovable really. You need to build a bridge from the
right to the left, THEN an exit. Push the right L 1D and then take the | and
T(crush some robots while you're at it to get the key) on the right to make a
bridge.
OT-TLO
|
The detour below will help get you across when you need to go. So go there
and push the UL | into the UL. Then go back on the O, D L and rotate the L so
you can go D R and fall off. Push the other | up.
Now take the right L and push it all the way left and up--this will give you
x
|
|
LL
O
Which you can exit easily.
4-17-4.
################
## ##
## |LL ##
## -O-O ##
## L - ##
## |OT ##
## LL ##
## ##
##O O##
################
Step on the UR of the 3 lumped empty blocks. Walk 2L U R 2D and now you can
push the squares apart.
x already there
| vv
L--L
O
The is your goal but push the bottom | down and right first to bash some
enemies and get a key. You may have to zigzag it so it doesn't get stuck in
the DL. The L follows and you can push the | back right and left and up to
complete the bridge.
4-17-5.
################
## L+ T-T L ##
## L- L+ ##
##| |O| O ##
## L L ##
##| -| ##
## - ##
## - ##
##O O O##
################
Move 2L U quickly to bash an enemy, or you can just push that - left on the
2nd-lowest row--but not to the edge.
Getting to the exit is a bit of a mess but from the UR empty bloc you need to
place
-+
|
O
There you go--a path to the block to the left, though you have to fall off to
get there. Once you are able to fall 1D of that empty, push the - below D 3R
and push the 2 |'s on the left down to the bottom. Fit a L 2L of the O, and
push a | on the left into the DL.
Your board should now look as follows:
L+
L-
|L|
2L rotate-U and go UL to push the other | to the bottom. Now you can place a
UL in the top. You can go back on the O, 2L rotate-U to DR, U R and rotate-L
to UR and walk across.
4-18. WORLD 18
More sumo on a black and white checkerboard. Keep in mind you can rotate the
block to "off" them.
Background: a bunch of leaky pipes. Cool B&W feel.
4-18-1.
################
## + O L ##
## |-L ##
## ##
## | ##
## O LOL + ##
## O L-L ##
## ##
##O O##
################
Head 3U and push the + left into the sumo as he goes up for the key. Place
the + 2U R of the surrounded block. Push the + left near the edge so the
sumos will follow you that way. After you've killed them, place the | above
the O 1R and the + above that. Now you can go on the center O, R 3U L and
rotate-right to drop in the upper part. Push the L into the UR and now you
can start pushing stuff(including the L, 1D) to make:
x
-----
Put the leftover L in the UL and there you go! It may be easier to push the
bottom | 2R 2U and then left.
4-18-2.
################
## ##
## ##
## L L ##
##L ||O-| ##
##L L L ##
## L O L ##
## + - ##
##O T T L O##
################
Wait for the sumo to go 1L of you, then 3U 3L and push the | 2U L and wait.
You can crush the guy hiding 2L D of you then the other guy coming back. You
can bring the | back D R to clear the board of enemies. Extra guy for killing
everyone here.
Now to the bridge.
x
L--L
|
L-L
LO
Just push stuff into place backwards--I took about 40 seconds to do this.
4-18-3.
################
##L L O ?OOOO##
## O##
## L O##
##O O##
## O##
##? L * O##
## O##
##OOOOOOOOOOOO##
################
Rotating the blocks pretty much rids you of all the nasties here. Then,
treating the ?s as L's...
x
LL
LL
*
O
To do this, place an L above the * as far as it can go so that you kick the *
up and left just above the O. The ?'s, being on the side, are irrelevant.
4-18-4.
################
## L L - ##
## L ##
## O ##
## ##
## L ##
## ##
## - ##
##O O##
################
Killing everyone is easy and gets an umbrella, but for purists...
x
LL
LL
O
If you wish to achieve this, push the - over the last guy.
4-18-5.
################
## ##
## ? ? ? ? ? ##
## ##
## ? ? ? ? ? ##
## ##
## ? ? ? ? ? ##
## ##
##O O##
################
Very interesting, all the ?'s. Of course you can kill the sumos by rotating
them from the R and going U 2L D and repeating after you go 3U to start.
With 15 ?'s there's an over half chance that 7+ of them will be T's(well, 1/2
+ (15c8/15^2) = 70% actually), making your job easy--push all the T's over
there. If not, then just push as many T's as you can to the left and stack
everything below that with double L's i.e.
x
T
T
LL
LL
LL
LL
LL
O
Then from the O, go up and right. Turn the L to your left UR and go left,
turn the L above DR, and go up and walk right and repeat until you get to the
T's.
4-19. WORLD 19
Rotating enemies here. You're in some weird purple floored place with red
walls. Some sort of cut-rate hell?
4-19-1.
################
## O L ##
##- ##
## ##
##| ##
## ##
## ##
## L ##
##O + O##
################
More witches to crush with a centrally placed block. Eventually you will get
an umbrella--note it is impossible to win this level conventionally as the |
must go in the UL. With a | below it there's no way one L can fit on it and
give you a detour--similarly the L below it wouldn't work either.
4-19-2.
################
## L-L ##
## LL LL ##
## LL LL ##
## | O | ##
## LL LL ##
## LL LL ##
## L-L ##
##O O##
################
Decoy the right samurai by going up. Then run down under the bottom - and
push it up one to crush an enemy--then push the L's left or right to crush
more of them. Once you're on the 2nd row you should be able to maneuver to
wipe everyone out. Just don't form a clump of blocks. And be careful about
stepping in the DL as the sumos may trap you.
The way out:
x
L-L
LL
LL <place the right one first
L < then this one
..then the ones in the center column.
Note you have to put the right L on top in place before the -.
4-19-3.
################
## L ##
## | - ##
## L O | ##
## | - L ##
## | O - ##
## | | ##
## + ##
##O O##
################
I got good mileage out of pushing the + back and forth on the bottom. The
springs will eventually go to the bottom but you can also pick them off thbe
2nd-right column with the - at the far right of the whole checkerboard of
pieces.
To get the exit, get on the UL O(push the L left of it U) and push the |
that's 2R to the right. Push the top L to the corner. Push the other 4R of
it. Push the UL | 2L U and the next-highest | 3L U. You're making a bridge on
the top. Another | will slide 3U to complete this and then slide the + to
complete things.
x
L---L
+
O
There you go.
4-19-4.
################
## ##
## ##
##|L| -TL##
##O | O + O##
##L- |L##
## L L ##
## ##
##O O##
################
Turtles now. Killing them is a bit tricky but go U when they're nearly down
and then push the L near you L and D onto the middle turtle. Again the 2nd-
lowest row should serve you well. Stay next to the block and if/when a turtle
rolls at you, go to the other side and push the block on it. Turtles may
regenerate and come from above--then they are easy to pick off. Kill them all
and you get an extra life. Just make sure both L's are mobile.
But what to do about the bridge? On the right, push the T down and place the
| in the UL of the board and the + below it. Now you just have to reach that
left empty block.
Now push the L below you down. Push the | right and down. Then place a left
between it and the empty block and a L below that. Get on the center block,
go L, D and flip up so you can go U 3L. Again you need to detour down and
rotate up. U L and then 3U.
4-19-5.
################
##- LO L ##
## || ##
## T ##
## LO- ##
## |- ##
## -- ##
## | L ##
##O LOL O##
################
Bubble blowers. Killing the bad guys with the T is a good idea. But you need
to find a way out using 3 diagonal pieces. The bridge pattern is simple but
getting there is not. Fortunately time is not an issue as you can just kill a
bubble blower for +10 seconds.
x
| LO
L-T
4-20. WORLD 20
More random guys--outer space on a gradated board. They're not faster but the
levels require moderate cunning. Still there are clearly harder ones earlier
on.
4-20-1.
################
##+ -O - ##
## T LL ##
## + ##
## T ##
## | ##
## ##
## LL ##
##O O-LO O##
################
All you have to do is get to the left and then you can just push the vertical
pieces up to create a bridge--then push the L 1R1D of the upper empty block
up and the other one left and jump up and go left.
x
+----OL
L
But how do you get there? First, wait for them to go all the way left. Go 1U
and 4L. Wait for two guys to pile up near you. Go up and wait for them to
tumble at you, then go U 4L D and you'll make it around them easily. From the
left you have the bunker of blocks to whup them with. You can't ever
eliminate them, but leave gems lying around if you can.
4-20-2.
################
##| L--OOOL- ##
##| O##
##| - L##
## * +##
##L O##
##| ##
##| ##
##O +OO O O##
################
This level doesn't seem like anything special. Kick the * left--preferably
onto an enemy--and stand in the center with the -. After you bag two more
baddies place the - right of the L. Then go to the DL. 3U R and rotate left
so you can go L U.
4-20-3.
################
## ##
## ##
## | ##
## OOL-T ##
## L-TOO ##
## | ##
## ##
##O O##
################
Another level that is not too taxing--just don't waste any pieces. Clear
everything and you get a bonus round. You can trap the sparks on the right
and left edges--be sure to push the top piece and bottom piece 1L so that the
3-wide dead ends are easy pickings. They can of course be reused--push a - 2U
or 2D and push it back.
x
L----L
|
|
O
4-20-4.
################
## ##
## L| ##
## - L ##
## LO| ##
##OT LL ##
## ##
## + ##
##O O O##
################
Try not to run over the robots right away as one may appear in the isolated
square. Push the + left over the center down empty block and the + on top of
that. Now you can go 3U and detour L to rotate the L back L-U so you can get
to the center empty block. Drop up and push the - 1L, the L above it 1U,the L
to the right 1R and the L on top to the corner. All 3 of the -'s can go to
the top, and then you can place a L right of them.
x
L---L
T
+
LO
Now you can move the + and T to crush the robots, who will probably be
looping predictably by now.
4-20-5.
################
## | | ##
## -O- ##
##L | | ##
## O -OT ##
## | | ##
## -O- ##
## | | ##
##OTO- O##
################
The last one and anticlimactic really--the springs may be tricky but first
you need to push thhe | 1L1D of the D to the left. Use the T to face it URL
and drop up. There's a UL spring you can kill with the | just above when you
push it left. Push the | to the right back right and left. Push the L into
the UL. Push the |'s to 1R1D and 1R2D of it and now you just need to bump off
a few springs. The T can really get around here in the DR. Use it on the 2nd-
bottom row and 2nd-right one 'til you get a key.
Now it has a trek back up and left to the UL. Up, then left into the | and
then 2U L. Now on the empty block, 3U L U wins.
My final score = 484600 but I bet you can do better with accurate play. 500k
even would be a neat goal.
END SEQUENCE:
Kids look out over a balcony, raise their hands and go flying. The shot pulls
back from the castle before they leave the screen. Then they are floating
above the castle. It grows smaller in the distance above the huge lake.
*BOOM& a big jagged hole. That too recedes in the distance and they are
looking over the edge of a normal building. The credits roll.
5. PASSCODES AND CHEATS
You get passcodes for solving each pair of levels. Here they are below.
Amusingly the text representations take up almost as many bytes as an image I
have on GameFAQs for them.
Level 3:
+--+--+--+
| |
| |
+ +--+ +
| | | |
| | | |
+ +--+ +
| |
| |
+--+--+--+
Level 5:
+--+--+
| |
| |
+ +--+--+
| | | |
| | | |
+--+--+ +
| |
| |
+--+--+
Level 7:
+--+
| |
| |
+--+--+
| |
| |
+--+--+
| |
| |
+--+
Level 9:
+--+--+--+
| |
| |
+--+ +--+
| |
| |
+ +
| |
| |
+--+
Level 11:
+--+--+
|
|
+--+
|
|
+--+
|
|
+--+--+
Level 13:
+ +
| |
| |
+--+--+--+
| |
| |
+--+ +--+
| |
| |
+--+
Level 15:
+--+--+ +
| | |
| | |
+ +--+
| |
| |
+ +
| |
| | |
+--+--+--+
Level 17:
+ + + +
|
+--+--+--+
|
+ + + +
+ + + +
Level 19:
+--+--+--+
|
|
+
|
|
+--+--+--+
|
|
+--+--+--+
One handy cheat is to just stand on the DR block and watch everyone's pattern
so you know where to wait for sure.
Locations in RAM:
0x30 = stage (0 = stage 1)
0x48 = world you're on (0 = level 1)
0x49 = # of guys left
0x67/0x68 = low/high byte of score/100
0x500-0x5ff = the map, but there's a trick. You need to flip it across the DR
diagonal as you'd see it in a 16-wide hex editor to play with the shapes.
Parentheses=degrees rotated clockwise.
00 = space
01 = -
02 = |
03 = L(270)
04 = L
05 = L(90)
06 = L(180)
07=T(90)
08=T(180)09=T(270)
0a=T
11=+
13=kick-to-side +
End of FAQ proper
================================
6. VERSIONS
0.1.0 sent to GameFAQs with basic stuff complete through worlds 1/3
10/08/2006
0.3.0 sent to GameFAQs with up through world 6 completed and basic stuff
nailed down 10/10/2006
1.0.0 sent to GameFAQs complete but I bet some text maps are bogus so I'll
check them later 10/12/2006
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.