Q*Bert 3(SNES) FAQ/Walkthrough version 0.2.0
copyright 2007 by Andrew Schultz
[email protected]
================================
OUTLINE
1. INTRODUCTION
2. CONTROLS
3. STRATEGIES
4. WALKTHROUGH
5. CHEATS
6. VERSIONS
7. CREDITS
================================
1. INTRODUCTION
2. CONTROLS
Coily 500
Square 25 for match, 15 otherwise
cherries 2500
Apple 1000
raspberry 500
750 for finishing the first scene + 250 added on each next scene up to 5000.
250 for each entity left on the board.--note if you wait for Coily with 1
square left it may actually cost you points. In fact if you want to skim
points you can wait around to take a last square until harmless enemies are
on the board.
Extra guys at 5k 20k 35k etc.
3. STRATEGIES
4. WALKTHROUGH
4-1.
Jump on each square once.
4-1-1.
x
x x
x x x
x x x x
x x x x x
+ x x x x x x +
x x x x x x x
Nothing different from regular Q*Bert. Having the discs at the bottom helps a
lot. You should only need one of them.
4-1-2.
x
x x
x x x
x x x x
x x x x x
x x x x
x x x
+ x x
x +
Here fans of classic Q*Bert may be surprised at how you jump DR onto a disc
but other than that there are no real surprises. As the board tapers to the
bottom, you know where a red ball will wind up, so it is probably in your
best interest to go diagonally down one direction to the corner of the
board(which is a square if you rotate it 45 degrees) and then to the very
bottom, mess around a bit and jump on a disc and clear the rest.
4-1-3.
Yellow gift->purple gift
x x
x x x x
x x x x x x
x x x x x x x x
x x x x x x x x x
You can clear the left out first as Coily will drop on the right. It'll take
him so long to get over that you can clear most of it. Then trek back right.
You may face Ugg and Wrong-Way here but staying at the bottom should keep
them out of touch.
4-1-4.
white/red star->red/white star
x
x x
x x x
x x x x
---------
x x x x x
x x x x
x x x +
+ x x
!
You may have to deal with Sam/Slick if you dawdle but you also get a green
ball at the start you should try to catch. The shooter at the bottom sends
small red balls UL and UR so watch out for those--you can't quite hang out on
the sides, but you can see the direction it's facing.
4-2.
Now you need to step on everything twice.
4-2-1.
Tooth->semi decayed->more decayed
This level is tricky because the semi-cavity tooth looks about the same as
the full cavity. I frequently forget to take care of stuff at the top. Balls
fall on the 2nd-top square, and the shooter fires at the DL and DR corridors.
Also, you start at the bottom--and are kicked there after taking a disc--so
you want to start off going UL/UR.
+
x x x x x x x
x x x x x x
x x x x x +
x x x x
x x x
x x
x
4-2-2.
yellow top->green top->blue
x x x
x x x x +
x x x x x
+ x x x x
x x x x x
x x x x
x x x
This is the first level where you can take a disc(the left one) from two
possible squares. You probably only need to use one disc to complete the
whole board--note the discs kick you to different squares at the top.
4-2-3.
tan 1->orange 2->green 3
x x x
x x x x
x x x x x
x x x x x x
x x x x x
x x x x
+ x x x +
Cool dice theme here. Clear out the corner bits first to save time. With the
discs at the bottom you can also afford to take care of the top bits before
running down. The frog here follows you with no real way to get rid of him
other than to let him touch you, which loses a life. He won't jump off.
4-2-4.
light green->med green->dark green
x x
x x x
x x
x x x x x
x x x x
x x x x x
x x +
x x x
+ x x
This level has dead ends and I would recommend clearing the right side,
jumping onto that disc, then clearing the left. With the dead ends you need
to make a cursory check a red ball can't trap you, and the purple swirly
thing can make your life tough too. It goes to the bottom and then doesn't
pause to track you. It doesn't jump off, either, but if you can get Coily to
fall, it will too.
4-3.
4-3-1.
x x x
x x x x
+ x x x x
x x x x
x x x x +
x x x x
x x x
A green ball comes out soon after Coily and you might want to wait to pick
the green ball up so you can clear the right side before you sneak past Coily
to the left. The frog here is irritating, especially in such cramped quarters.
But it is slow, and you can run past it and just leave one square for later.
4-3-2.
2 2
x x
x x x x
3 x x x x x x 1
x x x x x x x x x
x x
3 x x x 1
x x x x
Here you have discs that teleport you to another area. Because of the small
areas, you need to watch out more closely for getting trapped--1/4 chance a
ball will go in the corner, so when you see the target light up, get out of
there.
I recommend clearing the left of the center 4-triangle first then the right.
Then you can get on a disc that takes you to area 2. Since you start in a
corner there, you can go along the bottom quickly and move to area 3. A
Sam/Slick may fall on area 1 unless you're super fast but don't worry about
it much--or the raspberry, which is only 500 points. Clear 3 and go back to 1
if need be and you should be done.
4-3-3.
x x x x
x x ! x x
x x x x x x
+ x x x x x
x x x x
x x x x x
+
A tricky level as the shooter can send small red balls into the dead end
areas--so clear them when it doesn't face you. Also, you are vulnerable to
the shooter firing UL/UR. However, it's not too bad if you can clear off
Coily. If you get in a mess, try to get to the top and follow red balls down.
4-3-4.
Orange books->red
x x ! x x
x x x x
x x x
x x
x
x x
x x x
x x x x
x x x x x +
x x x x x x
+
Here we have a bottleneck, and you're best off clearing the bottom first then
the top after the Coily ball comes down. It will take a while for the Coily
ball to bounce down. Sam/Slick may appear, which may impede you for a bit,
but another trip via disc to the top and then back down should work OK.
4-4.
Q*Bert must step on each square twice. The pace is faster here, which would
make things tougher even without a divided board.
4-4-1.
white->purple->yellow
x x x x
x x x x x x
x x x x x x
x x x x x x
x x x x x
x x x x +
+ x x x
You can clear out most of the UL where you start before taking the disc on
the left side. Then clear the rest out--however, if you see a green ball,
detour for it. They are plentiful here, which makes this level not too bad.
4-4-2.
blue q->yellow b->blue t
x
x x
x x x
x x x x
x x x x
x x x x x x
x x x x x
x x x x
+ +
You can head to one side then clear out the bottom. The hole in the board
tends to direct red balls one way or the other, but when you need to go back
up you can always fake them out. You'll probably want to use one disc to get
back to the top and clean out that area, and then you can use the time to
jump over the bottom twice.
4-4-3.
yellow->green->purple
x x x
x x x x x x
x x x x x x
x x x x
x x x x x x
x x x x x x
x x x
+ + +
This board is tricky because of the ways you can get trapped. Try to direct
the frog down so that he can't come from above and trap you when Coily sits
at the bottom--as Coily creates a couple of dead ends. If this happens, run
into the frog so he is zapped--you can also just clear out a bit and run into
the frog as a gambit. You may also get a green ball on the right--wait for it
to get a bit down before taking it.
There are good points and bad points to trapping Coily--good means the board
is clear, but bad means the purple ball will drop again and you will have to
watch things. Just remember that your main nemesis, the frog, is much slower
than you.
Because of the close quarters it is inadvisable to try to do a little more
before jumping on a disc--a ball may block you from landing on there after
you hook around. Still if you start DL DR UR you should be in good shape. And
finally it's ok to double back to turn a square green, but if it is one of
the crossroad squares it is a waste of time.
You can also take a disc to get out of a jam quickly--you have a surplus of
them as there really aren't many squares to jump on.
4-4-4.
clear->o->v
x x x x x
x x x x
+ x x x
x x +
x x x
x x x x
x x x x x
+ +
This level is long more than anything else but if you head down the right
side ASAP and clear out the bottom and go to the UL you should be OK. Beware
of waiting for the discs in the middle--if you are above them the frog may be
able to trap you when you land in the upper corners.
4-5.
Your first back and forth color level. Details are given as needed although
I've found it's generally better to clear out corners and work your way to
the center. It may take a few times getting control of things before you
don't panic but I should mention that it's better not to take care of squares
as they come up--make a move for one square that's the wrong color, then
retrace. It ultimately saves moves.
4-5-1.
green<->blue
x x x x x x
x x x x x
x x x x
x x x +
x x x x
+ x x x x x
x x x x x x
+
Don't be too concerned about covering a whole area. Just try to turn as many
squares as possible and position yourself near a disc. Take the disc and then
work as follows:
1. look for a square not covered--run over blues to a green square not
covered.
2. You created a bunch of greens, so you can either go back that way or to
another green before you go back
3. Keep knocking the green squares out one at a time. If Coily gives chase,
drop him off. Even if you leave a trail of greens you can paint over it later.
Sacrificing a guy is not a bad idea here if you are having trouble getting
the hang of things. After all, you will get at least 1320+5000 points per
level, which adds up to serious extra guys--especially if you are continuing.
4-5-2.
tan<->blue
x 2 x x 2
x x x x 3 x x
x x x x x x x x x
x x x x x x
x 3 x 1 x 1
Here you have 3 3x3's where you can teleport between the two. Spiral
DL/DR/UR/UL then go DR DL UR DL DR UL DR and jump on the disc. Now a
Sam/Slick will come down on the right side where the disc teleported you so
you can just head to the left, clear that off and after you hear the
Sam/Slick quack a ball should fall on the left soon. Take it and clean up the
left and go back right. You may have to leave the UR square tan, but you can
just use discs between the L and R a bunch and you'll eventually win.
There's some possibility you'll land on a frog using discs but not much to do
about that unless you loop through 1-2-3 which takes more time. I think it's
easier to go 1-2-3-2-3 etc. YMMV.
4-5-3.
x
x x
x x x x
x x x x
x x x x x x
x x x x x x x x
+ x x x x x x +
x x
x x x x
x x x x x x
x x x x
x + + x
Clear out the bottom areas first--right first since a sam/slick appears on
the left. The bottom parts are the toughest to get to as you have a
bottleneck. The hats in the middle move in a square and are not hard to gauge
but get messy to avoid. Coily(ball) may wind up bursting out in the middle.
You may need to go down each area twice. A green ball goes down to the right
and then the left.
Putting all this information together should help you--that and knowing you
will want to step on the bottleneck square on the right twice so you can wait
by the disc to go back up and not worry about the other bit. You may have a
lot of backtracking to do and this is another place where sacrificing a life
can help--by running into a hat preferably.
4-5-4.
tan<->grey
This is a very tough level where at the very end you may be tempted to kill
Q*Bert off just to finish things OK. You'll probably need to use all the
discs. They'll send you back to the top. First thing to do is to go along the
bottom and wait in the UL for Coily to come and then take a disc to get away
from him. Then go across the top. Whenever you cut down to the bottom to get
a disc remember that you can cut back up--the usual paradigm of taking out
one wrong-colored square and going to another works here, but because of the
board's size it may take a while. If Sam/Slick drops don't worry about it--
that's just one more trip. Discs do have the downside of allowing an isolated
new square, but you will have a lot of weaving to do either way as the odd
number of rows means that a lot of one row will be the wrong color, meaning a
lot of backtracking. If you're just playing to get through, don't be shy
about sacrificing with a lot of guys on the board.
x x x x x x x x
x x x x x x x x +
+ x x x x x x x x
x x x x x x x x
x x x x x x x x
+ + +
4-6.
Now for a twist on the three-color level.
a->b<->c
This is much like the previous one except you need to step on all the squares
once first before the alternation bit.
4-6-1.
x
x x x x
x x x x x
x x x x x x
x x x x x +
x x x x
+ x
The main trick here is to navigate around the hat. You probably want to take
out the bottom bits first, waiting for the green ball to come down. Clear the
square the hat runs around on while you are invincible, but if you don't
quite get it done, then you can follow the hat later after you've dumped
Coily. It's best to clear the DR part of the hat's orbit if you are pressed
for time--I recommend going DR, DL and UR to clear this. You probably won't
have to use the second disc, but it could be useful just in case.
Try not to sacrifice a life here. This level is not too bad if you just clear
off the squares methodically.
4-6-2.
green->red<->purple
x x x x
x x x x
x x x x
x x x x +
x x x x x
x x x x
x x x x x
x x x x
x x x x
x x x x +
x x x x
That hat blocking your way is a real ****er but you can walk around it and,
near the end, walk into it or use a green ball to complete the level. There's
no point completing the center right away as you'll have to go back across it.
You may need to go in-and-out to follow the hat around, and this is best done
after having used a disc--again, be sure you've completed one side before
going over.
4-6-3.
yellow->green<->purple
x x x x
x x x x x x
x x x
x x x x
+ x x x x x x x +
x x x x
x + + x
There are no actual dead ends here but the bottom parts where Coily will land
are close. Just take one side out then the other. A few Slicks will pop up
but you can deal with them as they come. If you are trapped between purples
you don't want to flip back, then you may have to exit 2 squares at a time,
i.e. UL UL DR UL and continue.
4-6-4.
red->green<->purple
x x x
x x
x
x x x x
x x x x x
x x x x
x x x x x
+ x x x x +
x
x x
x x x
+
Make it past the bottleneck quickly and clear out the bottom 6, DL first then
DR. Leave one outfield square for later if you don't have the time. Then
clear out the middle bits and use discs as expedient. Save the top 'til last.
You will be positioned there after you take the disc, which makes things a
lot easier.
4-7.
Back to back-and-forthiness. Sacrificing a life on an early level is only
recommended to get the hang of things.
4-7-1.
x x x x
x x x x x x x x
x x ! x x +
+ x x x x
x x x
x x +
+ x
white<->grey
Head up to the center and clean out the as much of the areas around the
shooter as you can being careful not to get hit--especially go for UR and UL
of the shooter. Then go up one side and wait for Coily--don't bother to go
all the way to the top as you'll be dropped there and will have to cover it
again. Here you will want to concentrate on the center more than usual as
you're going to be chased up the sides and back down anyway. You may have to
duck back in on a square in the center as you go up/down the sides but this
should not be too bad.
4-7-2.
green<->orange
x x x
x x
x
x x x x
x x x x x
x x x x
+ x +
x x
x x x
+ +
Clear out the bottom two rows first--there's almost certainly a way to avoid
the balls and catch one of the four discs nearby. Then the center then the
top as before. A couple bottlenecks make this tricky, but if you can just
knock off Coily after starting to clear the middle, you should be OK. Also
note it's easy to get trapped by a red ball in the bottom row unless you stay
in the center. This may cost a few extra steps but it's worth it.
If you have trouble going up the bottleneck, wait around and clear out most
of the bottom and use a second disc on Coily. Then wait from above to get out
of the top bit. You may have to retreat a bit from the bottleneck to get in
there--again stand 2D and watch which way the ball on the bottleneck square
goes before making your move.
4-7-3.
yellow<->green
x x x
x x x x
x x x x x
x x x x x x
+ x x x x x x +
x x x x x x
x x x x x x
+ +
Now is a good level to sacrifice yourself for the frog once lots of pieces
are on the board. Be sure also that you use the discs in the dead ends but
make sure their squares are green. A policy of working from the bottom up
should serve you well. You will probably have a big crossover once you've
cleared one side, and as before, if Sam/Slick ruins what you've done, don't
worry too much--just clean that bit out later.
4-7-4.
light wood<->dark wood
x x x x x x
x x x x x x
x x x x x x x
x x x x x x
+ x x x ! x x x +
x x x x x x
x x x x x x
+ +
More of the same as in #3 but you have more places to visit and will surely
need to use all your discs. Also the road there and back is narrower and more
treacherous. Work your way down and up, switch sides, and work your way down
then up. It's a bit tricky to move past the shooter and if you have the lives
you may wish to suicide into it--though if you have just one, it is better
spent when you've almost cleared the board, to make sure you don't start
looping around and undoing your work.
4-8.
Now we have the same as in level 6, but the levels are disjointed as in #7.
4-8-1.
grey->green<->orange
x x x x
x x x x x x
+ x x x x x x x
x x x x x x x x
+ x x x x x x x +
x x x x x x
x x + x x +
Everything develops so slowly here that you may be able to clear one side
before having to move to the other. There are plenty of discs for you to
continue to escape.
4-8-2.
x x x x x x x x
x x x x x x x x x
x x x x x x x x
x x x x
x x x x
+ x x x x +
x x x x
x x x
+
Having a 2-wide corridor makes all the difference as you can just run Coily
around as you please without using a disc. The toughest bit is getting by the
hats--usually best done after taking a disc or getting a green ball. They
move back and forth and so you will need to make 8 timed jumps in and
out(suiciding is a bad idea--tougher things come up later) unless you get a
green ball. Green balls tend to fall from the UL/UR to the bottom center and
it is worth cutting back around Coily for the privilege. You can just lead
Coily above the lower part of the upper bit twice to get that part done. It
can be awkward to fill in the last bits, but that is what the discs should be
saved for, to buy time.
4-8-3
4-9.
Finally the real fun: a->b->c->a.
Dave 40000
Lennard 35000
Shippy 30000
Connie 25000
Jeff 20000
Joe 15000
Brmbauer 10000
5. CHEATS
In the ZSNES emulator,
1195 = offset for # of lives
2bb3 = offset for score(low byte first)
7e0582 = memory location for # of lives
7e1fa0 = memory location for score(low byte first)
End of FAQ Proper
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6. VERSIONS
0.2.0: sent to GameFAQs 3/14/2007, first 7 levels done(of 25?)
7. CREDITS