________            ___________
          ___  __/_______________  /__  /_______   _____________
          __  /  __  ___/  __ \_  /__  /__  ___/   _  __ \_  __ \
          _  /   _  /   / /_/ /  / _  / _(__  )    / /_/ /  / / /
          /_/    /_/    \____//_/  /_/  /____/     \____//_/ /_/

           ________
           ___  __/_________________ ___________  _____________
           __  /  __  ___/  _ \  __ `/_  ___/  / / /_  ___/  _ \
           _  /   _  /   /  __/ /_/ /_(__  )/ /_/ /_  /   /  __/
           /_/    /_/    \___/\__,_/ /____/ \__,_/ /_/    \___/

                ________      ______             _________
                ____  _/_________  /_____ _____________  /
                ___  / __  ___/_  /_  __ `/_  __ \  __  /
                __/ /  _(__  )_  / / /_/ /_  / / / /_/ /
                /___/  /____/ /_/  \__,_/ /_/ /_/\__,_/


------------------------------------------------------------------------------
                        TROLLS ON TREASURE ISLAND
------------------------------------------------------------------------------
                                 for NES


This FAQ/Walkthrough is a co-authored work by ASchultz and Lagoona. As such,
it is copyrighted © 2008 to ASchultz and Lagoona.
Well, first things first. Here comes a big thanks to Da Hui, who had started
this work but then relinquished authorship. He made our work quite a bit
easier.

The only websites allowed for hosting and public display are up to now

www.gamefaqs.com
www.neoseeker.com

No part of this file can be used without the permission of the authors and
credits to the authors. To get permission to host this guide on your website,
drop a line to DrLagoona (at) hotmail (dot) com for Lagoona or schultz (dot)
andrew (at) sbcglobal (dot) net for ASchultz, wait for an answer and abide to
it.
Of course, you can also use this address if you have comments or questions
about the guide or if we missed something that should be included.
Please make sure you have <Trolls on Treasure Island> in the subject line, or
the e-mail may get ignored.

Note that ASchultz did levels 1-12 and 29-32, while Lagoona did levels 13-28.
So if you have any level-specific issues, please address the corresponding
author of the level.


==============================================================================
Table of Contents
==============================================================================

1. - Introduction
2. - Basics
    * Controls
    * Level elements
3. - Walkthrough
4. - Level Passwords and Cheat Codes
5. - Level Editor
6. - Frequently Asked Questions
7. - Version History
8. - Credits


==============================================================================
1. - Introduction
==============================================================================

In Trolls on Treasure Island you steer ('control' would be saying too much...)
a small troll through different levels, collecting jewels to find the exit.
The main hook is that you cannot make your troll move left and right. He does
that automatically. You can force him into passages above and below by moving
vertically, and you can make him go faster (important in time specific levels)
but the automatic movement means you'll have some timing puzzles.

Jewels, doors and other things in the game can be of different colors.
Accordingly, there are colored paint buckets that allow you to change the
color of the troll's hair. Your hair will indicate which jewels you can
collect and which doors you can go through.

On early levels you don't have any enemies or obstacles that prevent you from
getting done in the given time for a puzzle, but later on things get more
difficult. You'll have time constraints and encounter traps and enemies of
different kinds. Or worse, these are combined. When you run into something
harmful once, you'll get hurt (the troll face icon in the upper left corner
becomes sad). If it happens a second time, you die and have to restart the
level. A few levels offer Medikit blocks that let you heal from the 'hurt'
status.

The levels are mixed up pretty well, although once you figure out the gimmick
for a few of them, they get pretty easy. Also single players be warned--one
level requires teamwork, so either you are going to have to pause a lot, or
you are going to have to use the cheat codes referenced at the end of the
document!


==============================================================================
2. - Basics
==============================================================================

This section describes how you move in the levels and what kind of elements
(e.g. floor tiles, blocks or enemies) you can encounter in them.

------------------------------------------------------------------------------
* Controls
------------------------------------------------------------------------------
Here's the short version:

D-Pad- Move
A- Move Faster
B- No Use
Start- Stat Level / Pause
Select - Reset Level


Below follows a more elaborate explanation of how the mechanics of the game
work:


First, illegal moves get a silly message at the top of the screen.

D-Pad- Moves your troll. He moves horizontally back and forth by default, so
you can really only make him move up and down. If he hits a wall, and you do
nothing, he changes direction. Also, he can touch a power-up or jewel as he
runs past it. The moving is pretty intuitive, but let's give some examples.

Say your troll is running left and there is a passage down right when your way
left is blocked. You can hold down and he will move down. If you did not do
so, he would bounce back right. If the passage is a dead end, he will bounce
back up and try to go left, but he can't. Let's say the passage down opens to
a 4-way intersection. Then if you are still holding down, your man will go
down, but if you are not, he will go left.

The algorithm:

1. if you are holding vertically and can go vertically, you do that
2. if you run into a dead end vertically, you bounce back
3. if you run into a horizontal wall, you change direction.

Some tips for moving:

--you should always anticipate moves a half-square in advance.
--you can just tap the control up or down to pick up a jewel near you
--you can also pause the game to check the direction your troll is facing. You
can hold down the controls and, when you resume, the troll will try to go in
the direction you pushed once he touches the next full square.
--otherwise, if you bounce back and forth between two squares, it is tough to
do what you want. Your guy is a blur. Find a way to bounce back and forth
between three so you can time things without pausing.
--you can move diagonally between two objects.

->  $
  $

Pushing down at the right time above lets you cut through the $'s.

--if you run into an enemy, get away from him right away. It's possible you
can take two quick hits and that's it. Similarly, run the opposite way of an
enemy when possible (or when one hit is okay) or be sure to be behind him.
--curved squares cause you to bend around, but you can press vertically to get
rid of them.
--note that some squares and jewels and power-ups are hidden until you touch
them. You bounce off them once you touch them the first time.

A- Move Faster. Your troll starts somersaulting and going about three times as
fast as normal. This is useful in levels where time is important, or where you
need to disrupt the timing of an enemy that acts as sentry, roaming back and
forth and guarding you from the next bit.

B- No Use
Start- Start a level / Pause
Select - Kill your troll to reset the level. Useful when you know you are in a
dead end.


------------------------------------------------------------------------------
* Level elements
------------------------------------------------------------------------------

The most important things in the levels are the JEWELS, and they come in
different colors:

Red Hearts
Golden Coins (corresponding to yellow color)
Green Blocks
White Diamonds
Blue Coins

In general, note that bigger blocks mean you have to hit the jewels twice
(dollar coins vs cent coins, etc.).


POWER UPS work as follows:
¯¯¯¯¯¯¯¯¯
Get a power up by touching it from the side, or going above/below it and
ramming into it.

The MEDIKIT recharges your troll if he is sad from taking one hit.

SKATES (or grip boots) let you steer on ice. (Ice floor is uniformly whitish
bright blue.)

The SAILBOAT allows you to go on water. If you do not have it, you touch the
water and get hurt. You can only have one of the two, sailboat or grip boots,
at a time.

ARROWS change your default moving. Up/downs change it to vertical, left/right
to horizontal. When going vertically by default, take the d-pad instructions
above and swap vertical for horizontal.

COCKTAIL, this block inverses your controls, so when moving horizontally,
pressing up moves you down and vice versa. The effect wears off after a few
seconds.

LIGHTNING blocks are something you'll not encounter in the regular levels, but
you can include them in self-made levels (via the edit mode). Hitting these
blocks inverts the use of the turbo button (your default movement mode will be
turbo, pressing 'A' will get you back to normal speed). Repeated hitting
toggles the effect on and off.

PAINT BUCKETS change your troll's hair the color of the bucket, unless it is
gray. You need your hair to be the same color as doors or jewels to go through
them or pick them up. Also, if your hair is the same color as an enemy, they
cannot harm you (or for the gum enemies, you can even eliminate them).

In the game's later levels, grey paint buckets change your hair color, and
while it seems random, there is a way to determine what colors your hair will
change to.

Going right or down:

Purple->yellow->white->red->blue->green->purple

Going up or left it is the reverse:

Purple->green->blue->red->white->yellow->purple

If you run into a bucket then a wall/door immediately, you won't change back
to what you were. The game only counts you running into the bucket.


ENEMIES are of three types:
¯¯¯¯¯¯¯
WHIRLIES each turn always left or always right whenever possible, following
blocks, walls and jewels. They do not hurt you if you have the matching hair
color.

SENTRIES bounce back and forth. They look like snakes and do not hurt you if
you have the matching hair color.

MOUTHS get close to you when you pass by the first time, then go in for the
kill later. But if you get a few squares away, they seem to lose interest.

GUMS are stationary enemies, like amoebas with a face. These are the only ones
you can kill, assuming you have matching hair color.


BLOCKS mostly are just in your way. There are a few variations of them.
¯¯¯¯¯¯
GRAY BLOCKS come in two variations: indestructible and breakable, you have to
           run into a breakable one to get rid of it or have it reveal what's
           hidden

INVERSE GRAY BLOCKS can be pushed around to adjacent free spaces by bumping
into them. Push them into water to make sand spaces.

COLORED WALLS just act as solid blocks, there's nothing special to them.


TRAPS are the kind of spaces that can hurt you.
¯¯¯¯¯
WATER can be crossed if you're equipped with a sailboat icon.

SPIKES and RED BUBBLE BLOCKS are basically the same, they just hurt, so avoid
them always.


FLOOR tiles can also have different appearances:
¯¯¯¯¯
BLACK floor is the normal ground you run on.

SAND can cover the floor. Sometimes sand also hides jewels beneath it. Run
into it to remove the sand.

ICE floor is tricky. While you can run over it easily, you cannot steer off of
it (e.g. up or down) without having the grip boots activated.

MUSIC NOTES are actually like black normal floor except they make a sound.
Though they are of different colors, you can just run over them.

DOORS are tiles that can only be passed with matching hair color. Else they
are solid and you bounce off them.

EXIT STAIRS only appear once you've cleared all jewels. They may appear on an
empty spot or behind a previously closed gray door.


==============================================================================
3. - Walkthrough
==============================================================================

What follows is the actual walkthrough part giving you good strategies or
step-by-step solutions for all levels of the game. Some abbreviation will be
used. These are:

D for Down
U for Up
R for Right
L for Left

(consistently, e.g. DL would mean down left)


And for reference, here's a representation of the overworld map showing where
to find each level. Most of the time, more than one level is available to you.
But sometimes you need to clear all of them in order to unlock the next one,
i.e. for 'castle levels'.

MAP OF LEVELS AND WHERE THEY ARE

...........................
...........................
.................5.......6.
............2..............
.........1.....4...........
.....................7.....
.............3.............
...........................
...........................
...........................
.................8.....10..
28..................9......
....29.....................
27..........................
.......30.............11...
...........................
...32.31...21..............
26..............15....12...
.............20............
...25...............13.....
.......24..................
...........22..............
.................14........
......23......18.....16....
............19.............
.........................17
...........................
...........................




Level 1 - Gift Wrapped
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Press Joystick only UP or DOWN - never LEFT/RIGHT'

Jewels 96, Time 200

This is not a hard level. Starting levels shouldn't be. Basically, you need to
go into any paint bucket, then enter the door that is the color of that paint
bucket, and clear all the jewels. This means that if you have to push back
towards the door, wait til you are away from it so you don't go out and wander
back around the middle area. If you want, you can use the turbo button to have
your troll kick around more quickly back and forth. You need to remove the
panels at the top, too (or bottom, for green and white). The best way to do
this is go to the second-top row. Then push up as you bounce back and forth.
The jewels above take two hits, so you may wind up leaving the corner ones.
This necessarily wastes a bit of time, but you should finish with 100+ seconds
left. Accelerate between the jewels and you may even wish to try tapping up in
the center to watch your guy bounce back and forth quickly.

There aren't too many finesses to try, other than that leaving the room the
right way can make the rest of the level quicker.

This is a good place to get accustomed to the controls, bouncing between
jewels and changing to the right color and speeding when it gets tedious.


Level 2 - Treasure Chest
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Pressing LEFT or RIGHT only tickles your Troll!'

Jewels 19, Time 200

X              X
X  XXXXXXXXXX  X
X  XXXXwyXXXX  X
X  XXXyGRgXXX  X     e exit stairs
X   gwRYGWyw   X     X solid block / border
X  XXXgyryXXX  X     p paint bucket
X  XXXXyXpXXX  X     <> direction enforcing arrows
X  XXXXpXXXXX  X     gG green jewels
X  XXXXXXXXXX  X     rR red jewels
X  XXXXXXXXXX  X     yY gold coin jewels
X      >>      X     wW white jewels
Xp     <<   e pX

This one will take a bit of time, but with patience, you shouldn't have any
real problems getting through. The arrows force you in the direction they
point, which can save a lot of time by bouncing against the "wrong" ones. Get
the white paint and move right. You can push up into the grey wall. Then enter
the block on the right to get the diamond. Move back down--use the right
arrows to bounce back into the gold paint, then move back up to bounce right
again and onto the gold coin. Now get the white paint and get the diamond
(this one takes two hits) and the gold and get the coin. There's a lot of back
and forth between the paint buckets and the gems.

Once you've cleared the first four white/gold coins, you have access to the
green paint bucket. Go in the bucket and take the two greens. Now you need to
go to the bottom and get the gold paint. Enter from the right, again. You can
roll left/right quickly and you may touch the green paint by accident, but you
can recharge.

After getting the column of yellows you have access to the red bucket. Step in
it and you will clear out two hearts as you go back up. Roll right and left to
get the third one. Now you have 3 green, 2 yellow and 2 white left. Enter the
green paint bucket again. Get the two greens that are right there. Roll
quickly along the top then down the left. Enter the grey square from the left
to get the other green jewel. Now go to the bottom, turn white and clear out
the two white gems. Go back to the bottom, exiting to the right, and turn
yellow and get the coins. The exit stairs will appear in the DR corner, left
of the yellow bucket.


Level 3 - Toast your Toes
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Watch out for embers, tricks, and invisible walls!'

Jewels 12, Time 100

Here, the red gums are lethal if you touch them twice without hitting the
medikit. However, it is straightforward to pick up the red hearts close to
them in order. And take care not to hit the gold paint bucket early.

You need to collect all the red hearts before you get the gold coins, so be
slow as you clear the hearts at the top, then turbo down 1 row, then turbo
back and forth--3 times each way per row.

Once you've worked to the bottom, bounce back up to get the gold paint and
roll fast to get the coins on the same row. Then move down when bouncing back
right and to the bottom, right of the grey note. Remember, you can afford to
get hit once, and if you want to be extra careful, hit the medikit blocks
before moving on. Turbo to get everything at the bottom and then, on the right
of the last coin you picked up, move up and left to the stairs.

Note that you can run through the notes when they appear on later levels, and
you don't need to be any color to pass through them. But there is an invisible
wall to the left of each, which you bounce off.


Level 4 - Parlor Game
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Work to a plan -- the clock is counting down fast!'

Jewels 20, Time 120

This level causes you to zigzag, and you will probably make a few temporary
errors, but they are recoverable. I would turn any color and then clear out
the 2x2 blocks in the corners to get started (they are yellow, but you don't
need to be yellow, just consider them to be sand covering the area). Jewels
are found kitty corner of their respective paint buckets. For instance, the
red bucket is in the upper left, and the red heart is behind the lower right
sand. It's not really out of the way, though, since the red hearts are on the
bottom.

It's most efficient now to take care of one color at a time, but it's no
disaster if you don't. You need to be prepared, once you get one bucket, to
swerve quickly 2U or 2D to get the jewels on the opposite side. Then you can
hold up/down to get the jewels, getting rid of half in one row. The next time
you may need to tap up/down. It can be difficult just to tap down, so you may
wish to push down into a jewel so you will run into the paint bucket you want.

At any rate, once you are in one paint bucket, you must cross up/down to the
other one, and you can get away with pushing down as you roll either way, or
trying to fit in a gap. You may need to bounce back and forth, and to touch a
jewel you will want to start pushing towards it a bit early. Don't forget to
roll into each corner to get a jewel of your respective color, too.

General strategy: with a few jewels left, trap yourself between a jewel and a
wall. With many left, push down/up into the jewel.

Once you get through level 4, the game lets you use passwords. This guide has
passwords, and if you want to use your own name, you will get different ones.

'You are Qualified'


Level 5 - Safety Doors
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Alert: Training over -- this is the real thing!'

Jewels 12, Time 80

This is the first really tricky level. If you run into the mobile enemies
twice, they will kill you, and the red crosses are tricky to get to. You can
usually avoid the enemies by running into the doors, but time can be an issue
if you are not careful. You'll want to roll quickly at the very bottom when
getting the jewels, and you may also want to roll quickly if you do go to the
edge. If you are not comfortable speeding past your enemies, one other thing
to watch for is to get the green bucket as you are going left and the white as
you go right--so you do not bounce into the enemies when you go through the
door. Also, after getting the yellow, exit right, and after getting the red
jewels, exit left.

You also do not want to get trapped in the left or right areas, banging
against a door, and it is very possible you will miss one jump. If so, do not
panic, but tap out of the way. Generally you can move 4 columns up when going
from one side of the doors to the other, even with speed enabled. Save the
speed for at the bottom, or, once you've bounced off a door in the bottom
half, you can turbo down as well.

The pattern here for colors is blue, green, purple, yellow, white, red. Blue
is easy since the enemies won't harm you if you're blue. For green, tap up at
the top going left so you don't run into the enemy. For purple, just make sure
you hit a door going left, then roll down. For yellow, use doors 2 and 4 on
the way down, and leave the bottom bit when going right. Hit the bottom edge
as you go right. For white, go right as you touch the paint on top. For red,
anything goes, but go to the bottom doors when rolling left.


Level 6 - Gumballs
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'To eat the gum you must be the right color'

Jewels 1, Time 120

This one is a bit tricky because if you run into the colored pots too soon,
you will have some trouble. Gum will kill you if you step on a piece that does
not match your hair color twice, though you can use medikit to regain health.
If you are the same color, the gum disappears.

So the formula is to knock out the gum of your hair color, get the paint in
there, and then move on.

The golds are tricky because you must clear a path to the blue jewel before
getting the purple pot, but after that, you only have to clear the 3 top rows.
Still, make sure you have a clear path to the blue coin before changing hair
color. You can't change back to gold. It's probably worth it to get rid of all
the gold gum, just for practice, before moving on.

So, for the golds, get right of the medikit and then bounce DR. Do that till
you clear off the top row, then bounce off the right wall and bounce DL so you
can roll against the 2nd highest row. (It's possible to bounce 1U of the pot
once, then come back and do it again.) Now bounce into the gum right of the
pot and bounce to the bottom off the brick wall and clear all that out below.
Clear out the gold stuff to the right of the purple pot. Note if you bounce
down into a piece of gum, you bounce back up.

So I think the best way to do things is to roll to the right then attack the
top row from above. If you can sneak into the corner, that will help you go a
bit more quickly, but even if you make a few mistakes, you have more than
enough time.

The best way to clear out the rest is to go down when just right of the brick
wall, get rid of the yellow gum to the right, and go down. The exception to
this is that you want to avoid the purple paint bucket and take out the two
gums to the right of it last. You will want to push up when at the right edge.

If at any time you slip over to the left, be prepared to move up quickly to
avoid the purples, and note that the medikit is pretty easy to hit, too.

Now for the purples on the left. You can repeat what you did with the yellows,
but you really only need to take out the top two rows and the purples left and
right of the paint bucket. You can also touch the paint bucket, run into the
gum on the other side, and hit the medikit, but that can be risky, and the
time saved is not worth it.

The reds work the same way as the purples, mirrored vertically, and the greens
work the same way as the reds. Once you get the blue paint, don't try to get
to the bottom right away. You need to strategically miss the purple paint, or
you will have to loop around the board again. I recommend going into the
middle space, then dropping to 1U of the purple paint, then dropping down as
you go left past it. That gets you to the DL corner. Then the stairs are on
the center of the left edge.


Level 7 - Catacombs
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Don't give up. This is much easier than it looks'

Jewels 22, Time 120

This level is a bit confusing, but all the paint changes work the way they
should, to get you through the level. Note also the paint buckets don't allow
you to make a turn, so traffic through this level is 1-way except for a few
dead ends.

Get the green past the first bucket, then hold up so you loop around the white
buckets. Hold up when going left through the 2 buckets, so you can get each
purple coin--lay off so you can slip into the one cul-de-sac.

Hold up when going into the DL dead end so you can get the gold paint. Hold up
after you get the gold coin in the right. You'll move back left, and push down
in the dead end for one gold coin. Then push down at the t-intersection and
hold it to get another gold coin. Go back up through the gold paint (over to
the right half) and through a grey one. Push down right after to get the first
diamond below. Then push down on the way back right for the other one in the
DR corner.

Push up when going left at the bottom, then hold up to get through the red
paint, collecting two cold coins in the process. Go left, then hold down at
the other red paint so you clear the DL. Go up the center shaft twice to get
the blue, and come back down to get the one to the left--go easy on the U/D
once past the blue pot. You'll turn green and can now get the greens at the
bottom. Go back to the DL, push up and you will go into the right detour for
the other green.

Go back to the top and right through the paint buckets. Hold down once through
to get the red, then you may need to wiggle up and down to get the other red--
going left and back right. But when you go down through the grey pot, you'll
be light blue. Go left, push down at the edge, push down and go up in the DR.
Go through the pot and back so you can go down for the final jewel.

Now you just need to reverse your steps to get to the stairs, which are where
you started. Go left through the grey pot on the right. Then hold up--you'll
go through a gold pot and bounce U L. Hold down once you start to go down and
release once at the bottom. You may need to tap up to go right through the two
paint buckets. Push up when going right to go through the whites. Hold down
when you loop over the blues, and you will go through a grey bucket and back
to the stairs.

From there go up through the yellow pot and loop U L D R through the two pots,
then go through the grey pots and the 4 white pots to win.


Level 8 - Little Lamb
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'If the gum don't get you, the bad wolf will.'

Jewels 30, Time 150

This level is pretty much a one-way path, but jamming your guy into the right
path can be tricky. Roll quickly right, pushing up, to reveal stuff above and
save time for later. Then get the coins to the DR on the way. Touch the red
bucket and get the heart behind it. Hold down, then push up when going along
the bottom. That gets you over the hump. Ignore the two gums--taking them out
adds a little extra something to do that doesn't make things that much safer.

Now you need to get past the first-aid--you may run into a blue jewel and be
kicked back right. You will want to be blue as you go to the left, and you may
wind up running back right through the red bucket. Go down, then push up and
down to get through the first-aid loop. Hold down when you make it to the
left. Then hold up when on the bottom. You'll clear out a blue jewel and then
go through a purple paint bucket to get a purple jewel, then a white to get a
white jewel.

Now collect the two hearts on top. You can just roll through them. Tap down
when below the mouth, then hold down after you get the heart. Release when you
are going left, and you will roll over the yellow gums and in the green pot.
Push down to get back to the start--don't hold or you'll hit the red gum.

Now hold up, then push up in the center on the way back left to clear the
green jewels. Roll between the jewels to clear the top area. If you clear the
rightmost first, you will need to drop down after hitting a left block, then
run back left and clear the jewels out. You don't want to roll to the right
side and gain the mouth's attention. You need to clear all the green blocks,
including the ones in the sand you couldn't quite touch at the start.

For the last bit, push down, go through the "Mary had a little lamb" notes,
hit the green door and tap up. If you go back to the start, no problem, but if
you are stuck in the UR, push immediately down to clear the right edge. Again,
if you bounce back, push up the next time you reach the green door, then down.
The reason for this roundabout way is, if you push down, you will hit the red
paint, forcing you to loop.

Once you got the greens on the right, bounce LRLR by the door. Push up again
(tap D U if stuck in the right) and then you can just cruise to the stairs
that appeared in the UR part.


Level 9 - Ice Capade
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'To go fast enough, hold down button A.'

Jewels 14, Time 30

You may wish to use the speed-up button for this. You definitely want the grip
boots, and you should probably push the A button and just wait til you're on
the path to make sure you have them.

After going through the arrows, hold down while running to the left to grab
the top jewels. Hold down to go down the left, then hold up when speeding
along the bottom row. Tap up in the DR to get the third jewel, then hold left
til you turn, then hold up for three more jewels.

Roll R/L, then down to the bottom quickly. Tap up and hold down for the jewels
there, then on the way back left, hold up at each door to get the jewels, let
go, and repeat. Push down at the zigzag to return and get to the stair at the
dead end.


Level 10 - No Turning Back
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Accelerate where you can but don't miss any turns!'

Jewels 0, Time 25

First, don't worry about having to speed up, although it is possible in the
long up/down stretches, it's not necessary, and it may make you bounce back.
You just need to anticipate each move you need to make. So hold down to start,
then flip to up when traveling horizontally, etc. The tricky part is when you
need to turn back down right away, so push down right after you reach the top.
Too soon--you bounce into the enemies. Too late--you get caught from behind.

You flip from up to down everywhere except when you get out of the DR spiral.
After it, there are two quick UDU transitions before the end, but you just
need to remember to touch U/D when, and not before, you reach the corner.


Level 11 - Snake Pit
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Fools rush in where angels fear to tread.'

Jewels 8, Time 40

e*************
****6******6**
**-***********     * empty sand
**************     - snake enemy
*******5***-**     u your starting point
**4***********
********3*****     1-6 hidden white jewels,
*u************         in the recommended order
****1*-*******         of getting them
**************
*2********2***
**************

This level is tough without a map, but with it, it is not too bad. Don't
release the snakes, and you can coast. You may need to roll a bit in areas you
know are safe to finish this level in time.

Go down 1 and get the diamond there, and once it's gone go 2D for two more.
Roll between them. Then go 4U up the right side (2D of one snake, 2U of
another) and get the diamond.

On the left side, roll 1U to get the diamond, then go 1U after that to get the
diamond left of the snake. You'll bounce left off that diamond, and when you
are 2 squares right of the edge facing right, just when passing under the UL
snake, press and hold U to go to the top row. Move 1D in the center to clear
out the diamonds of the second row from the top, then push back up to go
through to the exit stairs that appearered in the top left corner.


Level 12 - Easy Does It
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Expect the unexpected!'

Jewels 10, Time 100

  b  Xw*w&w*w
XXXX X*w***w*     & green gum
X +XWXg**b**g     = water           g green jewel
X XXXX*******     i ice             w white jewel
iiiiiiiiiiiiii     * sand            b blue jewel
iiiiiiiiiiiiii     X solid block
**************     B blue bucket
S***** B ****s     G gold bucket
==============     W white bucket
==============     s/S sailboat / grip boots
G            s     + medikit

This level is the first really difficult one, for several reasons. The enemies
move around in the same small area you need to, and you need to walk around
them to get the greens first without changing color. You also want to watch
out for moving along with the enemies when you are not blue--this uses up your
hits pretty quickly. Oh yeah--there are a lot of invisible blocks on this
level.

Move along the second row from the bottom to uncover two secret pieces. Don't
change colors but touch the sailboat again on the right--duck down and up if
you need to. Go through the water and now you should push up at/before the
left edge to reveal the grip boots. Move back right still on the water, then
up when you are left of the whirlies again, so you can touch the boots and go
to the ice without incident.

Next you need to clear out the greens in the UR--this is just bouncing around
the sand a lot. Also, you will want to uncover the medikit. After bouncing off
the left wall on the ice, go up.

Now turning blue is a bit chancy, as any way you try it, you may get hit. Go
down into the sand when right of the whirlies. Bump against the right edge
(head DR so you don't release them) to get the hidden sailboat, once to reveal
it and once to catch it, then go immediately to the water below. Touch between
the whirlies to reveal the paint, then go up into the paint. It shouldn't
matter if one of the whirlies hits you, because you'll recharge immediately.
There's a slight chance of it happening, but that is a lot less than if you'd
have released them above. If you're hit once, you can always use the medikit.

Make sure you're healed for the next part. Run into the grip boots. Then go
onto the ice and get the blue jewel in the UR, by the diamonds, then go along
the top to reveal and take the secret blue jewel in the UL. Change to white
once the whirlies are spinning away--wait until after the second whirlie runs
over the paint bucket. Go into the upper right part with the sand.

Clear what you can in the UR and retreat when an enemy is incoming. I find
it's good to go back and forth on the bottom of the ice, as when enemies leave
the UR, they go along the top of the ice. You may need to take this out in
parts--taking out the bottom two diamonds first, then nudging into the desert
areas between the diamonds to wipe out each of these quickly--that is the
quickest, but any way you get them should work okay. Again, you can sacrifice
one hit if an enemy is around, but wait if the two are lumped too closely
together.

Now on the way back, clear out the bottom right most sand if you haven't
already--you may want to wait for enemies to pass through the bottom before
doing so. That will unveil another sailboat. Touch it to make it over the
river and exit through the stairs.


Level 13 - Which way is up
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'You can only pass this level on your next attempt!'

Jewels 23, Time 100

The blocks on the sides will make you go up and down instead of side to side.
The blocks on the top and bottom will make you move side to side. This may be
a bit confusing, so try getting used to it in the beginning, as you have
enough time. The end result is that you will cycle either clockwise or
counterclockwise, and if you speed-roll around, you will see that it is a
consistent loop. Also, beware of the gray spike traps. They will hurt you, and
you do not have a medikit. Generally, there is no problem with looping
around to see how you can get to the jewel you want. You have enough time, and
you generally just need to tap up or down once or twice. You may have to come
around as well too.

Start off by either pressing U or D at the beginning, in order to not directly
run into a spike trap (D is recommended). Then collect all of the purple
jewels in this level before you change colors, either by running into the
purple bucket and back to the corresponding jewels or while 'circling around'.
If you change color and have trouble switching back to purple (the
corresponding bucket is on the left side), I found it easiest while circling
around anti-clockwise to press D after bumping into the upper right corner.
Also, when running towards the right side, it's preferable to run into the
green bucket than into a spike - you can easily get back to the purple bucket.
After you collect the purple jewels, change colors along the sides and collect
that last few jewels. It is easiest to not bounce into the direction-changing
arrows and running back and forth from paint bucket to paint bucket,
eliminating the corresponding jewel on the go.

Green may be easiest after purple, if you haven't done so already, followed by
blue. After this you have to change to moving up/down, immediately steering
towards the middle and aiming for the buckets. A good combo here is red
bucket, R to heart, yellow bucket, L to coin until you have them, white is
easy after that. Afterwards go to the stairs appearing in the bottom right
corner to finish the stage.


Level 14 - Parlor Trick
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Sly Troll to flies: Won't you come into my parlor!'

Jewels 16, Time 80

This level is just like level 4 except there are no secret jewels hidden under
the sand. There are also three green whirligig enemies moving along the edges
in this stage, making the whole thing much more tricky, so be careful. It is
advisable not to remove the sand squares, as they make the way for the enemies
longer in an area where they don't interfere.

Follow the same strategy you used in level 4 to get the jewels. The most
tricky part is dodging the fast moving green enemies. When one comes along the
jewels, get away one row (up or down), then quickly go back to collecting. The
faster you finish the level, the less risk you take getting hurt. Still, you
should have enough time to play it safe and wait a bit for the enemies to get
away from the center. Don't over do it, though.

A good strategy at the start is going to the red bucket, then immediately
press D (until you're above the green blocks) to avoid the first enemy, then
going back up immediately to get the red hearts. You should be able to get all
hearts before the enemies become dangerous. Then go to the upper half and wait
until the whirlies come back up, dodge them and go back down to the lower
half. Doing the purple jewels next makes for a relatively easy setup for the
rest, so paint yourself purple while going down and get these jewels (running
between the two close to each other takes them out quickly, but if an enemy is
closing in, you'd be dead instantly, too, so beware). For the remaining two,
gold and blue, keep two spaces away from the row and close in when no enemy is
near. The exit door will appear in the lower right corner.


'YOU ARE CUTE'


Level 15 - True Blue
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Break into the exact middle of the horizontal rows'

Jewels 25, Time 100

rrrrrrrrrrrrrr
~~~~~~~~~~~~r
~BBBBBBBBB ~r
~B         ~r     r red bucket
~B         ~r     ~ hidden water
 B         ~r     B blue coin
~B         ~r     X solid block
~B        B~r     e exit stairs
~B        X~r
~BBBBBBBBB ~r
~~~~~~~~~   r
            e

This level is pretty simple. Just be careful of the hidden water and not to
change colors. You can ignore the enemies. They can't hurt you, as they're the
same color as you are.

What you have to do is start moving straight up along the left side of the
screen. This is easier when first hitting the right border, then on your way
back press U at the left side until you reach the fourth to highest blue
jewel, there you have to move right. Every other space around the blue jewels
and the column directly left of the red paint bucket on the right side will be
hidden water.

Bounce off the solid block in the bottom right or go through the hole in the
spaces on the left you came in when going from side to side to avoid water.
You can also use the 'revealing' of the hidden water to the right to your
advantage, making your way upwards. As for the horizontal lines of jewels,
it's easiest to clear their middle part (three jewels or so), then keep
bouncing in that row until all jewels are gone. After you collect all of the
jewels, go to the stairs that appear in the bottom right corner (there's a
small way out right below the solid block, too, if you don't want to use the
opening in the water to the left).


Level 16 - Diamonds on Ice
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Get the diamonds first, then work on the rest.'

Jewels 26, Time 200

m----R--R---By     = water tile
8 ---------- -     - ice tile
-w---w--w---w-     m medikit
---X--PP--X--8     8 grip boots
-w---w--w---w-     X yellow gum enemy
8--X------X---     w white diamond jewel
-w---wGGw---w-     y yellow bucket        b blue bucket
---X------X--8     $ yellow coin          B blue jewel
-w---w--w---wb     p purple bucket        r red bucket
8--X--rr--X---     P purple jewel         R red heart jewel
-B---$--$-----     g green bucket         d gray door/exit stairs
p--d======d--g     G green jewel

This level isn't too hard. All the blocks can be cleared. The most important
thing in this level are the grip boots, the first ones located directly to the
left of where you start. You can only leave ice tiles while having them, so
pay attention not to lock yourself on an ice-only row without these boots!
(Touching the boots icon toggles them on and off.)

Clear out all of the white blocks first while avoiding the yellow enemies and
try your best to clear the gray blocks. There's no white paint bucket, so if
you change colors before getting all whites, you've got to restart. It may be
easiest to move down the screen in pairs of rows the following way: tap down
before you hit the edge, then directly down again after you hit it, to avoid
the yellow gums. One more thing after you've cleared the first two rows of
diamonds. The third row of diamonds is divide in half in the middle by two
green jewels. I recommend you go down on the righ side first and take these
two diamonds. Then when facing left, tap U (or D) quickly after the yellow gum
and immediately tap D (or U) again to get the other two diamonds to the left.
After these, go down to the fourth row of diamonds on the left side. The
reason not to go down on the right side is the blue bucket at the right side
of the fourth row - thus you don't risk running into it before claiming all
white jewel.

After the whites change colors to yellow (in the top right corner) and get rid
of the gum baddies now, then the cold coins at the bottom. Now just clear out
the rest of the blocks and change colors for the last few jewels, the order
doesn't matter. Again, take care not to trap yourself without grip boots (you
have plenty of time), especially with the purple and green buckets in the DL
and DL corners. After you collect them all, go through one of the stairs that
were hidden under the gray doors on the bottom row of the screen.


Level 17 - Illusion
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'It really helps to think which way you are going.'

Jewels 6, Time 200

The names of the levels often give hints to what they're about, and this level
truly is an illusion. It really is a pretty confusing level so try to follow
this walkthrough carefully in the same order.

Go down and to the right for the gold $ coin. Go to the uppermost part of the
screen and unveil the blocks in the central top part of this small section.
You'll find a blue color bucket and a direction changer left/right. Change to
light blue and move down (press D directly after bumping into the right wall
above the passage) until you're near the white jewel, then go R and U, to the
top right corner to grab that blue jewel. While in the top right corner, you
should unveil the block slightly to the left, it's two spaces to the left of
where the blue jewel was, by going up from the 'white diamond row' a bit away
from the right border, revealing a white paint bucket. During this you'll
probably also reveal another direction changer (up/down), three spaces below
the blue bucket. Don't activate that yet or else go back to the upper left to
change again to left/right.

Change to white and grab the white jewel in the middle of the level. Going
further down to eliminate the white gum enemy is not necessary, as the green
bucket in the center is a fake. Go further to the left, revealing the hidden
green bucket. Paint yourself green and go to the area below the fake green
bucket. Hold down to claim the green jewel that's hidden in the bottom row of
gray blocks. Next go back to the central area, then clear the upper block in
front of the red gum and paint yourself red. You'll probably get hit once, but
that's ok. Eliminate the red gum and get the red heart hidden at the leftmost
end of this path. If you have trouble with reversed controls due to the
cocktail glass-like icon, wait for a few seconds in the upper part until
everything's back to normal.

Now go towards the bottom right corner. Right before the water there's a
hidden ship symbol. Activate it and get past the water for the last red jewel.
For this, carefully time your ways in order not to lose your ability to travel
over water, pausing the game to verify helps with that! Or instead of
timing/pausing, hit U after getting the sailboat and if you have it, bo back
down and keep D pressed. Once you have it, go back up, the ship icon still on.
Activate the vertical direction changer so you'll move up and down - this will
avoid touching the snake in the bottom left, then make your way to the left,
where the exit stairs have appeared behind another patch of water.


Level 18 - Teamwork
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Two heads are better than one -- much better!'

Jewels 64, Time 50

This level is nasty. Not in the sense that the actual level is extremely
difficult, but - as the level name suggests - you can only solve this with a
second player in Teamwork mode (if you find a way to do this solo, by any
means, tell us!). So grab a friend, or your mom, to help you. (You'll probably
have to reset the game and input your last password after changing to this
mode.)

A level almost filled up with all sorts of stuff. Together with the usual
jewels and blocks, you also have gum enemies of different colors, color-
specific doors, hidden color buckets and different arrow symbols. And to add
some spice to that mix, you only have little time, so turbo as much as you
can.

As player One, start out by getting all red hearts. After this, get painted
green and collect the green jewels nearby/below. Best wait with the four at
the top row (if you absolutely want to get them now, you can, but they're best
left to your partner).
Meanwhile, player Two - starting in the center of the screen - grabs the
golden coins. Once player One has cleared the greens behind and above the
yellow door, player 2 should go up and get rid of the yellow gum. He can now
clear the remaining four green jewels at the top of the screen and also grab
the pink ones in the top right corner.

Again as player One, possibly with player Two helping, continue down along the
right edge of the screen. You'll get painted blue, so pick up the blue jewels
below you. In the bottom right corner, right beside the green door, you'll
discover a hidden green bucket. So get through the green door and upwards
again. In the middle between the two blue doors you'll discover another blue
bucket. Paint yourself blue and go on to the left, grabbing the three blue
jewels. One block to the left and above of the second blue door is a hidden
white bucket. Take that now to go through the next white door, at the bottom
of the screen and grab the white jewels hidden under the sand. Next is another
blue bucket, allowing you through yet another blue door. Take the blue jewels
to its left before doing anything else. Then there's a green bucket to be
revealed directly above said blue door and a white bucket downwards. Switch
between green and white (there's a door for both colors), eliminating the gum
enemies and jewels of the corresponding colors on your way to the left and
upwards, where also the exit stairs will appear.

If you're trying to play this alone, controlling both trolls, start out the
same way, troll One clearing the reds while troll Two clears the coins (press
the turbo button and then D once). Then clear the greens close to the yellow
door with troll One, so troll Two can eliminate the yellow gum. Then steer
troll Two upwards to the left of the remaining four greens and let him there
alone, he takes out the line by himself. Meanwhile continue with troll One as
described above. You'll probably have to use the pause button a lot to help
you coordinate things.


Level 19 - Star Trapping
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Push down 5 blocks, seal one end, wait to pounce.'

Jewels 11, Time 100

R            R
    w
##############
                  # movable block
R############R     R red heart jewel
R      w     R     w whirlie enemy
R            R     d gray door/exit stairs
R############R

##############
        w
R            d

This level consists of four horizontal lines of gray blocks and contains only
red heart jewels - and three moving whirlie enemies. Time is not an issue
here, and overall this is a rather easy level.

The most interesting feature of the gray blocks is that this time you don't
look for breakable ones, but you can move them around. Push them and they'll
move in the direction you were running. So e.g. if you run into one from
above, it'll move one space down. Use this to lock in the moving enemies, thus
you can collect the hearts without getting into trouble.

Start out by moving all blocks of the topmost row except for two, namely the
leftmost and the rightmost one, one space up. Then push up the outer few
blocks (of the ones just moved) up once more such that you lock in the blue
enemy. Grab the two hearts in the upper corners without moving down the two
blocks you initially left alone. Now push the complete second row down once
space, and additionally the two outermost blocks on both sides down one more
space, thus locking in the red enemy for good. You could also push the whole
row down two spaces and trap the red whirlie in the row of blocks. Grab the
eight red hearts along both borders of the screen now. For the bottom row of
gray blocks use the same strategy as for the uppermost one in opposite
direction. So push all but the outermost blocks down once, then of those
blocks moved, push the outer two blocks on each side down once more such that
you entrap the green enemy. Grab the last heart in the bottom left corner and
go through the exit stairs that just appeared in the bottom right corner.

Here's a schematic diagram of how to trap the whirlies:

______________
|R **   w  ** R|     * movable block
|    ******    |     w whirlie
|**          **|     R red heart jewel
|              |

Adapt this for the center part and mirror it for the bottom part.

Note: it is possible to trap the whirlies directly in one block by pushing one
exactly at the time the blade is in the opposite site. This is the most
elegant way to render them harmless, but the timing is very difficult. And
don't touch that block anymore after this, as the block can be dislodged
if you run into it without a block behind it, which can be fatal.


Level 20 - Jaws of Death
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Do half on the way in. The rest on the way out!'

Jewels 8, Time 20

This is a quick level, but a bit tricky nevertheless. Each diamond needs
hitting twice while avoiding the red and green traps.

At the start you'll touch the up/down arrow, so you'll always move up and
down. The solution is pretty obvious: go to the right, continously bouncing
between the diamonds (start with hitting one of the bottom ones). Towards the
right the distance between two jewels continually gets smaller, so aim well.
Get to the rightmost pair as quickly as possible and eliminate them completely
from right to left, because once all 8 jewels are gone, the stairs will appear
in the lower left corner.

If you want to do it very symmetrically, start hitting each diamond once,
starting with the bottom left one, then the top left one, continuing to the
right. Once to the right, go back inversely.


Level 21 - Rinkarama
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'You need every known trick to do this fast enough!'

Jewels 12, Time 15

==w===w===w===
/.1...+....2.\    = solid block
/............/    w Whirlie starting point
\.....3......\    . Ice space
/............/    + Starting point
\..4.......5.\    d Gray door / exit stairs
/............/    \ and / curve walls guiding you
\............\
/........6.../    1-9 blue jewels numbered 1 to 9
7......8.....\    A-C blue jewels numbered A to C
/.9........../
\....A.....BCd


Just like level 20, this is a quick but still tricky level. It mainly takes
place on ice, but this time you have no grip boots available. Your only means
to go up or down a row is by using the 'rails' to the right and to the left of
the ice rink, and the few spaces where a jewel was situated. If you don't want
to follow the rail taking you to another row, press the opposite direction to
stay on the same row when changing direction. Oh, and you can ignore the
moving whirlies, they won't hurt you.

For the whole level, keep the turbo button pressed, you'll need every second!
The secondmost used button is the Down button in order to get down more
quickly. You need to short-cut via the black tiles (after collecting the blue
coins on them) a lot in order to even stand a chance to see the exit stairs
appear in the bottom right corner.

Suggested sequence (remember, keep the turbo button pressed):
You start hitting #1, then you go right and hit #2 from the left. Press D so
you get down to the second row on the tile where you started. You'll bump into
#3 from the left. This will turn you backwards, so keep pressing D to stay on
that row, then go down on the tile where #3 was.
Keep pressing D and claim #4, then bounce back from the wall to #4's left. Let
go of D so you'll go straight to #5. You'll bump backwards to the left, now
press D again so you can go down one row on the space where #4 was before.
Keep pressing D, claim #6 (from the right) and go down where #6 was. You'll
directly take #8. Let go of D, thus you'll take #9 (from the right), bouncing
back right, then go back to #7, which you take from the right side again. Now
keep D pressed again, until it's all over.

Note: The variant after #6 to go for #7 (from above) first also worked, but
not always, strangely. This works by letting go of D right after bumping into
the wall right of #6 (after claiming it), then keeping it pressed to the end
after passing the empty #6 space. As mentioned, this didn't always work for me
- and it's a bit harder to do than the first solution.


Level 22 - The US Mint
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Leave no stone unturned.'

Jewels 64, Time 100
                                       ______________
*$$=$==$=$=$$=                         |   = == = =  =|
$==$**$*$*$*=$                         | ==         = |
*$$=$==$====$$                         |   = == ====  |
$=*$=$$*=$*$=*                         | =  =   =   = |
=$*=$==$==$==$   = solid block         |=  = == == == |
$=$=$=           * breakable block     | = = =       e|     e exit stairs
       ===*=$   $ gold coin jewel     |        === = |
$==$==$=$$=$$=                         | == == =  =  =|
*=$*=$*$=*$*=$                         | =  =   =   = |
*$=$==$=$==$*$               This -->  |  = == = ==   |
=*$=$=*$*$==$=          shows just the |=  = =    == =|
$*=$*$$=$=$**$          solid blocks   |  =    = =    |
                                       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
In this level there's only one color, so at least you don't have to worry
about changing it. But unfortunately, all gold coins that need to be
eliminated are hidden within a maze of breakable and indestructible blocks.
And with that, you have relatively little time, so turbo around as much as
possible.

At the start press Up or Down to reveal the 'entry points' into the maze. I
then suggest clearing part by part: when you enter the maze somewhere, clear
all coins in there before getting back out. There are no loops in this maze,
so that works out. Then go back to the middle part and enter another part.
Rinse and repeat until the exit door appears in the middle of the right
border. If you have trouble finding some of the coins, refer to the above map
to locate them and keep in mind that there should be now 2x2 square lump of
blocks left.

Try keeping the turbo button pressed. But if you don't manage to get around a
corner or eliminate a coin above or below you, shortly go back to normal speed
where aiming/timing is a bit easier.


Level 23 - Emerald City
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'On exiting the city, pick the left flower first.'

Jewels 12, Time 50

This level isn't too difficult and there's nothing hidden under the sand.

At the beginning, time your way up, zooming between the red hearts while
avoiding the light green trap tiles to the part with the music notes. There
press U once on a column where you end up with green hair. This gets rid of
one green block, too, but now you can fall into the water there. If you want
to play it safe, and I suggest you do, go back down (start pressing D right
after hitting the right wall at the music notes) and eliminate the two green
gum enemies in the bottom left corner. Quickly get back up to the music notes
and clear the remaining three green blocks by running along each column once
only (or you might end up drowning). The last one should be the second from
the right, thus you'll end up with red hair.

The next part needs more precision, but isn't too hard either. Press D once,
right after bumping into right wall. This will make you eliminate the top left
red heart first, then the top right. Immediately press D once again to avoid
the light green trap tiles. You'll get the next two hearts, then press D once
again, get the next to and repeat for the last two at the bottom. If you're
running out of time, now's the time to use the speed button. The exit door
will appear at the bottom right corner.


Level 24 - Hot Pursuit
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Carefully study the patterns of the whirligigs.'

Jewels 18, Time 100

This is an extremely tough level. No color changing to worry about, but three
fast moving whirlie enemies coming after you in a tight space. Some areas here
give you no chance at all to dodge the enemies. These are the topmost and
bottommost rows. Also the path downwards to the left is too tight to really be
able to dodge. (However, you can back up to where the stairs appear at the
bottom when you get there towards the end.) Other areas though, such as the
'rooms' in the center right part, the one directly above the center or the two
below the center (one to the right, one to the left), give you enough room to
let the enemies pass without hurting you. Use these to dodge enemies and wait
for a safe passage through the narrow areas. Always take care to not bump into
a wall such that you'll end up moving together with a whirlie, or else you'll
be crushed immediately.

At the beginning go down the middle path as soon as possible after bouncing
off the left once, grab the two hearts and go further down. Don't go to
the left part and down, because you're bound to already take an early hit by
an enemy. Clear all jewels in this central pathway. Now comes the hard part.
Wait and dodge the whirlies until they are all far away from the upper right
corner. Then go to the UR part and get the two hearts there, and immediately
go back to the center part where you're a bit safer. Again, wait and dodge
until the bottom line is free and you can go over to the left side. Remain at
the lower 'room', still dodging until you get an opening that allows you to
collect the last four hearts above you.

The exit stairs appear at the very bottom of the screen in the middle. Get
there as quickly as possible. If you're not hurt yet, it's even worth taking a
controlled hit by an enemy (make sure it's not two!) in order to finish this
fast.

Additional tip: generally it's easier to not use the turbo button as it is
tougher to swerve. However, in a few occasions, e.g. when crossing through the
long narrow passages at the very top or bottom, it still can be very helpful.

'YOU ARE SPECIAL'


Level 25 - Crazy Maze
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Don't forget to push the block on the right.'

Jewels 5, Time 60

^>v=   =   =       8 Snake enemy (moves up and down)
<<<R   R x   #     ^v<> direction enforcing arrows
^^<= r =   =       = solid block
==b=====1====#     # movable block
ii =<d=    =       i ice floor            1 hidden grip boots
i#   ? ?==r=       b blue bucket          6 green door
g= ==R#            r red bucket           9 gold/yellow door
==6= =  =====9     R red heart jewel      y gold/yellow bucket
G  =   b?  =       g green bucket         ? block with only a one-side wall
  6       =#      G green jewel          d gray door/exit stairs
  =?   ?  p #     p blue door
8  =    b  G y

(sand is not shown)

The title of the level says it all. This level is quite confusing and has a
few hidden things as well.

Start out by going down to the red paint bucket so you can collect the two red
hearts beside you. Take care not to go through the left opening to the
direction enforcing arrows yet, or you'll be locked in. (It's easiest to tap U
after bumping into the block left of the red bucket, thus you'll go R L R L
and then face R.) Go through the right opening and immediately press D to
avoid the spike trap. Pressing down some more will reveal a hidden grip boots
icon - get it. Now you can go back left to the direction enforcing arrows.
Without pressing any button you'll be circling in the upper six spaces. Now
press D when you're on the upper right one of the arrows and keep it pressed
until you reach the part with the three ice floor tiles, passing through the
blue bucket. Thanks to the grip boots you can go down on them to get to the
green paint bucket to get green hair. Push the movable block far to the right
and not downwards, or you'll be locked in.

The next part is the most tricky one. Go down through the first green door.
Under the leftmost sand tile, a green jewel is hidden, so collect that one
(hit three time, once to reveal it, then twice to claim it), then immediately
press D once to go through the next green door, evading the snake enemy, and
press D again directly after the door.

Before painting your hair blue, unveil the hidden green block directly below
the blue door in the bottom right and collect it. Behind it, in the bottom
right corner space, the gold bucket is hidden. Paint yourself golden, then
push the movable block that is one space up and right of the blue door
upwards, so you can pass through the golden door. Now pass through the red
paint bucket nearby, upwards, then left, to collect the last red heart (push
the movable block that's to the right of the heart one space down). Now the
exit stairs appear two spaces above, where the gray door was.


Level 26 - No Way!!!!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'There just has to be a way!'

Jewels 8, Time 500

This level is a small maze, the only entrance is to the left (where you start
out), and the only way to the jewels to the right seems to be by passing three
snake enemies, without leaving the maze (by means of the direction enforcing
arrows). At least there's a medikit block near the starting point, too, in
case you get hit once. Fortunately, there's only one color of jewels and a lot
of time.

The overall strategy looks clear: time your passage such that you avoid the
snakes. You can adjust your relative position to the nearest snake by going
into the outer ring and coming back, then tackle the snakes, all you want -
the red snake is going to get you...

But there's actually another way!!!! Get into the outer circle and over to the
right side of the level. One of the blocks in the middle of the rightmost
column of blocks is breakable (the fifth from the bottom). This makes an easy
entry to the jewels without any risk of snake bites. The exit stairs will
appear close by, beside the three direction enforcing arrows. This level can
easily be finished within 10 seconds.


Level 27 - Stars & Stripes
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Don't Yankee Doodle around -- work to a plan!'

Jewels 155, Time 120

This level is built up like the american flag, with plenty of blue, white and
red jewels and corresponding paint buckets. The biggest challenge in this
level is the start. Time will also become an issue, so turbo as much as
possible. Press R in the beginning to collect the upper left blue jewel (while
going up and down, changing hair colors faster then any pop starlet). Then,
when on the just freed space, press DR in order to grab more blue jewels. Once
inside the 'stars' part, switch to DL. As soon as you have a bit more room you
can now systematically eliminate all blue and white jewels in the top left
corner, then go for the remaining red and white lines. For red you'll need to
get paited using the red paint bucket in the upper right part.

I found it easiest to eliminate the third row from the top first, bouncing
from the white bucket into the line of diamonds, slowly opening the way to the
red bucket. When you're at the red bucket, you should have about 70 Time-units
left. Next eliminate the row of hearts left of the bucket by running under it
while pressing U. Run into the UL corner to remain red and get the rest of the
2nd row on the way back. Repeat for the fourth row. The topmost white row is a
bit annoying, but the following strategy helps. When white, run under the row
pressing U. You'll run into the red bucket. Turbo back to the topmost white
bucket to the left and run right again on the 2nd row - but now only press up
in the middle of the row of whites, thus you'll land in its middle and can
eliminate them quickly.

For the rest, time is the critical factor here. You should still have about 50
Time-units on the clock here. Don't try to eliminate the jewels one at a time
from one end. It's faster to grab them while passing e.g. the row above, or at
least by making an opening in the center then grabbing them from there (after
having run over the row once and having 'weakened' them). And use the turbo
button as much as possible! The exit stairs will appear in the bottom left
corner.

Additional tips: At the beginning, once inside the the 'stars' part, keep DR
pressed to block the troll. Then release quickly and press DL, thus you'll get
to the white buckets. And when you've cleared the top half and are working on
the bottom half row by row, run above it, pressing down. This hits the whole
row once. Then on the second run over this row, make sure to break into it
near the left border or at least a bit to the left of the center, close(r) to
the new paint bucket. Thus you can keep the color when running into the left
column of buckets, get again one row above to clear the remains (on the right
side) of the row in question.


Level 28 - Quick Jam
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Try Teamwork. Work to a pattern.'

Jewels 125, Time 100

This level looks extremely easy. However, it has its dangers. Every second
block (for all four columns starting with the block that touches the top or
bottom border of the screen) will turn into a spike trap when you hit it. And
the nasty thing is that you need to pass each wall at least twice...

However, all timing instances are very similar, so once you've got the timing
down, it's easier. Additionally, the 2nd-top and 2nd-bottom rows are always
safe places, so make good use of them.

Your only chance is to progress quickly, so you don't remain at a place for
long. At the start, get the troll running in order to claim the two jewels
above you. Then keep pressing D until you're all the way down. Depending on
your timing, you'll either reveal all but the topmost trap of the wall or
none. Once in the bottom left corner, clear the five lowest jewels first, then
go to the second-lowest row. Here you can actually even stay longer, you're
safe.

Now comes the harder timing part. Start pressing U exactly at the time you
bump into the second column and keep pressing U. You'll get all jewels without
revealing/touching any of the traps. Once at the top part, clean it out,
preferably by only bumping into the second block from the top of the leftmost
column and the third column (or only once into the topmost, revealing the
trap). Again, you're safe on the second row from the top. Continue in analogy
to the last change of direction, so press D at the time when bumping into the
second block from the top of the third gray column. Continue this pattern
until you reach the the bottom right corner (remain on the second row from the
bottom, you know the drill).

The exit stairs appear in the middle of the bottom, which means you'll have to
go back one complete snake turn. Here it helps greatly when you got the timing
right so far and didn't uncover the hidden traps yet. Press U when you face
right (hit 'pause' if needed to check that, keep pressed U, then unpause) and
go up to the second row from the top in the top right part. Then continue down
to the stairs, using the same timing as before - start pressing D just when
you bump into the gray block.


Level 29 - Snake Cavern
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'No comment.'

Jewels 8, Time 60

XXXXXXXXXXXXXXXX
X^ X+ X XX X*+XX
X^  X X X   X XX
XX  X   X+X X XX     X solid block
XX  XXX XX    XX     ^ direction changing arrows
XXX   X    X XXX     + diamond jewel
XX* X   X  X XXX     * hidden diamond jewel
XXX XX  X  X XXX
XXX  XXXXX X XXX
XXXX X+X   X XXX
XX+  X   X X  *X
XXXXXXXXXXXXXXXX

On this level, for a change, you move up/down and must adjust left/right.
There are a few hidden diamonds here, but once you find them, and once you are
able to get past the left column, the rest is really pretty easy. You can just
follow the enemies. But for the first bit, you must run ahead of the enemy,
and this is tricky. The second enemies are not threats if you deal with them
correctly, but the first one can kill you right off.

So you need to wait until you get to the bottom of your run, and when the
enemy is moving up to your right, tap right and then tap right at the bottom.
It's best not to try to reveal the secret diamond to the left. That is too
risky and requires too much flipping about. Then at the bottom hold left to
get the diamond and go back up following the enemy.

If you need to grab the diamond again, you can exit to the left if you are
right behind the enemy or to the right if he is pretty far ahead. If you go to
the right, you will wind up exiting up when you push back left, so take that
into account and swerve left twice quickly. Then you can go back to the bottom
and work your way up and touch the diamond on the left, then go back right.
You can even absorb a hit here, because the other enemies do not guard gems as
closely. It may also seem like you are running out of time taking the long
way, but the rest of the level is pretty quick.

Now for the rest of the level. Tap right so that you are just next to the
second enemy. Be a square or two behind him and hang left to get that diamond
in the corner.

To go back, you need to be either a square behind or ahead of the enemy to the
right. The best time I find is if he is directly right of you when you can go
right. His direction does not matter.

Sneaking below enemy #3 is no problem. Push left into the corner, then go back
right and when the enemy goes up, push right and left. When he heads to the
bottom and is below you, hang right, go up the 2-high shaft and get that
diamond.

Now go back hard right and get the hidden diamond in the DR, then back left
and up and right to get the diamond in the UR corner. Push up and tap left a
few times to get the hidden diamond. The DR stairs will appear, so hold left
to go down, then hold right.


Level 30 - Gum Galore
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Up and down. Up and down.'

Jewels 26, Time 100

This requires a little discipline interspersed with some quick moving.  You
can't get the blue paint and finish, because there is no white paint for the
diamond in the UR.

Roll quickly to knock out all diamonds, then hold up. Zigzag D U D U and
immediately when you touch the diamond, D U D U to get to the edge and then go
down.

Now tap down at the right edge--holding runs into a gum--and D U D will be
pretty easy. Tap down at the left, then a tough D U D U D to get the diamond.

If you haven't been injured yet, then hold down in the DR. Take the injury and
as you keep holding down, you will go to the row of diamonds. If you have been
injured, you'll need to poke down to hit the diamond then immediately U D U D
U. Roll quickly to get to the door, though you don't really need to--just a
lot less tedious that way.


Level 31 - Judgement Day
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'The end is near.'

Jewels 11, Time 200

This solution contains a part where you have to step on the water. Which
means, in short, you have no margin of error when avoiding the mouth, and you
have to bait it around the board. The basic plan is to schlep blocks over each
water, then change colors as needed with the grey bucket to get the yellow
coin and purple gem, which you can't get just with the paint buckets.

Also, for many parts of this level, you will be moving left/right in a tight
loop, and pausing can help you decide when to move. If you are having trouble
and using an emulator, you can also save states and just randomly hit up/down
to push a block. There are several instances where you have to pay attention,
so if you want to slack off a bit with the pause or save states, I do not
blame you.

You need to get the whites first, since you start as white. Here is how.

1. Push the block on the left down into the mouth.
2. Come back and repeat, to release the mouth.
3. Go down on the right edge. Go LRLR and the mouth should be 1U of you.
4. Go up the right edge and back left.
5. Hold down after you pass the blue gem. You will kick yourself all the way
to the bottom.
6. Get all the white gems, and now you should try to push the block 2D of the
upper left water 2U.
7. Push up when in the dead end on the right, then back up to the 3-wide row,
then push up just after bouncing off the left edge. This will create a chunk
of desert.

At the top, bounce R L R to bring the mouth near and push down at the right
edge. Down, bounce left and in that dead end, push down and hold down til you
get to the DR. Here is what happens: you will tak a hit, bounce back left and,
instead of hitting the trap middle room, you will go into the grey paint
bucket, which turns you yellow. You will go through the arrow and then get the
coin below. That is all you need to get as yellow, but the next bit is a bit
tricky. You need to push the DR block up, then 2L onto the water.

Hold up as you go right around the bottom. That pushes the block 1U, and you
can push it 1U again if you push up after you bounce off the right wall. You
have to be careful here, but the next few steps are easy. Just push up when
about to go under the square you want to push. Now stay right of the red paint
with the block 3U of you.

Push up when the blue snake enemy is 2D of the paint (this may not work 100%
of the time, since you and the snakes do not go at the same speed--2+ down is
better than 2-) and he is coming down. Then let yourself go L R and tap up to
push the block, then up again. You'll go left above the block. Push up as you
return right. That gets you the blue paint and immunity from the ghost. Then
you can push the block left. Hold down after going through the desert, so you
do not get trapped in the room, and you will wind up in the DR corner. The
mouth will be close for the next bit but irrelevant. It will miss you if you
are efficient.

From the DL, go left and up. Push up just before getting to the right edge of
the 3-wide below the desert, then push up and tap down for the blue gem. Then
fake the mouth out as you did at the start. When it is 1D of you, push down to
the side, bounce back from the small left dead-end, then push down again. (You
will want to step on the green paint here, so make sure that you push down
when going right, when 2D of the top.) Hold down immediately after getting the
green paint so you go to the DR corner, thus avoiding the snake, then tap up
through the green door. Go up three times (pushing the movable block up). Now
the room is not one-way any more.

You need to change to purple. Approach the green bucket from the right. Push
down to change to green, then push down once you're out of there. You avoid
the blue snake that way. Now you can head to the DR and back left. Push up
through the green door and push down so that you get the grey bucket and don't
touch the red. Of course you can get the green again, but why waste time?

Go back DR, then go up from the DL. Touch the dirt and then push up when the
grey guy goes by, until you are in the corner. Push down once the grey guy
turns down, and then work through the top, avoiding the mouth again, to the DR
corner once more. If it looks like you might hit the grey guy when you are in
the DL, quickly go 2U and roll back and forth til he is heading up, then roll
quickly 1D and into the stairs.


Level 32 - Rubik's Tomb
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
'Getting in is easy - getting out takes real brains'

Jewels 16, Time 80

Trial and error works best here. If you don't understand how the buckets work,
don't worry. It takes too long to try to remember it. I don't fully remember
the details, either. The basic plot is to change your guy to yellow, take out
the greens, change to purple and take out the blues. Say what?--well, that's
where the buckets come in. Be aware you may get trapped a lot here with wrong
moves. That can be irritating, but those with emulators will find trial and
error a lot easier.

Go to the DL and push 1U so you go through the white doors. Go up onto the
left arrow and go 2R and go up again. You will go out the left, over the red
door. Hit up immediately or you will get trapped in a cycle--hold up as well
and you will make it to the UL. It may be tricky to move up past the red door
on the left, so you may want to bounce up and down til you can skip over the
top red door--you bounce up 2 squares at a time. If you miss the turnoff right
away, there are two ways to do this:

1. wait 1 below the red door, then use the pausing trick as in level 31. Push
up when you are moving left, past the center of your run.
2. Go to the bottom and roll the troll up--it will miss every other door. Keep
trying til you are able to skip the red door.

I would say that avoiding returning through these doors on the side is the
trickiest part of the level once you know what to do.

Now to change to light blue. Go down the right red door on top when running
right and stay. Push down after going through the light blue door. Go up the
bottom blue door when going right-to-left, 2L and up and bounce left and right
out the yellow door. Go up to the top right yellow door and in. Hold down as
you go left to go along the diagonal to clear out the green jewels.

Now change to purple. Roll left on the top and down the yellow and wait. When
you change to purple, roll to the UL then down the right. You can clear out
the diagonal of blues the same way you cleared the diagonal of greens.

Now things may get chaotic here, so Lagoona had some tips here after getting
the two diagonal lines based on what I'd written below. I think it's more
exact, but I wanted to retain my tips in case you needed to scramble.

If you clear the the upper two jewels (keep pressing up), press D immediately
after claiming the white diamond - you'll get the left gold coin. Then
eliminate the two bottom ones (keep pressing down) starting from the left.
Again, press up immediately after claiming the second one (this time it's the
purple jewel) and you'll get the second gold coin (you'll again come out with
yellow hair). Then bounce back and forth between the central left purple door
and the right red heart jewel until your hair is red. Now claim the right
heart, press up to get the left one, then up one more row (top row of the now
empty 4x4 square). You'll soon go out the yellow door, so react quickly and
press up to get the the exit stairs in the UL corner.

Now let's clear out the top and bottom rows. You can just run into any of the
jewels, then keep pushing up (or down) into the paint bucket next to it.
Continue on your way. Then go to the other side and take care of them.

That leaves the yellow/red which are tricky. This is inexact since you bounce
around a lot. You want to pick up each pair of red or yellow at once to save
time. I will recommend you use the bottom as a home base, stepping in paint
buckets to change color as necessary. I think general directions work better
here than a specific path, since there is so much you can miss. Things to
note:

--Don't try to do two things in one run across. You bounce back and forth
pretty quickly and can always roll to save time. Change to the color you want
as you go in 1 direction, but then bounce back and forth to make sure you can
make your move.
--I generally went along the bottom row of the 4x4 square, and I stepped in
paint til the troll's hair was white going right. That means red going left,
and you can bounce up, touch the yellow, and go back, then tap up after
getting heart #1. If that doesn't work, you can bounce back, go white as you
go right, and just push up when bouncing left.

--If you enter the purple door from the right, you will be red in the center.
--going right from the bottom as blue gets you out the right. Going right as
green gets you out the left.
--purple right means yellow left. Bounce back left and up quickly to clear the
yellows out.
--use the bottom row to make sure you are the right color. You can dip into
paint X times in a row if you want, but you should also have the time to roll
back and forth quickly, change color, then roll back and forth again. The only
real problem is if you bounce outside of the square, but if you are really
hard pressed for time, you can always pause the game to see what hair color
you changed to. You can refer to the controls to see what changes to what.

Color going left = going right + paint bucket to the right
Color going right = going left + paint bucket to the left


'You are a Treasure'


CONGRATS!

You just beat all levels of a very hard game!

There is no ending, you'll simply go back to the island overview... All that
remains now is that your own levels using the game's editor function.


==============================================================================
4. Level Passwords and Cheat Codes
==============================================================================

The following passwords will start you progressively further into the game.
You must enter your name as: ADAML
(Thanks to AdamL for submitting them.)

Password  Effect

DZD2K5    Level 5
L5LW1V    Level 6
XB1K2N    Level 7
K4P10T    Level 8
GXG8M3    Level 9
NVNT71    Level 10
0P4Q3M    Level 11
VN7HJQ    Level 12
N7NTK5    Level 13
BXB41V    Level 14
5L9-2N    Level 15
6N7C8L    Level 16
2P3HZQ    Level 17
XJW1FH    Level 18
9NC53M    Level 19
JX4B7W    Level 20
2TG8GQ    Level 21
8P3C1V    Level 22
F0J22N    Level 23
9Q6J0T    Level 24
0-ZRM3    Level 25
YR5-71    Level 26
LXM73M    Level 27
RYQ0JQ    Level 28
2R5-K5    Level 29
Q5RX0R    Level 30
CYG6RB    Level 31
ZGYQ0T    Level 32
6K7FM3    Level 33

Note: the same password cheats work for either 1 player or 2 player
cooperative.


Some cheat codes can make Trolls on Treasure Island easier. You need to know
the memory address and what to set it to. On FCEU go to Tools:Cheats or hit
shift-f1. On NESTopia go to Options:Cheats.

0x86/087 = time left(low byte, high byte)
0xa7 = health. 0x00 = dead, 0x01 = frowning, 0x02 = healthy. This must be
reset after completing a level.
0xbb = hair color(player 1)
 0=red 1=blue 2=green 3=purple 4=yellow 5=white
0xd0 = # of jewels left. You can set this to 1 temporarily to make your level
very easy.
0x54/0x370 = level # - 1. These should both be set, otherwise bad things seem
to happen.

The map for a level is in an array starting at 0x544, although the only part
you can change is 0x565-0x572 up to 0x615-0x622. Be careful changing things
here to values you don't know. Though ultimately tinkering with this may be
easier than tinkering with the editor.


==============================================================================
5. - Level Editor
==============================================================================

If you simply can't get enough of Trolls on Treasure Island, even after
beating all levels, the game offers you the editor mode. You can select it by
moving the cursor on the Overworld Island map to Edit (in the upper left
corner of the screen). The cursor will turn into a shovel. Now chose a
location, where to 'build' your level, then the editor mode will start.

Move around the selection square with the D-pad (up, down, left and right) to
highlight your blocks/spaces/whatever.

In the beginning your level is completely black. So press 'Select' to switch
to the elements selection screen. Highlight what kind of elements
(block/enemy/jewel etc.) you want to place next and select them with 'A'. You
can select up to eight active elements at a given time, but you can always
switch new ones in. Press 'B' to toggle through them in case you want to
exchange only selected ones.

Press 'Select' again to go back to the actual level building screen. Now you
can start constructing your own challenges. 'B' toggles through your selected
elements, 'A' places them on the space you choose.

Once you're happy with what you've created, press 'Start', give your level a
name and set the time limit. The level is now yours to play!

(I have no idea, however, how to save a self-created level...)

Have fun!


==============================================================================
6. - Frequently Asked Questions
==============================================================================

In here go important/helpful/interesting questions the authors received
concerning this game. At the moment, which is at the submission of the first
version of the FAQ/Walkthrough, there are none, so we make some up. ;-)

Q: I can't solve level 18, what do I do to turn yellow?

A: There is to our knowledge no way to solve this when playing alone.
  Apparently, the level can only be beaten in Teamwork mode. The good thing
  is that you can use the same password you got in 1-player mode to get there
  in Teamwork mode.


==============================================================================
7. - Version History
==============================================================================

Version 1.00 - All levels solved, added sections (cheats, questions). Included
(03/10/08)     'level tips' before each level. This is the first official,
              accepted version.

Version 1.01 - Added a nifty ASCII header and adapted Credits section. Minor
(03/26/08)     formatting changes done.


==============================================================================
8. - CREDITS
==============================================================================

Lagoona:

Thanks to American Video Entertainment for creating this fabulous game... oh
wait, no, scrap that.
Of course a big thank you to ASchultz, who did a great job covering this game
and who accepted me as a coauthor. Thanks also to Da Hui who had initially
started with this FAQ but then abandoned it. Additional thanks to AdamL for
his passwords. And not to forget thanks to CJayC and SBAllen for creating,
maintaining and running GameFAQs - the place where the people from the NES FAQ
completion project meet.
Credits also to http://www.network-science.de/ascii/, for the ascii header.
Now read ASchultz's part!

ASchultz:

Thanks to my coauthor, Lagoona, who will be in the boiler-plate list below for
my next FAQ. In fact, he should already have been, but I am usually too lazy
to update that list. I think we had a lot of great teamwork here, and I am
genuinely pleased with the result and with his criticism.
Thanks to Da Hui for the initial writing on this walkthrough and AdamL for the
cheats. Hm, I should add Da Hui to that list, too.
Thanks to the usual GameFAQs gang, current and emeritus. They know who they
are, and you should, too, because they get/got some SERIOUS writing done. Good
people too--bloomer, falsehead, Sashanan, Masters, Retro, Snow Dragon/Brui5ed
Ego, ZoopSoul, War Doc, Brian Sulpher, AdamL, odino, JDog and others I forgot.
Thanks to the NES Completion Project folks for keeping it going.