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         THE ULTIMATE GUIDE TO CLOCKWERX
         By Rebecca Skinner aka Karpah ([email protected])
         Version 1.0, 1st October 2003
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1.0     The Introduction
       1.1     The Game
       1.2     The Author

2.0     The Game Basics
       2.1     The Help File
       2.2     The Added Notes

3.0     The Review

4.0     The Levels
       4.1     Tutorial
       4.2     Pirouette
       4.3     Carousel
       4.4     Spinner
       4.5     Wheel
       4.6     Swirl
       4.7     Typhoon
       4.8     Cyclone
       4.9     Vortex
       4.10    Maelstrom

5.0     The Closing


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         1.0     THE INTRODUCTION
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'Ello there. Welcome one, welcome all, to the ultimate ClockWerx guide.


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         1.1     THE GAME
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I've seen this exact game listed under a few different names, lately. It seems
to go by both ClockWerx and Ultimate Spin Doctor, for both Mac and Windows. I
even wrote a review for it, under the name of Ultimate Spin Doctor. But the
name of ClockWerx seems to be the correct one, so I'll go with that.

ClockWerx is one of the most unique and addictive puzzle games ever created.
You are a clock hand, travelling in each level from your starting point to the
end dot. It was originally released in 1995 as Ultimate Spin Doctor (for Mac)
by Callisto Productions, and re-released in 1996 as ClockWerx. I have both
games on my PC (much <3 for emulators), and apart from the name and title
screen, I can't notice a difference.

If you're interested in downloading the game, you can do so here:

http://www.the-underdogs.org/game.php?name=ClockWerx


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         1.2     THE AUTHOR
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About me, eh? You really wanna know? As the header would indicate, my name is
Rebecca Skinner. I'm an 18 year old Piscean from Melbourne, Australia, and my
hobbies include listening to music, playing my PS2, and going out with
friends... oh wait, this isn't supposed to be a personals ad ;)

I love getting e-mail from people who want to discuss the game, my guide, my
other guides, or just to chat in general. I know my level descriptions arent
the best, so if there's one level you're stuck on, or one rod on one level
that's giving you this shits, gimme a holler and I'll try to help. (I have
gotten every bonus in the game on Child mode, so I can prolly help :P) My
e-mail address isssssssss...

--- [email protected] ---

Or you can IM me on AIM: spiritfall freak. I'm generally a shy person, but if
you poke me a bit, I'll talk to you :P I do get a bit busy sometimes, playing
canasta, talking with my man, and the like, so just remember that patience is
a virtue!

This guide is (c) to meeeee, Rebecca Skinner AKA Karpah, 2003. You can read
it, download it, print it off, e-mail it around unaltered, whatever. But you
wanna post it on your own site? That's a no-no, sorry.

This guide can ONLY be found on the following sites:

--- http://www.gamefaqs.com
--- http://www.neoseeker.com
--- http://www.ign.com
--- http://www.honestgamers.com

Any other sites you find it on, lemme know so I can send some nasty e-mails to
webhosts. I like doing that.

--------- Go download The Room, by The Living End, as you read this. ---------


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         2.0     THE GAME BASICS
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I'm gonna do this a little differently than I normally do things. The game has
an unreal help file with it, that does a great job of explaining how to play
the game. I'll transcribe it here, then make another section after that
explaining the bits I don't think it got quite right, and add my own bits and
bobs too.


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         2.1     THE HELP FILE
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Here it is, in all it's glory. Enjoy!

--------- Object of the game -------------------------------------------------

The overall object of Ultimate Spin Doctor is to achieve a high score by
completing game levels as quickly and with as many points as possible.

As you play Ultimate Spin Doctor, the object is to maneuvre your clock hand
across a field of dots to the sparking "goal" dot while avoiding dangerous
obstacles such as coloured clock hands, moving spikes, bullets, oil globs, and
closing doors. You can also gather "bonus" dots to increase your score. Even
the hardest looking levels can be simple if you find the right path.

--------- Scoring ------------------------------------------------------------

Level Completion

After completing a level, you recieve a completion bonus that varies with your
difficulty setting.

Bonus Dots

You recieve 1,000 points for the first bonus dot you gather in a level, 2,000
for the second, etc. up to a maximum of 5,000 points for the fifth bonus dot
and each additional bonus dot.

Speed Bonus

You recieve a speed bonus by completing a level in less than the allotted
time. The quicker you are, the more points you recieve.

--------- Objects Which Affect Your Score ------------------------------------

To complete a level and receive a completion bonus, you must "grab" the goal
dot, shwon in the bottom-right above. (Small dot with blue and white dancing
triangles around it.)

Bonus dots are translucent and may be either clear or coloured. Gather a bonus
dot by swipping or flipping onto it. The colour of a bonus dot does not affect
its value.

The hourglass gives you ten seconds of bonus time and 1,000 points when you
swing over it. The more time you have at the completion of a level, the higher
your speed bonus will be.

--------- Starting a New Game ------------------------------------------------

- Type your name into the area for Player 1. If you are playing a Two Player
game, click the Two Player button, and type the second player's name into the
area for Player 2. Choose keyboard or mouse control for each player. We
recommend keyboard control.

- Select a time limit and difficulty setting.

- Adjust the music and game sounds as desired, using the buttons and Options
menu.

- Select a numbered level from the level menu by clicking on it. Note that you
must play the levels in order (but you can skip three levels in the game.)

- Click "Play".

- That's it!

--------- Moving Your Clock Hand ---------------------------------------------

You can move your clock hand from dot to dot by "grabbing" any adjacent dot as
the moving end of your clock hand passes the dot. There are two different
methods of grabbing a dot. In the first, called a "swing", your clock hand
rotates in the opposite direction around the second dot as it did the first.
In the second, called a "flip", your clock hand rotates in the same direction
around the second dot as it did the first.

Instead of "grabbing" an adjacent dot, you can "bounce" your clock hand off
the dot to reverse our clock hand's direction. You can also change your clock
hand's direction at any time by doing a "reverse".

--------- Swinging Example ---------------------------------------------------

 /                                                                    \
o  o  o  =>  o--o  o  =>  o  o  o  =>  o  o  o  =>  o  o--o  =>  o  o  o
                            /              \

(note: there's actually a graphic here showing it, but you'll just have to do
with my mad ASCII skillz.)

The red clock hand is swinging from dot to dot.

Note the direction of rotation switches as each dot is "grabbed".

To swing from dot to dot, hold down the X or . key.

--------- Flipping Example ---------------------------------------------------

 /                          \              /                          \
o  o  o  =>  o--o  o  =>  o  o  o  =>  o  o  o  =>  o  o--o  =>  o  o  o

(note: there's actually a graphic here showing it, but you'll just have to do
with my mad ASCII skillz.)

The blue clock hand is flipping from dot to dot.

Note that the direction of rotation remains the same as each dot is "grabbed".

To flip from dot to dot, simultaneously hold down the X and Z or (. and /)
keys, since flipping consists of swinging and bouncing at the same time. In
addition, you may flip using the Shift key.

--------- Bouncing Example ---------------------------------------------------

/                   /
o  o  =>  o--o  =>  o  o

(note: there's actually a graphic here showing it, but you'll just have to do
with my mad ASCII skillz.)

The green clock hand is bouncing back and forth.

To bounce off a dot, hold the Z or / key.

--------- Key Controls (Part I) ----------------------------------------------

Command  |  Player 1   |  Player 2
------------------------------------------------
Swing    |  X or .     |  2 or 6 on keypad
Bounce   |  Z or /     |  3 or 5 on keypad
Flip     |  Shift      |  1, 4 or + on keypad
Reverse  |  Space bar  |  enter or 0 on keypad

Hint #1: To effectively swing, flip, or bounce, press the appropriate key(s)
well before your clock hand passes an adjacent dot, and keep the key(s)
depressed until just after the swing, flip or bounce is successful. With the
exception of reverse, pressing keys and then releasing them when your clock
hand is not passing a neighbouring dot has no effect.

--------- Key Controls (Part II) ---------------------------------------------

Hint #2: You do not have to release the swing, flip or bounce keys for them to
take effect multiple times. For instance, if you want to swing indefinitely,
simply hold down the swing key and don't release it.

--------- Playing With Mouse Control -----------------------------------------

Choose mouse control in the game options screen. Your clock hand must be
within 1/4 revolution of the dot you wish to grab next when you click.

Command  |  Mouse Control
--------------------------------------------------
Reverse  |  Click on or near the dot you occupy. This is the 'reverse' region.
Swing    |  Click once anywhere outside the 'reverse' region.
Flip     |  Double-click anywhere outside the 'reverse' region.

On medium and hard difficulty settings, we recommend using keyboard control.

--------- Status Area --------------------------------------------------------

At the top of the ClockWerx display is the status area, which provides
important information about the game, including the level number and name, the
time remaining in the level, and your score for this level. Note than in a
two-player game, the scores shown are the cumulative scores for all levels
played.

--------- Enemy Clock Hands (Part I) -----------------------------------------

Enemy clock hands are coloured blue, green or red. If an enemy clock hand
crosses your clock hand at any time during the level, you must restart the
level. If you're careful, you can grab and ride the same dot that an enemy
clock hand is on, but don't follow too closely!

Each enemy clock hand follows a defined path of swinging, flipping and
bouncing. For instance, one clock hand may simply spin on one dot. Another may
swing from one dot to another. When you first enter a level, watch and learn
the enemy paths so that you can plan your avoidance strategy. Note that most
objects in the game that are dangerous to you are harmless to enemy clock
hands.

--------- Enemy Clock Hands (Part II) ----------------------------------------

The colour of a dot corresponds to the colour of the clock hands that grab
that dot during the level. For instance, the dot around which a red clock hand
spins is coloured red. Two dots that a blue clock hand swings or flips between
are both coloured blue. If clock hands of more than one colour grab a given
dot during a level, that dot appears multicoloured.

--------- Spikes -------------------------------------------------------------

A spike is a small red obstacle that can be found anywhere in a level. A spike
may be stationary or moving. Moving spikes orbit a dot, exactly as clock hands
do. They orbit at a point corresponding to the center of a clock hand, and
move at a constant speed. If you clock hand hits a spike, you must start the
level over.

--------- Walls, Doors and Switches ------------------------------------------

Walls are stationary obstacles that your clock hand bounces off.

Doors act the same way as walls do, except that doors can open and close. A
door is controlled by one or more switches. Each switch, in turn, may control
one or more doors. The colour of these switches matches the colourof the door
"trim" (the bars on either side of the door).

A switch is activated whenever any clock hand passes over it. Activating a
switch starts closing the door (if it's open), opening the door (if it's
closed), or changes the door's direction (if it's in the process of opening or
closing).

--------- Guns, Triggers and Bullets -----------------------------------------

Triggers work just like door switches. They come in three colours. Scattered
around the screen are some number of matching-coloured guns. The guns are
stationary, and each has a number of fixed barrels. Whenever any clock hand
passes over a trigger, all guns of the same colour shoot a bullet. The bullets
always travel at the same speed. Bullets stop at walls, but pass through enemy
clock hands.

--------- Wallbusters --------------------------------------------------------

Wallbusters are objects that "float" until your clock hand comes by and
"whacks" them in a particular direction. If the Wallbuster hits a wall, the
wall disintegrates in a cloud of dust. They are needed to strategically
eliminate walls. Wallbusters bounce off doors.

--------- Oil Globs and Droplets ---------------------------------------------

An oil glob sits motionless near a dot. If your clock hand passes over the
glob, the glob starts creeping slowly towards the dot. Finally the glob flows
slowly up the dot and coalesces into a droplet.

The droplet sits on a dot for a short while and the nstarts chasing your clock
hand by dripping between dots. If the droplet lands on the dot around which
your clock hand is spinning, you must start the level over. If you gab a dot
that a droplet is sitting on, you also must start the level over. There is no
harm in simply passing your clock hand over an oil glob. Note that the
droplets will clone themselves at random sides, with the two droplets moving
in orthogonal directions.

--------- Lighters, Fuses and Bombs ------------------------------------------

When your clock hand passes over a lighter, it ignites a spark which flares
red and then turns white as it starts to burn down the fuse. If your clock
hand hits the spark after it turns white, you must start the level over.
Eventually, the spark detonates a bomb.

The exploding bomb inflicts damage in several ways: it kills nearby clock
hands (including perhaps your own!); it destroys other nearby objects such as
spikes, oil droplets, walls and switches; and it removes the bonus from nearby
dots.

--------- Special Dots (Part I) ----------------------------------------------

- A moving dot spends 1/4 of your clock hand revolution moving up or down or
left or right.

- Extended dots are 'long' dots that are essentially connections between two
dots. When a clock hand grabs an extended dot, it slides along it. While your
clock hand is sliding along an extended dot, it can grab any dot it passes by,
including a parallel extended dot.

- A ring dot disappears as soon as your clock hand releases it and grabs
another dot. If an enemy clock hand is on a ring dot that has disappeared, the
enemy clock hand flickers and disappears.

--------- Special Dots (Part II) ---------------------------------------------

- While your clock hand is on a slowdown dot (which has a triangle on it), all
enemy clock hands move at one-half of their normal speeds.

- If you grab a waystation dot (which has a cross on it) partway through a
level, and if you later lose a life and restart the level, your clock hand
appears on the waystation dot (not at the level's original starting dot.) When
you restart the level, you'll start with as much time left as you had when you
first grabbed the waystation dot.

- A death dot (which has a square on it) is perfectly safe to grab. However,
you cannot switch directly from one death dot to another.

--------- Special Dots (Part III) --------------------------------------------

- Hyperdots (white dots with red circles) come in identical pairs. If any
clock hand grabs a hyperdot, the clock hand is instantly transported to the
matching hyperdot, with no change in the clock hand's angle of rotation. Some
pairs look very similar to other pairs, so examine them closely!

- Shield dots (surrounded by tiny green triangles) make your clock hand
invulnerable to enemy clock hands (but nothing else), as long as you stay on
the shield dot.

- Up/down dots have matching colour switches (all marked with coloured
squares). When a clock hand passes over a switch, the up/down dot set will
either drop down or be raised up to a normal position. Clock hands cannot
occupy up/down dots that are down.

--------- Skip Level ---------------------------------------------------------

The levels in ClockWerx must be played in order, starting at the lowest level.
However, if you are unable to complete a level, you may elect to use one of
your three "skips" to temporarily bypass the level, and move on to the next
level. If you use up your three skips, you must complete any one of the three
levels you skipped to free up a skip for a subsequent level.

--------- The Game Menu Bar --------------------------------------------------

The game menu bar appears when you click the right mouse button.

Under the File menu, you can start a new game (score is reset in two player
game), restart a level (score is not reset in a two player game), end or
abort, pause, or quit. Command key equivalents are shown in the menu.

The Options menu allows you to control how the game music is played, and to
control the volume of the game music and game sound. The Swing Indicator
provides a visual indication of which way you will swing if you grab a dot.

--------- Levels File --------------------------------------------------------

This option under the File menu is designed to provide future expansion of
your ClockWerx game.

--------- Two Player ---------------------------------------------------------

The players compete to complete the level and maximize their individual
cumulative game scores. Each player has a cumulative game score (as opposed to
a single level score). Once one player had grabbed the goal dot, the level
ends when the other player either dies, grabs the goal dot, or the level timer
runs out. If both players reach the goal dot, the first player to grab the
goal dot receives more bonus points than the second player. Upon the death of
one player, a level continues until the second player completes the level or
dies. The game ends when the game time (which is set in the Options menu)
expires, and the players decide not to add extra time.

--------- Playing Hints (Part I) ---------------------------------------------

- Since bonus dots are quite valuable in attaining a high score, it can often
be worth your loss in speed bonus to spend some time gathering extra bonus
dots before completing a level. However, most bonus dots are guarded by
enemies, so pick and choose carefully.

- How much damage an exploding bomb causes depends on exactly when its
detonated. You can control this by passing your clock hand over the lighter at
the correct time.

- Watch the oil droplets carefully to learn how they chase you. You may be
able to avoid them once you have learned their secret.

--------- Playing Hints (Part II) --------------------------------------------

- Remember that you can study a level before trying to get through it, since
the level timer doesn't begin until you push down a key. Try to study what the
enemy clock hands are doing before plunging into a difficult level.

- You can hover between a wall and a dot by holding the bounce key and
repeatedly bouncing off the wall and then the dot, as the green clock hand is
doing.

- The essence of mastering ClockWerx is understanding the difference between
swinging and flipping. Notice that when you flip, your clock hand always
maintains the same direction of rotation.


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         2.2     THE ADDED NOTES
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That help file did a better job of explaining things than I could have ever
hoped to do. But there's a couple of added notes I would like to make.

- Hovering is a basic skill you'll need to know. To hover in a position, just
get into it then mash reverse frequently to keep bouncing backwards and
forwards as close to one position as possible. This will come in handy when
you're waiting for a rod to pass so you can slip past it, etc.

- I don't like waystation dots. While they sound useful in theory, sort of
saving your progress through the level, they're actually a hindrance on any
mode other than child. When you're timed throughout the level, and you grab a
waystation dot, you'll restart the level (should you die) at the waystation
dot, with less than the maximum time remaining. Butttttt, when you restart at
the waystation, your score reverts to zero, meaning any bonuses you may have
grabbed up to that point no longer count. So if you want maximum score, you'll
have to go back and get all the bonuses again, losing more time as you do so.

- If there are rods rotating around ring dots, it's really easy to "kill"
them, or get them off your screen. Simply grab the coloured ring dot and leave
it, to make it disappear, and if the rod goes to switch onto it while it
doesn't exist, they will flicker and disappear. Sweet!

- This game is tricky. I'll admit that. Unless you've got a really strategic
mind, there's not a lot of hope of you completing it. Even as I write this,
I've only made it up to level 58 of 100. But it's fun for everyone to play, no
matter how far you make it through the game.

- A lot of this game is intuition. I can't guide you through it so that you
reach the goal dot, with all of the bonuses, every time. You'll die, a lot,
and in the tricker levels I will do such things like recommend a path to
travel to get them all, but it won't work all of the time, you need to get
adept at figuring things out yourself.


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         3.0     THE REVIEW
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Read the greatest ClockWerx review of them all.

http://www.gamefaqs.com/computer/doswin/review/R61462.html


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         4.0     THE LEVELS
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Here we go. The most important part of this guide. The levels.

Let's see, what have I got listed here for each level...
-> Name and number of level
-> Time given
-> Number of bonus dots, therefore maximum bonus score
-> Number of enemy rods
-> Description/strategies for the level (if I think they're necessary)
-> Maps of each level (links to screenshots only)

I was going to do all the maps ASCII-style, and even did a few, before I
realized they wouldn't work in the higher stages. How would I mark in things
like oil blobs, doors, multi-coloured dots, moving spikes, etc? So I decided
to screenshot them all, and I will link to all of those screenshots here.

Enjoy.

--- At the moment, this section is complete for Child mode only. Things are
radically different on other modes - more enemy rods appear with new
territory, more obstacles appear, more bonuses appear. For now, this is for
Child mode ONLY.

--- All screenshots can be found in one tiny package here:
http://www.geocities.com/karpie_gal/clockwerx.zip


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         4.1     TUTORIAL
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Note: Level 1, Tutorial, is not necessary to complete. You can skip straight
through to Level 2, Pirouette, should you so wish.

--------- Stage 1: Movement --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     10 (max bonus: 40,000)
Enemy Hands:    1x Red, 1x Green, 1x Blue
Description:    This is the first level, designed to teach you the basics of
               moving the clock hand. There's a clear line to the goal dot,
               including one bonus on the way.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/01Movement.png

--------- Stage 2: Spikes ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     8 (max bonus: 30,000)
Enemy Hands:    1x Green, 1x Blue
Description:    There's a lot of spikes around in this level, as the name
               would suggest. Mainly out in the middle of nowhere, where they
               can't hurt you. The only tricky thing about this level is if
               you want to collect all the bonuses. Each ring of four bonus
               dots has a spike in the middle, so flip around the outside of
               each before going for the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/02Spikes.png

--------- Stage 3: Walls -----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    1x Green
Description:    This level gets you used to the idea of walls as obstacles.
               Walls can't hurt you, so it's all okay. The green clock hand
               can't hurt you either, so the only thing you have to worry
               about is the spike relatively close to two of the bonus dots.
               There's a clear line to the goal dot.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/03Walls.png

--------- Stage 4: Doors -----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9, but only 8 accessible (max bonus: 30,000)
Enemy Hands:    1x Green
Description:    This level gets you used to the idea of doors. You need to
               pass the red switch to open the red door, then the blue one to
               open the blue door. The green will open and close the green
               door, but be warned, if you run into a door while it's opening
               orclosing, you will die.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/04Doors.png

--------- Stage 5: Oil -------------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    none
Description:    The only difficult thing in this level is trying to get the
               bonus between the oil blob and the spike, without touching the
               oil. It's not that difficult, just flip around and reverse a
               bit and you're there. Collect all the other bonuses, then head
               for the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/05Oil.png

--------- Stage 6: Combo -----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     5 (max bonus: 15,000)
Enemy Hands:    1x Red
Description:    To get to two of the bonus dots, you'll have to awaken the oil
               glob. So if you want them, grab the other three first, then go
               for them. Quickly make your way back around to the goal dot
               before the oil droplets catch you.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/06Combo.png

--------- Stage 7: More Spikes -----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    1x Green, 1x Blue
Description:    The game gives you directions of how to do it, here. Pass the
               first two spikes, then the two bonus dots, then grab the green
               dot when the rod's on the other side. Pass through to the end,
               flipping around the ring of six goal dots before getting the
               goal. This level would be a lot harder if it didn't tell you
               how to do it.
Screenshot:     http://geocities.com/karpie_gal/clockwerx/07More_Spikes.png

--------- Stage 8: More Doors ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    none
Description:    The key to this is passing switches so that all three doors
               are open, for you to get to the goal. To get to the bonuses
               either side, pass one set first, making sure all the doors are
               open when you're done, then avoid all switches on the other
               side when you get the other bonuses. Then head down into the
               box to get to the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/08More_Doors.png

--------- Stage 9: Some Dots -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     7 (max bonus: 25,000)
Enemy Hands:    1x Red, 1x Green
Description:    This level introduces ring dots, shield dots, and also
               waystation dots. Read my added explanation section for my
               opinion on waystation dots. Ring dots aren't that special, you
               just can't go from one, to another, then back to the first. A
               shield dot here doesn't prove anything special, either. If you
               want all the bonuses, you'll be doing a bit of ducking and
               weaving around enemy hands, but it's something you have to get
               used to.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/09Some_Dots.png

--------- Stage 10: Bombs ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     none, 2 hourglasses (max bonus: 2,000 points)
Enemy Hands:    1x Red, 1x Green
Description:    This is the last tutorial level, and introduces lighters,
               fuses, bombs, and also hourglasses. You can't get through this
               level without detonating the bomb, so you must swing over the
               lighter, then avoid the fuse as it burns down. Grab the two
               hourglasses for a 10 second time bonus and 1,000 points each.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/10Bombs.png


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         4.2     PIROUETTE
______________________________________________________________________________


Things get a bit trickier in Level 2, Pirouette. You can't just skip over
stages from here on out, unless you want to use your three allotted skips.

--------- Stage 11: Curves ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     7 (max bonus: 25,000)
Enemy Hands:    3x Red
Description:    The dots in this level form a two-dot wide snake pattern, with
               red enemy clock hands (with bonuses) at the corners. Two
               waystation dots mark the way, but ignore them. Simply flip
               around the outside, collecting the bonuses, to get to the
               goal.
Screenshot:     http:/www.geocities.com/karpie_gal/clockwerx/11Curves.png

--------- Stage 12: Homer ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     5 (max bonus: 25,000)
Enemy Hands:    3x Red
Description:    This diamond-shaped level is simple, there's a line straight
               through. Collect the bonuses, and then the goal on the right.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/12Homer.png

--------- Stage 13: Touchdown ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     6 (max bonus: 20,000)
Enemy Hands:    2x Red
Description:    You must trigger the green switch yourself, and be careful to
               pass through the red door when the red hands are nowhere near
               the switch. Grab the bonuses, and then the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/13Touchdown.png

--------- Stage 14: Tenacity -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     15, 3 hourglasses (max bonus: 68,000 points)
Enemy Hands:    1x Green, 1x Blue
Description:    This is where the levels start to get semi-interesting.
               Trigger the red switch, then enter the red room. Trigger the
               green switch without hitting the red one again, then enter the
               green room. Trigger the blue switch, and you've got a path to
               the goal. Collect all the bonuses on the way, there's a fair
               few of them here.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/14Tenacity.png

--------- Stage 15: Ramble ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     19 (max bonus: 85,000)
Enemy Hands:    1x Red, 1x Blue
Description:    Here you can start to see how annoying enemy hands can be.
               These two patrol a large bonus-filled territory each. It would
               be relatively easy to head straight through them to the bonus,
               but collecting the bonuses will take a little more work.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/15Ramble.png

--------- Stage 16: Sparse ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     8 (max bonus: 30,000)
Enemy Hands:    2x Red, 1x Green, 1x Blue
Description:    The green hand you can basically ignore, in this one. This
               level will get you used to travelling along lines shared with
               enemy hands, as in if you want the bonuses, you'll have to
               share dots with red and blue hands to get them. It's tricky
               for newer players, but you have to know how to do this stuff
               in your sleep, for harder levels.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/16Sparse.png

--------- Stage 17: Pipeline -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     15 (max bonus: 65,000)
Enemy Hands:    3x Red, 3x Blue, 3x Green
Description:    One of those levels that is only hard if you let it be, and
               only time-consuming if you stuff it up. There's a fairly clear
               path to the goal, but the bonuses will require you to travel
               everywhere if you want them. It's not that hard, but as you
               see, there can be a fair few enemy hands swinging around.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/17Pipeline.png

--------- Stage 18: Offshoots ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     13, 4 hourglasses (max bonus: 59,000)
Enemy Hands:    5x Red, 1x Green, 2x Blue
Description:    The path to the goal is a fairly straightforward one, even if
               you do have to work your way around several narrow pathways
               with enemy hands to get there. The level is named "offshoots"
               because all the bonus goals are way out of your way, but
               they're not that difficult to get to. Now we get into the real
               essence of the game.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/18Offshoots.png

--------- Stage 19: Link -----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     12, 5 hourglasses (max bonus: 55,000)
Enemy Hands:    3x Red, 1x Green, 1x Blue
Description:    Lots of doors in this one, interlocking sets, and they're all
               controlled by one red enemy hand. There path through is pretty
               simple, and you only need the green doors open to get there,
               but there's no fun in that. The three bonuses at the top can
               be gotten to if you're *VERY* careful, that red hand flips all
               the way across the top, and that group of nine bonuses is just
               too good to resist. It's extremely difficult to get, though,
               because the green hand moves very fast.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/19Link.png

--------- Stage 20: Balance --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     16 (max bonus: 70,000)
Enemy Hands:    1x Red, 1x Green, 1x Blue
Description:    You've got another doorway situation to deal with here, and
               there's not a lot you can do until you trigger that red
               switch. So do so, avoiding the blue hand. There's bonuses left
               and right, and a waystation on the right, all above the
               doorways. Below them, there's a lot more bonuses, with spikes
               all around and lone hands patrolling separate territories. A
               pretty simple level, with a unique design.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/20Balance.png


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         4.3     CAROUSEL
______________________________________________________________________________


--------- Stage 21: Doubleback -----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     4 (max bonus: 10,000)
Enemy Hands:    2x Red
Description:    The lower levels of each section are often easier than the
               higher levels of the section before it. This is no exception.
               The only tricky thing in this level is the two lines of ring
               dots, with some red territory either side, but they're really
               simple to get past.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/21Doubleback.png

--------- Stage 22: Motion ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     7 (max bonus: 25,000)
Enemy Hands:    1x Red, 2x Green, 1x Blue
Description:    There is a clear path to the goal with not a single enemy hand
               in the way. But, if you want the bonuses, put your flipping
               skills to work. Flip to the left and around the bottom to get
               one, then grab the dot below the red hand then flip out to
               your left and around to grab those three. The others near the
               goal are safe to get to. They make these pretty simple, eh?
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/22Motion.png

--------- Stage 23: Candycane ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     7 (max bonus: 25,000)
Enemy Hands:    4x Red, 8x Blue
Description:    Okay, so there's a lot of hands around. But they just spin
               around one dot each. The bonuses alternate between two rows
               straight across the middle of the field, so you can make it
               through fairly easily by sticking in between the two rows. One
               bonus lies on a blue dot, and the other half a dozen hands are
               just scattered around the place, we can completely ignore
               those.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/23Candycane.png

--------- Stage 24: Forced Entry ---------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     14 (but only 12 accessible) (max bonus: 50,000)
Enemy Hands:    3x Red
Description:    This level uses lighters, fuses and bombs. The bad thing about
               this is, the bombs are gonna blow up two of the bonus dots, so
               you can't get them. Meh. Trigger the first lighter, and stay
               quiet until the bomb goes. Getting all the bonuses, triggering
               the next lighter and avoiding the red hand can be tricky, but
               remember you can bounce between dots and walls using Z. This
               can help in avoiding it. Once the second bomb has exploded,
               head into the third room,  and use the same trick to collect 8
               bonuses and then the goal.
Screenshot:     http://geocities.com/karpie_gal/clockwerx/24ForcedEntry.png

--------- Stage 25: Tricolour ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    5x Red, 5x Green, 5x Blue
Description:    This level looks innocent enough, at the start. Getting to the
               goal is fairly simple, if you flip around the outside. Where
               this level becomes IMHO the hardest level in the game, is
               getting all the bonuses, and when the rods stop just swinging
               around one dot and start moving around. Then it becomes
               downright impossible.
               Actually, it is possible, just very tricky, and relying a lot
               on luck. I would hear for the bonuses on the left side of the
               top row, as they're the hardest, therefore you've got the
               least to redo if you accidentally perish :P Once you've got
               the bonuses on the left and right, flip down the inside of the
               left or right column of dots, to get to the last few in the
               middle and the bonus.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/25Tricolour.png

--------- Stage 26: Cyclone --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    2x Red, 2x Blue, 2x Green
Description:    This is the first level in which we see that lighters, fuses
               and bombs can be a BAD thing. They're not necessary to use in
               this level, and if you trigger them and let them go off, you
               can potentially lose out on five of the bonuses. Flip straight
               across the line of bonuses, swinging under the second lighter,
               then use the fact that the red hand rotates faster than the
               blue to wait until you can flip down the right side on the
               vertical list of bonuses.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/26Cyclone.png

--------- Stage 27: Prosperity -----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     30 and 4 hourglasses (max bonus: 144,000)
Enemy Hands:    3x Green, 3x Blue
Description:    This level is called Prosperity for a reason. Look at all
               those bonuses! Again, you'll have to put in effort not to
               trigger the lighters, or trigger them only after you've got
               the bonuses surrounding the bombs. The best bit is, the
               level's not that hard, because the enemy rods simply each
               swing around one dot.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/27Prosperity.png

--------- Stage 28: Enclosure ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     30 (max bonus: 140,000)
Enemy Hands:    1x Red, 2x Green, 1x Blue
Description:    This level got a clever name. To get to the goal dot, you have
               to make your way through a series of doors. Grab all the
               bonuses at the top, before triggering the green switch. Head
               through the green door, DON'T grab the waystation dot, then
               grab all the bonuses before getting the red switch. Now comes
               the tricky part.
               You have to trigger the lighter here, there's no two ways
               about it. Grab as many of the bonuses on the right as you can,
               open the blue door, and try to get the bonuses around the bomb
               before the fuse gets there. It can be tricky. To avoid the
               fuse when you're still near the blue hand, bounce between a
               dot and the wall. All the bonuses CAN be collected here, but
               it's hard.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/28Enclosure.png

--------- Stage 29: Crossing -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     3 (max bonus: 6,000)
Enemy Hands:    3x Red, 3x Blue
Description:    The Crossing mentioned is the path with all the bombs and
               spikes. Each of the bombs must be set off except for the one
               of the very left, but you may as well blow that one too. So
               trigger the first three (gour if you want) filters. Get out of
               the way until those go off, then make your way along to get
               the last switch. If you're lucky, you'll kill a whole heap of
               the enemy hands when the bombs go off, which makes getting
               through a piece of cake.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/29Crossing.png

--------- Stage 30: Labyrinth ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    2x Red, 2x Green, 2x Blue
Description:    There's several ways you can go with this one (which is why it
               might be called Labyrinth. Gee, I'm clever.)
               1) Trigger the red switch, and head out to your right. Trigger
               the blue switch on the bottom right, and go through to the
               goal.
               2) In case #1 wasn't fun enough or bonussy enough you. Trigger
               both the red and green switches, and then head straight down
               on your left, collecting the four bonuses on your way. You can
               time this right when both the red and blue hands are on the
               right, so they'll miss you completely. Then just get the next
               red switch, avoiding the moving spike, then the blue one to
               collect a lot of bonuses and get the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/30Labyrinth.png


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         4.4     SPINNER
______________________________________________________________________________


--------- Stage 31: Hallway --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     12 (max bonus: 50,000)
Enemy Hands:    2x Red
Description:    See why this one's named Hallway? Because the red hand flips
               up and down the hallway. Imaginative, eh? If you follow it
               along the row, you can flip and collect all the bonuses, then
               flip all the way back on the bottom before it says boo to you.
               Then simply collect the two other bonuses, and you're done.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/31Hallway.png

--------- Stage 32: Sentry ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     16 (max bonus: 70,000)
Enemy Hands:    3x Red
Description:    Sentry is named so because the three red hands are guarding
               most of the bonuses. There's a clear path through to the goal,
               with six bonuses in it, but that's never fun. The red hand on
               the left proves to be the most trouble, but he moves so slowly
               it's possible to sneak onto his dot when he's up high on your
               side of the dot. Then you can swing and switch dots before he
               gets a chance to catch up. The other two hands are easy to
               bypass, so do so and collect the bonuses.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/32Sentry.png

--------- Stage 33: Sinkers --------------------------------------------------

Time Allotted:  Unlimited</pre><pre id="faqspan-2">
Bonus Dots:     5 (max bonus: 15,000)
Enemy Hands:    2x Red, 1x Blue
Description:    This level introduces up/down dots, otherwise known as
               sinkers. See the two dots with the green X next to them? When
               a clock hand passes over the sunken green switch, they'll drop
               down if they're up, and pop up if they're down. And if you're
               on them when they drop, bye bye. It's best to swing past on
               them when the red hand near the switch is on the right, so
               you've got ample time.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/33Sinkers.png

--------- Stage 34: Pigeonholes ----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     14 (max bonus: 60,000)
Enemy Hands:    2x Red, 2x Green, 2x Blue
Description:    Just looking at this level, it looks fearsome because the
               whole grid is the territory of enemy hands. In actual fact,
               it's not that hard, because the hands just tour lazily in
               their rectangular patterns. And they all flip, with the
               exception of the lone red hand at the top, so you can easily
               flip along on the other side of the dot, should you meet one
               on your travels. Note that the spikes can make things tricky,
               becuase they mark dead ends, you can't get past them. You'll
               be backtracking over territory quite a bit.
Screenshot:     http://geocities.com/karpie_gal/clockwerx/34Pigeonholes.png

--------- Stage 35: Hiccup ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     13 (max bonus: 55,000)
Enemy Hands:    2x Red, 2x Green, 2x Blue
Description:    The trick to this level is knowing the pattern on the red hand
               that rotates and controls the sinker dots. It rotates
               clockwise 180 degrees, then anti-clockwise 90 degrees, then
               clockwise 180 degrees again, then anti-clockwise 90 degrees,
               you get the idea. Once you've got the hang of that, this level
               is simple, even with the enemy rods, spikes, and lone oil
               blob.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/35Hiccup.png

--------- Stage 36: Stutter --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     10 (max bonus: 40,000)
Enemy Hands:    3x Red, 1x Green
Description:    Like the last level, this one deals with successfully
               navigating around sinker dots. They're all controlled by the
               lone red hand, that rotates slowly. First things first, you
               have to trigger the lighter, and you can go either way to do
               it. To get one of the bonuses, you'll have to pass an oil
               blob, so may I suggest you do that last? There's spikes
               orbiting both the red hand and the goal dot, so you'll have to
               be careful to bypass those.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/36Stutter.png

--------- Stage 37: Quincunx -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     6 (max bonus: 20,000)
Enemy Hands:    4x Red, 2x Green, 2x Blue
Description:    This level is actually pretty simple. There's bonuses in all
               four corners of the screen, the ones in the lower-right corner
               surrounded by a mass of spikes. Be very careful when
               attemtping to get those, and I'd recommend flipping around the
               outside to get there. The hands are pretty bleh, just rotating
               slowly, but the two on the goal dot can be a hassle. Take them
               out by detonating the two sets of dynamite.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/37Quincunx.png

--------- Stage 38: Tempest --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     12 (max bonus: 50,000)
Enemy Hands:    4x Green, 5x Blue
Description:    This level sure is interesting-looking. The path is littered
               with bonus dots, as well as shield dots, and the odd spike or
               two. Have we seen shield dots yet? When you grab onto them,
               you become invincible while you're holding it. Ignore the
               green rod swinging around the start, and flip upon the left.
               You can get the two bonuses in the middle, just make sure tohe
               rod is out of the picture. From there, it doesn't LOOK like a
               straightforward path to the goal, but if you follow the shield
               dots (marked with tiny green circles surrounding them), you
               can get there and collect most bonuses on the way.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/38Tempest.png

--------- Stage 39: Dodger ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     12 + 3 hourglasses (max bonus: 53,000)
Enemy Hands:    4x Red, 3x Green, 2x Blue
Description:    They call this Dodger for a reason. There's a hell of a lot of
               sinker dots around the place, as well as a lot of rods
               swinging randomly. The red and green dots are controlled by
               the red rod in the top left corner, and the blue by the blue
               rod closest to (but not on) the goal. It's a veritable
               minefield, with spikes around the place, but not that tricky.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/39Dodger.png

--------- Stage 40: Hollow ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    1x Red, 1x Green, 1x Blue
Description:    Wow. Just... wow. The whole playing area is three huge rings
               of coloured dots, red green and blue, and one hand lazily
               moves around each ring. The red one swings, the blue one
               flips, and I dont think the green one knows what it's doing.
               There's bonuses scattered around, and a LOT of spikes. And if
               that wasn't enough, there's sinker dots all around the place
               too. It's not that hard, but it sure does look cool. Because
               there's very few hands, navigation around is fairly standard,
               so just go roundabout to avoid all the spikes and collect all
               the bonuses.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/40Hollow.png


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         4.5     WHEEL
______________________________________________________________________________


--------- Stage 41: Squiggle -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     5 (max bonus: 15,000)
Enemy Hands:    1x Red
Description:    Can you say 'hyperdots'? They appear here for the first time.
               Quite simply, when you grab one, you'll be transported to the
               other that has the exact same markings. If you grab the
               hyperdot from above, you'll start at the matching one pointing
               upwards. (That's important in future levels.) The trip through
               this one is pretty dull, just follow the duts until you wind
               up near the bonuses in the bottom corner. Grab them, and keep
               going until you get to the goal. The bottom bonus with the
               spikes can be tricky, grab onto it when one spike has just
               passed above the dot, grab the dot, and get off before the
               next one comes around.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/51Squiggle.png

--------- Stage 42: Berserkeley ----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     37 (max bonus: 175,000)
Enemy Hands:    4x Red, 1x Green, 1x Blue
Description:    See the bonuses! This is the mot amazing level. It also
               introduces extended dots, that span the gap between two (or
               more) columns or rows of dots. They're just big dots, they
               work the exact same way as normal ones.
               You have to head down from your starting dot, and work your
               way around to the end. You are the only thing that triggers
               the sinker dots, too. The level itself is pretty standard,
               nothing really threatening, so collect alllll the bonuses,
               including the two guarded by two red rods in the top-right
               corner. The final ones with the blue rod, especially the one
               on the right behind the wall, may be a tad tricky. Ignore that
               one dot if you like, and go through past the blue rod to the
               end.
Screenshot:     http://geocities.com/karpie_gal/clockwerx/42Berserkeley.png

--------- Stage 43: Betwixt --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    4x Red, 3x Green, 3x Blue
Description:    You know what's annoying about this level? The fact that all
               the rods travel at greatly varying speeds. If you want all the
               bonuses on this one, be prepared to try to get the central
               blue one a few times. The trick to it is coming in from one
               side, preferably the right as there's no rod on the long dot,
               follow the blue rod through a whole navigation if you can,
               then go out the way you came, From there, it's pretty standard
               getting the rest, just a tad tedious.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/43Betwixt.png

--------- Stage 44: Weave ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    2x Red, 2x Green, 3x Blue
Description:    The only thing tricky about this is if you want all the
               hourglasses. If you want them you'll have to weave through the
               long dots... geddit? If you don't want them, you can just flip
               around the outside to collect each bonus individually.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/44Weave.png

--------- Stage 45: Slide ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     5 + 1 hourglass (max bonus: 16,000)
Enemy Hands:    3x Red, 4x Green, 1x Blue
Description:    Slide, eh? Lots of extended dots around, methinks. And me is
               right, for a change. There's an hourglass in the middle, and a
               few bonuses, but apart from that the only interesting thing is
               the three-coloured long dot near the goal. You'll have to pass
               it to get there. As the red rod bounces along the top of the
               dot, ignore it, and try to pick a time when the green and blue
               rods are far out of the way before you sneak past.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/45Slide.png

--------- Stage 46: Prop Wash ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     8 + 8 hourglasses (max bonus: 38,000)
Enemy Hands:    1x Red, 3x Green, 3x Blue
Description:    This level will drive you insane, should you attempt to get
               all the bonuses. It'll drive you insane anyways, but even more
               so if you're greedy. The top four bonus dots are not hard to
               get to, and I'd advise picking up the four top hourglasses by
               just nicking into the centre of the square then reversing out
               as soon as you've got each one. Getting down to the bottom
               half is tricky, may I recommend you go down on the right side
               of the left +, when the green rod is far on the left? Once
               you've got down, get the other four bonuses and hourglasses.
               The hourglasses on the right will be the ones that kill you,
               with those two blue rods.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/46PropWash.png

--------- Stage 47: Focus ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     18 (max bonus: 85,000)
Enemy Hands:    1x Red, 2x Green, 2x Blue
Description:    Those shiny long dots are so pretty... focus! Ahem, yes. You
               start on a bonus dot here, which is pretty cool. Sneaking past
               the blue and green rods isn't that tricky, so head down and
               get that patch of bonuses, and be sure to get the long red dot
               before you set off the bomb! Otherwise you miss out on 5,000
               just like that! Getting the bonuses on the bottom-right can be
               tricky with the rods, but nothing to worry about. Overall,
               fairly easy.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/47Focus.png

--------- Stage 48: Thriller -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     2 (max bonus: 3,000)
Enemy Hands:    2x Red, 1x Green, 1x Blue
Description:    In this level, you need to set off the bombs otherwise you
               can't get through. So you'll need to head into the nest of
               rods to get to the lighters. Just flip right around the
               outside to the get the right one, then sneak in from the top
               (with the red long dots) to get the second one. Once the walls
               are gone, flip right back around to the left and through to
               the end.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/48Thriller.png

--------- Stage 49: Playground -----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     none
Enemy Hands:    3x Red, 2x Green, 2x Blue
Description:    What? No bonuses? Psh, no fun. Lots of hyperdots though, and
               some of these are accessible by enemy rods (oh fun, not.)
               Watch the level for a while to track the movements of the rods
               as they move around, because you can't see colours on the
               hyperdots to know where they can move. Either way you go,
               you'll have to access at least one hyperdot, and rods move on
               each of the possible two. Once you get past them though, it's
               smooth sailing (well, swinging) up the column on the right. I
               still want some bonuses, though.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/49Playground.png

--------- Stage 50: Funhouse -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     20 (max bonus: 90,000)
Enemy Hands:    3x Red, 2x Green, 2x Blue
Description:    My favorite level in the game, bar none. I have no idea why,
               but it's seriously really cool. I think the attraction is all
               those pretty shiny long dots, not too sure.
               The path through the level, to get all the bonuses, is pretty
               linear, and it's sort of a demented S. Head down, get the
               bonuses up there, up to the long blue dot, around, and down
               the other side. The bonuses that will give you problems are:
               the blue one underneath the long green dot, and the one left
               of the long red dot, near the oil blob. The second one in
               particular. It's best to get this one from the right, and the
               trick is to get it on your way up the S. Before grabbing the
               long blue dot, bypass the red rod and grab it, then reverse
               and head up before it gets back around. Tricky, no?
               But fun. They don't call this Funhouse for nothin'!
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/50Funhouse.png


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         4.6     SWIRL
______________________________________________________________________________


--------- Stage 51: Bourbon --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     28 + 2 hourglasses (max bonus: 132,000)
Enemy Hands:    3 Red, 2x Green
Description:    Bourbon is what I think some of these dots have been drinking.
               This level introduces moving dots, and boy will you learn to
               hate those. You start off on a shield dot, which is good as
               these dots are moving around like crazy. You'll get the two
               hourglasses on your way up, and then you can choose which
               section of the grid to go to.
               Personally, I would start with the bottom right, and flip all
               around to avoid the lighters. Then you'll have to climb back
               on the moving square as it passes you (always a fun thing to
               attempt) and try another section. I would head to the bottom
               right, and get the five bonuses, then rejoin the square from
               below (to avoid that pesky green rod.) Last but not least, you
               can go to the top-left, and if you hit the lighter, just wait
               there till the bomb goes off. Nothing sucks worse than
               touching the lit fuse because your dots are moving and you
               can't control them. Once you've got them all, head to the end.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/51Bourbon.png

--------- Stage 52: Spires ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    4x Red, 2x Green, 3x Blue
Description:    This level introduces death dots, and a moving goal. Death
               dots are fine until you try to connect two of them, ie.
               transfer from one to another. Then guess what happens? You
               die. Boom. So in other words, if you want all the bonuses,
               you'll have to travel up each of the columns (the spires),
               then back down and around. It can be a tad tricky, but not too
               much so. Once you've got them all, pick one of the two central
               non-rodded dots at the top, and wait for the goal to swing
               your way.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/52Spires.png

--------- Stage 53: Exile ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     25 (max bonus: 115,000)
Enemy Hands:    2x Red, 2x Blue
Description:    Now we have five moving dots just to mess with our brains. And
               one holds a red rod that triggers the blue switch rather
               infrequently. If you just want the goal, you don't have to
               worry about the switch, but if you want the points, you'll
               have to travel across the top, which can take timing because
               of the moving dots and the sinker dots. Of course, once you're
               across, follow the dots all the way around to the end,
               collecting quite a few points on the way.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/53Exile.png

--------- Stage 54: Square Dance ---------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     12 (max bonus: 50,000)
Enemy Hands:    3x Red, 1x Blue, 1x Green
Description:    See why this level's called Square Dance? Cos the four little
               squares (arranged in a square shape themselves) all turn 90
               degrees every so often. That can get really annoying. What's
               most annoying is the rods roating around each of these
               squares. It's really easy to get hit by these rods as they
               rotate wildly around rotating dots.
               The only dot safe on each square is the one diagonally
               opposite the rod's dot. This level (and others like it) will
               require a lot of luck if you want all bonuses, but it's worth
               a shot. It takes patience, as you wait for the dots and rods
               to be in the right position before you move. If you just want
               to get to the end, flip fairly easily across the bottom to get
               across.
Screenshot:     http://geocities.com/karpie_gal/clockwerx/54SquareDance.png

--------- Stage 55: Hokey Pokey ----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     12 (max bonus: 50,000)
Enemy Hands:    4x Red, 1x Blue
Description:    OMG those sets of four dots are doing the hokey pokey! >_<
               Each moving in and out of the circle in turn, funny eh? And
               they've safeguarded it, so you can't just travel straight
               across the top or the bottom of the circles (see the death
               dots!) If you want the easy path through the level, you'll
               have to go __|¯|__|¯|__... you get the picture. That will get
               you all of the bonuses except the top one of each circle, and
               with a little extra work you can get that too. Once you're
               free of the circles, just go to the end, ignoring the blue rod
               completely.
Screenshot:     http://geocities.com/karpie_gal/clockwerx/55HokeyPokey.png

--------- Stage 56: Headache -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    2x Red, 2x Green, 1x Blue
Description:    Looks pretty innocuous if you take out the bottom left corner,
               eh. But that's where all the fun is! You'll have to work hard
               for each of those nine bonuses, should you attempt to get
               them. Once you've got them, you'll have to grab the green
               moving bonus to get to the goal. Not really a headache, this
               one.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/56Headache.png

--------- Stage 57: Mortality ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     10 (max bonus: 40,000)
Enemy Hands:    5x Red, 2x Green, 4x Blue
Description:    This one would be named Mortality because more than half of
               the dots are death dots. (Grr..) The level isn't that hard if
               you keep an eye on the types of dots, because all the rods
               just rotate boringly. All the bonuses are pretty accessible,
               so get em all and away you go. Is it just me or are the levels
               getting easier?
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/57Mortality.png

--------- Stage 58: Death ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     8 (max bonus: 30,000)
Enemy Hands:    5x Red, 1x Green, 2x Blue
Description:    I take that back, the levels are NOT GETTING EASIER! This
               level is a major pain in the ass. There's three rings of dots
               that rotate one place anti-clockwise, with bonuses and rods
               all around, with death dots just to top things off. I'm gonna
               write a specific route for this one, that I think is the
               easiest to follow.
               From the start, head straight left to the first ring. Grab
               onto it, then go around the ring in the direction of motion.
               When you get to the bonus dot up the top, grab it, and get
               back on the ring and keep going. When you've gotten all the
               bonuses, you should be right next to the blue rod on the next
               ring, so grab it and repeat the process until you get to the
               double death dot.
               Now wait until you get to the third ring, and collect and go
               around again. The third looks the trickiest, but is the
               easiest. Once you've got all the bonuses and are at the top,
               get off. Get to the end, and you're done.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/58Death.png

--------- Stage 59: Nasty ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     22 + 4 hourglasses (max bonus: 104,000)
Enemy Hands:    4x Red, 1x Green, 2x Blue
Description:    While this level looks tricky, there's not a lot really
               'nasty' about it. The blue bonuses in the bottom right corner
               are simple to get to, but the three in between the red and
               green long dots can be a problem.  Howver, if you wait, you
               can time it so a red and green rod are swinging perfectly in
               time, and then sneak past them as one, it makes things
               simpler. Head up through there, down the next row, then flip
               up on the outside on the very right, to the end. If you set
               off the lighter, you risk losing 15,000 bonus points unless
               you can get to the dots quick enough.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/59Nasty.png

--------- Stage 60: Hitchhiker -----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     10 + 4 hourglasses (max bonus: 44,000)
Enemy Hands:    2x Red, 2x Green
Description:    This one gets its name from the lone moving dot you'll have to
               hitch a ride on to get through. The left side is pretty
               simple, and then grab the hitchhiker dot and go down. Setting
               off the first lighter is good (the top one), but the other two
               are bad. The first one will blow up one of the spikes, giving
               easier access to the bottom half of the level, so blow it up,
               then take the hitchhiker dot down to the other bonuses. Head
               through there, avoiding the green rod, and up through the path
               the dynamite created. One last bonus and you're done.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/60Hitchhiker.png


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         4.7     TYPHOON
______________________________________________________________________________


--------- Stage 61: Diagonals ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     12 (max bonus: 50,000)
Enemy Hands:    3x Red
Description:    As the name would suggest, this level has a few diagonal rows
               of dots patrolled by red hands. There's a smattering of sinker
               dots and bonuses around, as well as the first gun of the game.
               The trigger is controlled by the red rod nearest the goal, so
               keep an eye on that. Apart from that, there's nothing special
               here.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/61Diagonals.png

--------- Stage 62: Seesaw ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     3 (max bonus: 6,000)
Enemy Hands:    1x Red, 2x Green, 2x Blue
Description:    Surpringly easy for such a high level. There's a few rods
               rotating and bouncing around, but nothing to really worry
               about. While all the sinker dots may look scary, you're the
               only thing that can pass the switches, and you can only do
               that once you're past them. Take the three blue bonuses, then
               go straight to the goal, ignoring the oil blobs on the way.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/62Seesaw.png

--------- Stage 63: Treachery ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     15 (max bonus: 65,000)
Enemy Hands:    2x Red, 1x Green, 1x Blue
Description:    Another oddly simple level. The first green patch of bonuses
               are easy to collect if you wait till the green rod is way up
               top. The red rod down below controls some green sinker dots,
               but really the only coloured sinker dots you need to worry
               about are blue. There's two blue switches, one controlled by
               the blue rod, one controlled by you. The actual dot in
               question is right near your blue switch, so head straight
               across and then down to the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/63Treachery.png

--------- Stage 64: Tubes ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     12 (max bonus: 50,000)
Enemy Hands:    2x Red, 1x Green, 2x Blue
Description:    This level has an interesting design. Each of the three rows
               of normal dots moves left and right crazily, with seemingly no
               set pattern. While it can be frustrating to get across, the
               level isn't acually that difficult. It just takes patience.
               Head down the first row, across to the next, up the second
               row, across, down the third, and across to the last little
               long dot. From there, you can get the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/64Tubes.png

--------- Stage 65: Slipstream -----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     12 (max bonus: 50,000)
Enemy Hands:    1x Red
Description:    Okay, the levels are getting easier again. Bypass the red rod
               to get the bonuses on the bottom, then grab the left moving
               dot from above of below (to avoid the rod). Wait till it meets
               up with the next dot in the centre, transfer across, making
               sure to get the red switch on your way across. Then go down to
               get the bonuses, and up to get the goal. Yawn.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/65Slipstream.png

--------- Stage 66: Gunrunner ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    2x Red, 1x Green, 2x Blue
Description:    The rods are not the menaces in this level, with the exception
               of maybe the red one in the bottom corner, and the blue one in
               the tunnel. It's called Gunrunner, and you'll have to time
               your movements carefully in between bullets. The level itself
               is not that tricky, but the bonuses will get you. To get the
               red ones, note that the red rod flips on the inside of its
               domain. You'll have to flip around the outside, going up and
               around the spike when there's no bullets and the red rod is
               far way. Tricky. Also remember you can bounce off dots using
               Z, so you can bounce between a dot and a wall to avoid
               certain blue rods.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/66Gunrunner.png

--------- Stage 67: Chatter --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     8 (max bonus: 30,000)
Enemy Hands:    4x Red, 1x Blue
Description:    Can we say hyperdots? This level is full of them. But you dont
               need to worry about most of them, just the ones on the very
               left and the ones above the blue bonuses. Note that the rods
               can use the ones you'll be using too, red on the left, blue on
               the right, and you'll be running into them a few times while
               you get the hang of the dots.
               Grab the first one, and you'll move one right, head down, and
               you'll move back to the left. Grab the bonuses, then head
               across to the right on the normal dots. Grab the hyperdot one
               right of the red rod's territory, and move right to get those
               two, being very careful of the blue rod, before heading back
               the way you came and down to the bonus. This level will have
               you gritting your teeth.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/67Chatter.png

--------- Stage 68: Jumble ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     20, but only 19 accessible (max bonus: 85,000)
Enemy Hands:    1x Red, 1x Blue
Description:    This level is very confusing with it's vast array of spikes,
               moving dots, doors, and switches. There's several ways you can
               go, or you can just do a whole lap of the level. Here's how I
               would go about it: grab the bonus dot near you, then hitch a
               ride on the moving dot through the green door at the top,
               being careful to avoid both the closing door and the bullets.
               Transfer down to the long dot when you're through, then work
               around the top-left corner getting the bonuses. Take care to
               avoid the oil glob. Getting past the red rod can be tricky,
               though. Start off hovering on the right side of the dot below
               it, then as soon as it passes you, flip up on the outside. The
               dot on the left of the row at the top you can't get to, so
               don't worry about it.
               Flip down past the oil glob on the right, and grab the
               waystation dot. (Much as I hate them, you don't have the
               choice.) Flip over the two spikes near the red switch, trigger
               the switch then flip back and head through the red room. Then
               head back and grab each of the bonus dots in the final square
               around the goal dot individually, before getting the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/68Jumble.png

--------- Stage 69: Mishmash -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     none
Enemy Hands:    4x Red
Description:    There is nothing even remotely interesting in this level, just
               go straight to the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/69MishMash.png

--------- Stage 70: Descent --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     8 + 8 hourglasses (max bonus: 53,000)
Enemy Hands:    1x Red, 1x Green, 1x Blue
Description:    This level will test your patience, well, the first row of
               moving dots will anyways. The thing you need to worry about
               is, if you're on a dot, pointing downwards, and you collide
               with a wall because your dot moves next to it... boom, bye
               bye. Make your way across, collecting all the hourglasses and
               opening the red door, before grabbing the waystation dot and
               going down past it. After that, head straight through to the
               bonuses, then be very sneaky in grabbing the shield dot left
               of the goal. If you wait, you will get the chance when there's
               no other rods near. Then grab the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/70Descent.png


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         4.8     CYCLONE
______________________________________________________________________________


--------- Stage 71: Saga -----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 + 3 hourglasses (max bonus: 39,000)
Enemy Hands:    3x Red, 1x Blue
Description:    You will quickly learn to hate wallbusters here. You need to
               keep pushing them around until you either clear some of the
               wall near the bomb, or the wall near the red switch and
               lighter. If you want the bonuses, you'll have to go the second
               option so you can open the red door. Once you've got the
               lighter, or simply used the wall busters to get ride of the
               walls near the bomb, head through and to the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/71Saga.png

--------- Stage 72: Firing Line ----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     7 + 4 hourglasses (max bonus: 29,000)
Enemy Hands:    1x Red, 1x Blue
Description:    For the time being, you can ignore the guns, as you're the
               only thing that can set them off. You don't need the
               wallbusters, but if you use them to blow up the wall near the
               dynamite, you don't have to go through the gun triggers to get
               to the lighter, see? You don't actually have to worry about
               the guns at all, because you can completely avoid them. Once
               you're through the dynamite, grab the bonuses, then carefully
               make your way through the blue territory. Grab the bonuses,
               then the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/72FiringLine.png

--------- Stage 73: Quest ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    3x Red, 2x Green
Description:    First off, grab the bonuses near the red rod without setting
               off the lighter. It's not that hard. Then grab the bonuses
               below the ring dots. You'll need to use the wallbusters to
               blow up at least one of the two sections of the wall, both is
               not a hard task here. Once you've got them it's a pretty
               straight path to the goal, with just a few minorly annoying
               rods to worry about.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/73Quest.png

--------- Stage 74: Release --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    3x Red, 1x Green
Description:    Another one with wallbusters. To get all the bonuses, you'll
               need to demolish all four parts of the wall to get through.
               It's actually pretty simple, apart from the fact you have two
               rods moving different speeds on the one dot in the centre.
               Move along each row, grabbbing the bonuses, then flip past the
               oil glob on the right to get to the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/74Release.png

--------- Stage 75: Wavicle --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    3x Red, 1x Green, 1x Blue
Description:    This is a fun little level, this one. All the dots like to
               move around in wave formation, alternating moving up and down.
               But it's not that difficult, you just have to wait for the
               right part of the wave to go the way you want. So head up top,
               and along the row to collect all the bonuses. Move down on the
               right, and you'll have to go left along the top of the green
               long dot, and around to the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/75Wavicle.png

--------- Stage 76: Transport ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     12 (max bonus: 50,000)
Enemy Hands:    4x Red, 4x Green
Description:    There's a pattern to this level, with the moving dots, and
               consequently only one way you can go. You'll have to grab the
               dot when it stops two dots right of the red rod, to get to the
               lower-right corner of the screen. From there, you can either
               head left to the bonuses by the moving white dot above the
               green patch, or up to the goal with the moving green dot one
               left of the waystation.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/76Transport.png

--------- Stage 77: Contraction ----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    2x Red, 1x Blue
Description:    This level is a serious pain in the ass. You can ignore the
               blue rod and the whole left section of the level, because you
               don't need to get to the lighter. Using the wallbusters, you
               can easily demolish every piece of the wall blocking you from
               your goal, so do it. Now you have to be patient making your
               way around the contracting rows of dots, to collect the goals.
               Irritating, but pretty easy.
Screenshot:     http://geocities.com/karpie_gal/clockwerx/77Contraction.png

--------- Stage 78: Frustration ----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     24 (max bonus: 110,000)
Enemy Hands:    1x Red
Description:    The only frustrating thing about this levels is using the
               wallbusters to get to all the bonuses. Walls block a lot of
               them off, so you'll be there a while demolishing walls. The
               bonuses near the red switch aren't hard, if you know to bounce
               between the dots and the walls, out of the way. Pretty easy,
               and not at all frustrating.
Screenshot:     http://geocities.com/karpie_gal/clockwerx/78Frustration.png

--------- Stage 79: Hypertension ---------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    1x Green, 1x Blue
Description:    The hyperdots in this level will make you want to commit
               seppuku with a butter knife. If you grab hyperdots at the
               wrong angles here, you'll come out on the other side collided
               with a wall, and you'll die. It's a serious pain in the ass.
               The first dot, you have to grab from either above or the left,
               because that's the only safe sides on the opposing dot. The
               left works best for the next part. Once in the new room, grab
               as many bonuses as you can before being blown up by the bomb,
               and grab the next hyperdot.
               In the next room, wallbusters meet player, player meet
               wallbusters. You need to make a path up to the next room, and
               to get to the bonuses, you'll need to get rid of as much of
               the wall surrounding the blue dots as you can, trust me. Your
               goal is to get rid of it so you can flip around the outside
               collecting the bonuses. Very importantly, grab the hyperdot in
               the blue room from the RIGHT, not below. Then get the bonus
               and the goal.
Screenshot:     http://geocities.com/karpie_gal/clockwerx/79Hypertension.png

--------- Stage 80: Flywheels ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     8 + 8 hourglasses (max bonus: 38,000)
Enemy Hands:    1x Red
Description:    There seems to be no pattern to the way the dots move around
               here. Just travel aorund the first ring, collecting the
               bonuses and the hourglasses, until you manage to hook up to
               the red square. You'll have to repeat the process on the next
               wheel, and you'll be there a while collecting everything
               before switching to the long dot at the bottom. From there,
               hover around on the bottom side until the goal moves your way.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/80Flywheels.png


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         4.9     VORTEX
______________________________________________________________________________


--------- Stage 81: Flail ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     16 (max bonus: 60,000)
Enemy Hands:    2x Green, 2x Blue
Description:    As the first few levels in each new stage are, this is easy.
               There are a few spikes, and a few rods, and some slowdown dots
               to worry about, but really nothing important. Slowdown dots
               can be a blessing and a curse, if you're trying to time things
               just right and then you grab one, screwing up your planning.
               The faster moving rods will be a pain in the ass, and the
               level will take a few attempts and all.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/81Flail.png

--------- Stage 82: Clutch ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     8 (max bonus: 35,000)
Enemy Hands:    6x Red, 2x Green
Description:    Was this level named after Pudge? Who knows. Anyways, check it
               out. There's slowdown dots every second dot here. Apart from
               that it's really simple, you can use them to your advantage
               when getting the last few bonuses near the green rods.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/82Clutch.png

--------- Stage 83: Swingout -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    3x Red
Description:    This is like a previous level, with square-dancing dots, with
               a new and sick twist - rods on those squares rotating wildly.
               You'll die a lot, as you work out the pattern of the rods on
               the squares and where its safe to move and when. The first
               square is the tricky one, then switch to the next one, grab
               the bonuses and move across to where it's safe. Once you're
               there, wait up top to connect to either the left dot or the
               red one, switch to the red one and wait until you get to the
               goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/83Swingout.png

--------- Stage 84: Slow Motion ----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     15 (max bonus: 65,000)
Enemy Hands:    4x Red, 2x Blue
Description:    Do you really want to slow down already snail-like rods? You
               don't really get a choice if you want the spoils. The level is
               pretty simple, you can pretty much do dances around these
               slowpoke things while collecting bonuses and avoiding spikes.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/84SlowMotion.png

--------- Stage 85: Orbit ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     5 (max bonus: 15,000)
Enemy Hands:    6x Red, 1x Green, 4x Blue
Description:    This is pretty standard, apart from the ring of dots orbiting
               your main playing field. Of course, one of those circling is
               your goal dot, another is a bonus. Head right, collect the two
               on the green dots, and then the two on the left. I would wait
               there on the left bottom bonus, or the second dot on the top
               left, for the final bonus or just the goal to rumble around.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/85Orbit.png

--------- Stage 86: Passage --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     21 (max bonus: 95,000)
Enemy Hands:    2x Red, 1x Green, 3x Blue
Description:    If you just want at the goal, grab a ride on a dot and take it
               straight there. At the first dot, make sure your rod is
               pointing anywhere other than down or you're in trouble. If you
               want bonuses, you'll have to make stops along the way at each
               individual section, and make a complete lap and a half of the
               level. At the second door, make sure your rod's pointing any
               other way than up.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/86Passage.png

--------- Stage 87: Gearshift ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     7 (max bonus: 25,000)
Enemy Hands:    3x Red, 1x Green, 1x Blue
Description:    If you want to gamble with the red rod on the right of your
               starting point, go for it. Personally, I'd take my chances
               with the blue one not the red one if you want the bonuses.
               From there, it's pretty simple, except from the fact that
               every rod moves turbo and only goes normal speed when you're
               on the slowdown.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/87Gearshift.png

--------- Stage 88: Surrounded -----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 + 9 hourglasses (max bonus: 44,000)
Enemy Hands:    4x Red, 1x Green, 1x Blue
Description:    This level sure is an involved-looking one. To even have a
               shot at the goal, you'll have to set off the bomb, so trigger
               the filter in the bottom corner, making sure to avoid the
               spike circling the dots there. Once you've done that, you can </pre><pre id="faqspan-3">
               head for the mess in the bottom right corner, destroying
               almost every enemy hand with the ring dots before attempting
               to get the bonuses. Now, you can get through to the goal
               through the hole created by the bomdb, so head there.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/88Surrounded.png

--------- Stage 89: Blowout --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     10 (max bonus: 40,000)
Enemy Hands:    2x Red, 3x Green
Description:    At first glance, it looks like there's no way to do this
               level. The green rod is moving the wrong way around the long
               dot to get past. Collect all the bonuses in the bottom
               red/green section, setting off as few of the lighters as
               possible until you've got them all. Then set them off, and
               watch the BANG. Now, you can either try and sneak across to
               the other side on the bottom of the green long dot, once the
               bombs have gone off, or you can go across the top, going
               around the spikes. Either way works. Once you're on the other
               side, grab the other bonus and go down to the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/89Blowout.png

--------- Stage 90: Fadeout --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    4x Red, 4x Green
Description:    This level is as easy or as hard as you make it. You control
               it, with the ring dots. If you've gotten into a position where
               you're waiting for a ring dot to reappear before you can
               continue, you'd better hope that it's a safe spot. It's a
               fairly straight path to the goal with all the goals, first to
               the bottom left corner, up past the green long dot in the
               center, and down to the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/90Fadeout.png


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         4.10    MAELSTROM
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We're on the home stretch now. Last 10 levels. And 10 of the hardest, too. How
many skips do you still have?

--------- Stage 91: Immunity -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     8 (max bonus: 30,000)
Enemy Hands:    4x Red, 3x Green
Description:    This one's named immunity becuase of the shield dots littering
               the level. You don't need the wallbusters or the
               lighter/fuse/bomb, in fact, go actively out of your way to
               avoid all. Head straight across to the right to the first
               shield dot, then from there move from shield dot to shield
               dot. Go out, get one bonus, head back. It's not that
               difficult, then grab the last bonus and the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/91Immunity.png

--------- Stage 92: Dizziness ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     14 (max bonus: 65,000)
Enemy Hands:    2x Red, 2x Green, 1x Blue
Description:    Eh, simple, although it really might make you dizzy. Grab one
               of the two hyperdots (either one, at any angle) to enter the
               room. Collect the bonuses, open the green door, then head back
               out. (Do not grab the three-dot hyper dot from the right,
               please.) Now for the second dizzy part. Be very careful how
               you grab the bonuses on the circle, because if your rod is
               pushed into the wall of the open door, you will get 'crushed'
               and die. From there, head across, kill all three of the rods
               near the goal, collect the bonuses, and head out.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/92Dizziness.png

--------- Stage 93: Twin Peaks -----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    5x Red, 2x Green, 4x Green
Description:    This was the first of three levels I have not been able to
               grab all the bonuses to complete. Grab the red long dot and
               follow the rods around to get to the right, to grab the few
               bonuses over there. From there, you can head over to the left
               side, going the way you came (on the red long dot).
               If you use the grey long dot it the centre as a base, you can
               get the two green bonuses, and getting to the long blue dot on
               the left is easy enough. It's the one on the right I can't get
               to.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/93TwinPeaks.png

--------- Stage 94: Fracas ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     3 (max bonus: 6,000)
Enemy Hands:    3x Red, 2x Green, 3x Blue
Description:    Oh good, after such a hard level, they gave us a nice easy
               one. Just becuase you can, kill the four rods on ring dots,
               then open the red door. Head through the door, collect the few
               bonuses, and out.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/94Fracas.png

--------- Stage 95: Fallback -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    3x Red, 1x Green
Description:    Another really easy one. Head up and grab onto the ring of red
               dots. You can ignore every hyper dot, every other rod around,
               because they lead to nothing. Just make youre way around the
               ring collecting all nine bonuses, then wait until it goes left
               to the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/95Fallback.png

--------- Stage 96: Box ------------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    3x Red, 1x Green
Description:    The only hard bonus to get to in this level is the one in the
               very centre. If you head along to the bottom of the grib, you
               can take the two bonuses on the bottom on the inside square by
               motoring along the top of the bottom long dot, and then (with
               timing) you can sneak past the bullets to get the bottom three
               bonuses. Up on the right isn't that hard, then take the two
               bonuses on the top of the centre square by going along the
               bottom of the top long dot. Sneak the central bonus, then get
               to the very top by heading around the left side of the top
               long dot.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/96Box.png

--------- Stage 97: March ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     17 (max bonus: 75,000)
Enemy Hands:    5x Red, 2x Green, 1x Blue
Description:    This is the second of three levels that I have not been able
               to grab all of the bonuses and complete. You can avoid the
               first lighter completely, by flipping over the top, so do
               that, and grab the four bonuses in the corner. The second one
               you have to trigger, but if you make your way down quickly you
               can get them and move on before the bomb goes off. You don't
               have to trigger the third one either, you can flip below it,
               but you probably will light it as you try to get away from the
               second bomb. Collect the third lot of four bonuses, and move
               on. The trick to getting the bonuses here in the wheel is to
               grab each one individually, then get out of there before they
               switch again and the blue rod strikes. It's tricky, but
               doable. One you've got each ot the four, flip across the top
               while the blue rod's at the bottom, and to the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/97March.png

--------- Stage 98: Slaughter ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     6 (max bonus: 20,000)
Enemy Hands:    1x Red
Description:    This level is also nice and easy after a tricky one. (98?
               Easy? It is!) There's a lot of bullets flying around, all
               controlled by the red rod, but they're easy to avoid and you
               won't have to cross their path too many times to get all the
               bonuses and the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/98Slaughter.png

--------- Stage 99: Crossfire ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     none
Enemy Hands:    5x Red, 2x Green, 1x Blue
Description:    Second last level. Woo.
               Another really easy one, though, this is kinda a letdown after
               such a hard game. The red rod can be a pain in the ass to get
               past, but easy if you bounce between a dot and a wall. From
               there, it's a straight line to get to the goal, and the name
               "crossfire" is a joke because the trigger and the gun are of
               different colours, so it doesn't actually shoot at any time.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/99Crossfire.png

--------- Stage 100: Break In ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     13 + 2 hourglasses (max bonus: 57,000)
Enemy Hands:    1x Red, 1x Green, 1x Blue
Description:    LAST LEVEL! WOO!
               The last of three levels that I can't get all bonuses in. It's
               a race against the clock, because you have no choice but to
               light every lighter on your way through the level. The four in
               the bottom left corner are easy to get, then you have to
               trigger the blue sinker dots to get across to the left. I
               always miss three bonuses before they all go bomb, so take the
               loss and grab the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/100BreakIn.png

------------------------------------------------------------------------------
Congratulations! You have completed all 100 levels of Ultimate Spin Doctor.
The Master Clock of the Universe is working once again and Time has been set
aright. You are now an honorary Puzzle Master!
------------------------------------------------------------------------------

Pat yourself on the back, because that was tough, but congratulations! ^_^


______________________________________________________________________________
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         5.0     THE CLOSING
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The end of another guide. *sheds a tear*

The following people/places/objects have been instrumental in me creating this
guide, so here's a big thank-you to y'all:

--- Steve McFadden
   Thank you for listening to me crap on about this awesome game that I've
   loved for so long, and encouraging me and supporting me in everything I
   do. I love you.

--- www.the-underdogs.org
   If it wasn't for these guys, I wouldn't have ever discovered this game
   again! Kudos to you!

--- GameFAQs and CJayC
   For being, like, the bestest site (and webmaster) EVAR.

Enough from me! I have to go beat this game again on Hard mode... yeah... >_>

Feel free to check out some of my other guides:
http://www.gamefaqs.com/features/recognition/22431.html

---  Rebecca Skinner AKA Karpah   ---
---  [email protected]           ---