Xybots FAQ(NES)
version 1.0.0
copyright 2005 by Brian Sulpher and Andrew Schultz

Please do not redistribute for profit without my consent. This took time to
write and would have taken more without a lot of experience parsing Apple
disk data. However, if you contact me with a *SPECIFIC* query to post this
FAQ on your site I will probably be in an agreeable mood. Or I may not
respond. Which is sort of a passive no but nothing personal.

While the maps may be valid for the Arcade game, there are fundamental
differences in the controls between the Arcade and the NES. So we can't
guarantee this will work for any other version, but the strategies should be
the same. Some items may be calibrated differently.

We also have graphic maps for Xybots on GameFAQs.

****AD SPACE****

Andrew's home page: http://www.geocities.com/SoHo/Exhibit/2762

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

           OUTLINE

 1. INTRODUCTION

 2. CONTROLS

   2-1. BASIC CONTROLS

   2-2. ADVANCED CONTROLS

 3. ITEMS

   3-1. MAZE ITEMS

   3-2. SHOP ITEMS

 4. ENEMIES AND POINTS

 5. GENERAL STRATEGIES

   5-1. COMBAT AND EXPLORATION

   5-2. MANAGING YOUR FINANCES

 6. WALKTHROUGH (search "level xy" for level xy--01 to 50)

 6a. LEVEL TRANSPORT SUMMARY

 7. VERSIONS

 8. CREDITS

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

 1. INTRODUCTION

   1-1. OBJECTIVE EVALUATION

Xybots is a game in the 3-d perrspective of an 80s RPG like Wizardry and
Might and Magic, only it's a sci-fi shoot-em-up. It is a 50 level game that
cycles to the beginning once you are finished and features bosses every 8
levels(OK, the same one, really,) items, power-ups, and several different
enemies. Your objective is to care a path through each maze while retaining
your life force, which decreases with time and enemy hits. While it seems to
have some bugs(especially ones that give the Blue Screen on fceu...grr) and
the graphics are a bit squarish, it's worth a try and worth writing a guide
for, even though it never made it out of the prototype state.

The mazes and enemies start off simple but rapidly get more complex. The
first two levels are more or less linear, but the second has kamikaze
attackers and a portal to a much lower level behind a locked door. The third
has an even bigger portal. Further levels have more branches, teleport
squares, and niches with energy pods to heal your life force--guarded by lots
of enemies.

Xybots's only problem is that, if you know the maps, it's a bit too easy, and
if you don't it becomes drudge worthy. That's because the right items can
make you invisible. It's too bad, because the early possibilities seem so
great that I got intimidated by writing my first ever guide for an X game and
wondered if I would...but eventually the game turned to hack and slash. Still
there's an interesting boss and the levels have interesting semantics. But
it's not terribly balanced, and once you're through all 50 levels you
probably won't want to go back again.

Xybots came out for the Atari Lynx and Arcade and if these games were a bit
more balanced then I suspect it's a better game. I can see why it was a
prototype; it goes from too hard to too easy too quickly. Plus it
bluescreened FCEU several times in a row so I suspect it needed some
debugging too. But I still like the idea.

   1-2. PRESS RELEASE

The heroes Major Rock Hardy (Player 1) and Captain Ace Gunn (Player 2) have
the mission of infiltrating an underground base to destroy the Master Xybot.

The subterranean city is composed of convoluted mazes with locked doors
barring entry to different levels, and transporters connect these different
areas.

Hordes of the Xybot menace patrol the corridors, requiring battle to reach
the exit transporter for the area to advance to the next level.  However,
some help does exist within these narrow passages, as in the mazes are energy
pods, keys, and money credits to buy supplies from the end of each level
store.

So, are you ready to go after the Master Xybot and his ilk?  Are you man
enough to end the threat from these metal evils, ridding the universe of the
most dire threat it has ever faced?  Better grab your Laser Gun and your
Zapper, tighten up your laces, and get off running, as 50 levels await you
intrepid explorer!

Credit Source: http://www.amigagames.com/gage/x/xybots.html

 2. CONTROLS

   2-1. BASIC CONTROLS

UP & DOWN...: Moves the hero forward and backward respectively.

LEFT & RIGHT: Moves the hero left and right respectively.

SELECT......: Fires off the Zapper weapon, which depletes the Hero's total
             energy level by about 10%. The Zapper stuns enemies for a few
             seconds.

START.......: Pauses/unpauses the game.

A Button....: Fires off the hero's laser gun weapon.

   2-2. ADVANCED CONTROLS

B Button + LEFT.: While holding the B Button, pressing LEFTT will cause the
                 hero to turn and face a new direction 90 degrees to the
                 left.

B Button + RIGHT: While holding the B Button, pressing RIGHT will cause the
                 hero to turn and face a new direction 90 degrees to the
                 right.

Example
____
| ^  |
| |  | Hold B Button and then press RIGHT
|____|

____
|    |
|--> | Now facing the new direction.
|____|

Note that turning takes some time so be sure to use it cautiously. Sometimes
you may be better off running diagonally if a corridor has a slight bend than
taking all that time to turn.

 3. ITEMS

   3-1. MAZE ITEMS

Money Credit: A small, orange ball that will add an extra dollar to your
funds.  Use these to purchase shop items at the exit of each level.

Energy Pod..: These small, brown tanks will refill any lost energy you have.
50% of your bar can be refilled early on, and later it can go to 100%. Often
these are in out-of-the-way places where you may need to risk losing a life
to get to them. Obviously you don't want to get to them too soon. A quick
strategy you may note is to lead enemies to the energy pod, use a freeze
attack, and blast them. Then get the energy pod. You can go exploring and
come back later, too.

Key.........: As the name indicates, these small, metallic objects will open
a door for you, but as soon as they are used, they are destroyed.  Be wary of
wasting too many too quickly in a level, as you can run out sometimes,
especially near the end. But if you are worried, purchase some from the end-
of-level shops to cover for your Key needs, and there is usually a key for
each door in a maze.

   3-2. SHOP ITEMS

Shop items appear randomly at the end of the level, or not at all if you
can't afford them. Don't buy anything just because you feel you have to. Wait
for the right items to appear and stockpile. If you decide to use level warps,
you may get off to a rocky start, but eventually you'll get what you want.

Name: Warning Arrows
Cost: $1
Use : Whenever an enemy is nearby, the arrows will point out which direction
they are coming from.  Note that this method will often result you in turning
to face a wall, as enemies on the other side will register on your warning
system. Sometimes it also points you to goodies as well. This item can
depreciate randomly with levels completed.

Name: Second Shot
Cost: $1
Use : Purchasing these will increase the amount of shots that your character
will have for blasting apart Xybots. While it does not increase the amount of
damage any shot does, it makes you more likely to hit wavering enemies. Move
from side to side as you fire to get more range. This item can depreciate
randomly with levels completed.

Name: Key
Cost: $1
Use : These will open one door each, so having an extra one or two in hand
will make it easier for you to get through locked areas to the exit/Items.
However, these are available within the mazes as well, so collect them during
the level to get through those locked doors if you do not have any extra ones
on hand. There is usually a key in every maze for every locked door, until
the very later levels. And until then there are often doors that don't need
to be locked, so you can save up.

Name: Extra Armor
Cost: $7
Use : The extra armor will lessen the damage that the hero will take from
enemy attacks.  This effect can be improved upon through repeated purchases.
This is one of the first purchases your hero can and should make.

Name: Extra Shot Speed
Cost: $7
Use : Shots from the hero will travel at an increased rate, allowing him to
hit enemies faster and more frequently than before. This isn't strictly
useful but it can help you get through quicker.

Name: Extra Shot Power
Cost: $7
Use : Shots from the hero will pack a little bit more punch, making them more
deadly for foes that wander the labrynths. This effect can be improved upon
through repeated purchases.

Name: Extra Zap Energy
Cost: $7
Use : Instead of just stunning the robots, this power-up enables the zap
attack of the hero to damage the enemy as well. This effect can be improved
upon through repeated purchases. It saves a bit of time polishing off stunned
enemies but is not critical.

Name: 50% Energy Pod
Cost: $6
Use : This power-up will replenish half of the hero's energy meter. Handy in
a pinch if there are no pods available early in the level.

Name: Wall Mapper
Cost: $1
Use : With these in the hero's hands, he will be able to have a floor plan
for the level he is on.  This will allow him to have an idea of the layout,
making it tougher for Xybots to ambush him.  Multiple copies will assure that
the hero will not enter a level blind for a long time.

Name: Slow Enrgy Drain
Cost: $2
Use : Halves the regular energy drain that occurs from roaming and shooting,
but not the damage drain recieved from foes.  This effect can be improved
upon through repeated purchases. This may randomly disappear with each level
completed, but it's good to stock up on.

Name: Guard Mapper
Cost: $2
Use : This map enhancing device will mark off the locations of all the
regular Xybots in a maze, but it will not reveal the location of Kamikazes or
Flying Xybots. You can't get multiple copies of this, but a spare one is
always available. It's useful even with the text maps in this guide.

Name: Wide Shots
Cost: $5
Use : This will make your hero's projectiles larger, meaning they will have
an easier time making connection with the hated robotic enemy. These are not
so useful, as later on you should be able to just bash through enemies.

Name: Extra Speed
Cost: $7
Use : The hero will gain some flighty feet with this power-up, enabling him
to move at speeds that far outdistance his normal gait. This effect can be
improved upon through repeated purchases. This helps the hero to take less
"drain" damage through the course of the level.

Name: 100% Energy Pod
Cost: $10
Use : This power-up will completely replenish the hero's energy meter. It is
a better buy than the 50% energy pod if you are very low, but often you may
find it is not necessary, as there should be enough pods along the way if you
know your maps.

Name: Extra Life
Cost: $20
Use : Buy it and enjoy having an additional life to use to take down the
mighty and evil Xybot empire! Note that you can't ever have more than 6 lives.

 4. ENEMIES

   4-1. BASIC DESCRIPTIONS

Xybots - Basic drones of the Master Xybot, they come in a variety of forms.
They will come after you, firing shots and mimicking your movements.  To kill
them, let them fire, step to the side quickly, then fire a volley of shots
that will nail them as they move into position to fire off another volley in
your direction.

Flying Xybots - Much like their grounded counterparts, they try to get in
close before firing, so try to lead them into your shots to destroy them.

Kamikaze Xybots - These fast moving foes have no projectile attacks, but they
zip directly after you as soon as you are sighted.  If they get into contact
with you, they explode, removing about 25% of your energy bar.  Fire rapidly
as they approach, which will make it nearly impossible for them to zip in
close enough to explode.

Master Xybot - The ultimate baddie, it appears frequently through out the
game, trying to destroy the invaders.  It has a variety of cannons to fire
out of, which it will do as you move back and forth in front of it, firing
your own shots to destroy those cannons.  By destroying all of the cannons,
the Master Xybot will be temporarily defeated, but lose and the Master Xybot
will continue to take over the universe!

You get 10000 points for defeating the L8 Master Xybot and $15. Basically it
has five cannons but no two adjacent ones shoot at the same time, so you can
fire and step out of the way.

   4-2. ANALYTICAL BREAKDOWN

Enemy monsters come in six flavors. They can take from 1-3 hits, except for
kamikzaed. Note that if you have power-ups you don't get points for the first
few hits. No points for using the stun if it kills the monster
directly(increased zap power,) but cherry picking the monsters afterwards
works well. Monsters also can and will hit themselves, the idiots, but you
don't get points for that.

Gold monsters take one hit to kill at minimum power, green take 2, silver
take 3.

A. Kamikazes run at you and swerve once they see you, but they bounce
randomly otherwise. They are worth 500 points if you kill them but nothing if
they explode on hitting you.

B-D. Triangular Xybots can make life tough for you by running around, and
they never stay still to shoot if they line you up. But they do not do much
damage. They are pretty easy to kill if you get a square away and fire when
they are 2/3 of the way to the edge. 1000 for a kill hit + 200 for each non-
kill.

E-G. Big robots stand still and fire at you when they see where you are. So
don't shoot, let them fire, move two squares over, and they'll walk into your
line of fire. Then shoot them. 1200 for a kill hit + 300 for each non-kill.

H-J. Cylindrical tanks move a lot quicker than the triangular Xybots and are
very nasty to kill. They're more likely to get in close, when you need to
move backwards or stun them. 1300 for a kill hit + 400 for each non-kill.

K-M. Even bigger versions of E-G but they don't sit around to get hit, and
they do a bit more damage. 1500 for a kill hit + 500 for each non-kill.

N-P. These xybots float in a diamond pattern and are annoying as heck to pick
off. Stun them and move on. The time you waste trying to get the shot right
will drain you more than 10% anyway. Watch where they sink, and you may have
to move left/right to get them, but don't be scared to go in close. These
guys are also extremely nasty from the side, so you really do want to move in
and get rid of them quickly. 2000 for a kill hit + 500 for each non-kill.

 5. GENERAL STRATEGIES

   5-1. COMBAT AND EXPLORATION

Exploration is pretty simple. Keep what you don't know ahead of you at all
times. The only execption proves this rule; if you can see where you're going
on the guard map, and nothing is there, then don't worry about which way you
face.

Side to side movement is recommended if you are going to a new area. Rotate
your player so that he's facing the way he needs to view, and keep the
unknown in front. The game goes a bit faster if you move from side to side--
the NES doesn't have to calculate your player's shrinkage etc. Turning takes
so long that you want to do it in advance.

Beware of two enemies stacked together, aka shots coming from nowhere. They
can cancel each other out in the game view and you won't be able to see
either of them.

To go through a bunch of teleporters, keep stepping off and on. Teleporters
generally seem to go from bottom to top, then left to right, in the pecking
order.

You can hook around a wall pretty easily by switching diagonal movements, and
it can save some time. Often it's easier to backpedal around a wall than to
move forward and around it, but in any case, remember that when the 3-d view
changes, you've moved a square.

Often there's something neat past the end-of-level portal, so walk around it
to the other side if you have the time/patience.

Viewing the map and pausing the game to figure out where everything is can
help a long way. Planning is everything in Xybots. It can make some big
confusing levels very easy.

Diagonal movement is also a good idea if you're trying to conserve HP. It's
twice as fast each way as forward or lateral movement, because with each tick
you have the opportunity to go forward/backward one or left/right one.

Diagonal movement works great if there's an enemy behind you and you just
need to run. Zag and when a shot goes by, zig back across it. You'll avoid
things, because enemies generally only shoot when you are right in front of
them. It's easy enough to duck them when you can see them and not much
tougher when you can't.

Don't worry too much about kamikazes, and remember to hold out on healing
pods until you need them. Let's say you have 80% left, get a pod right away,
and take 20% damage. Reverse those two actions, you're at 100%. But as they
are, you've lost 20%. It's often even worth it to go deeper in the maze and
run back for the energy pod.

Sometimes monsters will start running squares around you(yes, squares, not
circles) and it's best just to stun them to get out of the way. Similarly
with general combat. If monsters trouble you at all, just hit stun. Bam.
Have a finger on the select button if you see a kamikaze flying around. They
come at you fast.
If you are near a multiple of 50000 points, and your health is low and you
have 6 lives, you can just get killed and start up and shoot a few enemies
and your extra life is not wasted--you'll wind up with a full bar of health
instead of a small one.

Shooting and moving diagonally, especially with double shots, is a big help.
You'll also want to shoot near but not at the edges of an enemy's back-and-
forth bounce. Think about it. If you're a bit out of rhythm, the robot may
bounce back into your shots.

And when in doubt or when confused, don't play Rambo. Stun your enemies and
pick them off later. You may have to move to the side or backwards or even
rotate to zap them if they are on the square edge, but it can't be that bad.
It doesn't get you the big points but it's definitely safe and will help you
survive.

Keep in mind that losing a guy isn't the end of the world and remember that
you can always buy a new guy. In fact, since each guy comes after 50000
points, a tradeoff of half your energy for 25000 points is even.

Also if a monster is behind you(i.e. your person is forward on the square and
the monster behind) just run back through him and fire. He's a sitting duck.
You'll take more damage rotating to shoot him.

   5-2. MANAGING YOUR FINANCES

Part of managing your finances is not needing a map. Through the first few
levels you can take care of that with no problem--the game is rather nice and
gives you guard arrows, trasure locations and wall maps. But these fall away
randomly when you start to need them. Still you should quickly get enough
gold to at least cope on the later levels.

One of the first things to buy is armor. That means that enemies can't hit
you for much damage and you can often bull through them. At an armor of 3 you
are nearly invincible in fights, so if you skip ahead you should be able to
take care of this pretty easily.

Other power-ups are a lot less critical and you should avoid indulging in
energy pods unless you are very low. It's worthwhile to have 5+ keys later on.
Early on you should just concentrate on picking up armor. That helps cut down
enemy damage so much that you can even stand in front of them and fire away.
With the guide maps you don't need the maps for guards etc., and you can find
extra gold pieces. After killing your first master Xybot you should be able
to get your armor up to 3, and then you can get other stats up there.

Slow energy is the best bargain--cheap and you get killed more slowly. Get
shot power up to 3 so one shot kills everything, then push zap power and
finally shot speed. Then get some second shots, and keep some in reserve.
Recharge second shots when needed and when you are flush with cash, go for
wide shots. Defeating the master Xybot is a great time to sweep through and
buy a ton of stuff. Remember that cash is limited in the game, so try to
avoid buying an energy pod unless you are really low on lives. One 100% pod
equals a power-up and a half.

 6. WALKTHROUGH

Disclaimer for the maps: they are not perfectly accurate as items/monsters
can be a square off where they should be, but if you look around, there
should be enough. Also monsters tend to move in rapidly on you so don't trust
their original locations too much.

 Ledger
#      = locked door
**     = where you start
k      = key
A-P    = monsters
[caps]
+      = energy pod(50)
=      = energy pod(100%)
1      = teleportal 1(default) to next level
2      = teleportal to lower level(+25 gold)
t      = teleportal around the level
~      = secret door. Shoot through it from anywhere.
d,e,?  = unknown, but apparently special

 Monster types
A = kamikaze
B-D = triangular monsters, bounce back and forth and follow you, low damage
 B=1 hit, C=2 hit, D=3 hit
E-G = monsters that follow you horizontally, fire when in range
 E=1 hit, F=2 hit, G=3 hit
H-J = monsters that bounce back and forth continually
 H=1 hit, I=2 hit, J=3 hit
K-M = huge monsters like E-G
 K=1 hit, L=2 hit, M=3 hit
N-P = flying Xybots, move in diagonal, drop to ground when stunned
 N=1 hit, O=2 hit, P=3 hit (STUN THEM!!!!)

Monsters tend to try to run at you except for Kamikazes, which are random
until they get close.

LEVEL 01:

+--+--+--+
|      **|
+        +--+--+--+
|        #    $   |
+        +--+--+  +
| k      |     |  |
+--+--+--+     +  +
              |F |
              +  +
              |  |
              +  +
              | +|
     +--+--+--+  +
     | 1     +   |
     +--+--+--+--+


Get the key in the DR square in the room where you start. Then open the
right-center door and there'll be an enemy beyond. Shoot him. Then turn right
and go down the corridor. There'll be gold and another enemy. Shoot him. Pick
up the pods as you're at it. After a second turn you'll be heading towards
the exit, which is a target. Step on that and you will be transported to
level 2. You should be at full health. You won't need to buy any keys, so
save your shiny gold piece.

LEVEL 02:

+--+--+--+--+--+
| 2 I  J    | 1|
+--+        +  +
  |        #  |
  +--+--+--+  +
        |C$   |
        +  +--+
        |  |
        +  +--+
        |C=  k|
        +--+  +
           |  |
           +  +
           |A |
        +--+  +
        |C  A |
        +  +--+
        |  |
        +  +
        |**|
        +--+

Here the game gets a bit trickier. The kamikaze robots will surge at you. And
you don't have energy pods to help you recover immediately. It's a good place
to use a stun(select) when they come zigzagging, but even if you fail,
there's a pod ahead. You should get a couple more coins here, but don't spend
them yet. If you are trying to get through the game quickly, or just get
oriented, you may want to skip the door to the side--and don't open it just
for fun. Save the key. You don't really have to turn in this level either.

Note here you can use the strategy of fighting ahead before retreating to get
the healing pod.

But if you just want to try your luck on a lower level and level 26(from
level 3, next) intimidates you, enter the level warp. You'll get $25 extra
cash for doing so. It will kick you to level 9.

If you want to go to level 26 via level 3, then either 1) don't open the door
leading to level 9--give up the points for killing the monsters--or 2) buy a
key at the trading post on completing the level.

LEVEL 03:

+--+--+--+--+--+--+--+
| $ E               $|
+  +--+--+--+--+--+  +
|  |              |  |
+  +        +--+  +  +
|  |        |G2|  |  |
+  +        +  +  +  +
|  |        |G |  |E |
+  +        +  +  +  +
|  |        |  |  |  |
+  +--+--+--+##+  +  +
|E$     1     +|  |  |
+--+--+--+--+--+  +  +
                 |  |
              +--+  +
              |**  $|
              +--+--+


This is a good level to recover some strength. The monsters here still aren't
tricky, but the one thing to remember is--keep to the side as you approach
the exit. That way you won't step on it and you can get the energy pod beyond
it. Now you can shoot unlock the door just ahead, if you saved the key from
level 2 and wish to warp to level 26, or you can just take the warp to level
4. But before you do so, be sure you are oriented facing north. Because your
most critical enemy is facing that way when you start, too.

In fact, this is a good time to practice turning before you get to the next
area. One square before the bend in the spiral, turn to the left.

LEVEL 04:

+--+--+--+--+
|           |
+  +--+  +  +
|H   1   |H |
+  +--+  +  +
|           |
+  +  +--+  +
|  |    $   |
+  +  +--+  +--+
|H           **|
+--+--+--+--+--+

Moving diagonally here can save a lot of grief. Go NW and fire at the enemy
in the distance. Get the coin to the left and turn to face left. Back up and
go UR and then UL and you should hit the warp. Few options here and few
places to slip, but the monsters close in quickly.

LEVEL 05:

+--+--+--+--+--+
|              |
+  +--+  +--+  +--+
|   G     A      1|
+  +--+--+--+--+--+
|F               +|
+     +--+        +
|F  A      $      |
+--+--+--+--+--+  +
  |              |
  +              +
  |       $ E    |
  +  +--+--+--+--+
  |E    |
  +     +--+
  | $ E    |
  +--+--+  +
        |  |
        +  +
        |**|
        +--+


Two ambushers here. Wait for the monsters to come over from the side and
blast them at leisure. Note there's another one around the next wall to wait
for after you go U/L. Then an ambusher around the corner. If you have gone U-
L-U-R and don't see the ambusher, rotate to your left and see if you can stun
it and the other enemy at the same time. With an energy pod just ahead this
is a good bargain. Then go forward and look north for any enemies coming your
way before heading up and right.


LEVEL 06
  +--+--+--+--+
  | $   |    =|
  +  +  +     +
  |  |A       |
  +  +  +     +
  |E    |     |
+--+  +--+--+  +--+
|E          |F   $|
+        +  +--+  +
|E$ A    |**|     |
+--+--+--+--+  +--+
     | 1   |     |
     +     +  +  +
     |      K |K |
     +     +  +  +
     |   M |    =|
     +--+--+--+--+


You start off in a hole here so I might buy an energy pod before I start this
level just in case you get too low. A stun early on will really help kill
enemies and then you can go as deep in the maze as you want--kill a bunch of
bad guys, maybe even using one stun per enemy--retreat and get the pod in the
UR, then the one in the DR, then hit the exit.


+--+        +--+
| 1|        |  |
+  +        +  +
|  |        |  |
+  +        +  +
|  |        |F |
+  +--+--+--+  +
| $ F         $|
+  +--+--+--+  +
|  |        |  |
+  +        +  +
|  |        |  |
+  +        +  +
|F |        |  |
+  +        +  +
|  |        |**|
+--+        +--+


Not a difficult level if you just go forward and take a few shots. You might
want to buy an energy pod if you are close to death. Although you get a full
recharge after defeating the boss, it takes about half of your energy until
then. Even when you know the pattern you still have to hit five cannons,
several times.

LEVEL 08:

The first boss. The plan is pretty simple: stay in front of a cannon until it
is about to fire. Keep firing until it opens, then peel off a last shot and
step to the side. Do this twice and then head for another cannon and do the
same thing. I go for the center-left, far left, center-right and far right.
Pinning yourself in the corner right away leads to trouble but otherwise it's
straightforward and you can pull back to the center when fired upon. You get
15 gold and 10000 points for killing the bad guy.

LEVEL 09:

+--+--+--+--+--+--+--+--+--+--+
| = G    | $   | =   |G      1|
+--+  +--+--+  +  +  +  +--+--+
|        |        |G |   G    |
+  +  +  +  +--+  +  +--+  +  +
|  | $|   G   $|  | $   |  |  |
+  +  +  +--+  +  +--+  +--+  +
|G    |G       |G$ G       |  |
+--+  +--+--+  +--+  +--+  +  +
|F        G      k|         G |
+  +--+  +--+--+  +--+  +--+##+
| $|**          G    | $| =| $|
+  +--+  +--+--+  +--+--+  +  +
|F        G |G        G    | =|
+--+--+--+--+--+--+--+--+--+--+

Because of the scramble/maze nature of this level you need to have a good
plan out of the box. Note that there are several energy pods, so you can
probably get away with stunning a lot of enemies and blasting them just to
get to an energy pod. Note the secret in the SE. I am not sure the $ on the
left side is worth it, but I still recommend going up to the UL and taking on
all comers. When you get low, grab the energy pod and then head diagonally DR
two squares then back UR and get a coin. On the other side of the wall to the
east is an energy block. If you've been killing off enemies effectively then
you may want to double back and get the key past any monsters left and the
energy pod--then loop to above the DR corner. From there you can go ULUR to
level 10.

LEVEL 10:

     +--+--+--+--+--+
     | $           $|
     +              +
     |A  L  A$    L |
  +--+--+--+##+--+--+--+--+
  |       =| k| $       M |
+--+     +--+  +--+  +--+  +
| t M  A # k **  k#A   $   |
+--+     +--+  +--+     +  +
  | $ M |  | $| $|    t|A |
  +--+--+  +  +  +     +  +
     |           |M     M=|
     +        +  +--+--+--+
     |M       |A     M   1|
     +--+     +        +--+
        |M$    M     M |
        +--+--+--+--+--+

If you want to get through things quickly you can just blast to the south.
Note that the keys can each open one of the locked doors N/W/E of where you
start. Get all three keys at once if you'd like, but open only one at a time
and, in fact, I think you would do well to open the left door, stun the
monsters, and get the goodies. Then take the teleport and use another stun--
remember you can use about three or four and come out equal--to take out your
enemies, recharge and pick up the gold. Note that you can teleport your way
out to save a key for later.

I can't really advocate going to the north part immediately because it
requires two stuns for kamikaze fighters in exchange for 3 gold(1/2 energy
pod.) It's too risky. But if you have the skill, or if you've just healed up
elsewhere, you can pocket two keys along the way, which can make your life
easier later. Don't be shy about using stuns as the monsters can really gang
up on you in the open areas.

So: west, stun when you see monsters, get the heal, clear the north, go back
west, teleport, stun, get the heal, teleport and go south.

LEVEL 11:

           +--+
           | 1|
        +--+  +--+
        |   O    |
     +--+  +  +  +--+
     | $   | e|O   $|
  +--+  +--+  +--+  +--+
  |     |        |     |
+--+  +--+  +--+  +--+  +--+
| =             N   $     =|
+--+  +--+  +--+  +--+  +--+
  |N    |N       |     |
  +--+  +--+  +--+  +--+
     | $   |Nd|N    |
     +--+  +  +  +--+
        |        |
        +--+  +--+
           |**|
           +--+

Your first encounter with flying Xybots, and the stun will save you no end of
troubles. They always fall *down* when you stun them, but you can't hit them
while they're up in the air. The heals are at the corners and I would
recommend, for going quickly through the level, a trip NW and NE. Ignore the
centrer--nothing there. But if you want a little extra something, NW-NE-SE-NW
gets you a full heal and some more gold.

LEVEL 12:

                 +--+
                 |**|
           +--+--+  +--+
           |   ?     L |
           +           +
           |L  M   $   |
     +--+--+  +--+--+--+--+
     |       d     e    L |
     +                    +
     |L= A      d L     A |
     +--+--+--+--+--+  +--+--+--+
     |   A    |    d     e      |
+--+--+        +                 +
| $| 1|L$  e Ld M         d    M |
+  +  +        +                 +
|M    |L   d  d| $ M   = A  M   $|
+     +--+     +--+--+--+--+--+--+
|M  M   e L  L |
+--+--+--+--+--+

Given what a large level this is, I think you may need to break it down a
little.

This is a big and potentially very confusing level. You should be able to
blast your way through to the second room, using stuns when enemies get close,
but after that it gets a bit trickier. There are a lot of enemies before the
last bit and so you may want to ignore the heal in the third room before
clearing out a few bad guys near the end. Go back to pick up the heal when
you start flashing and then return to complete the job.

LEVEL 13:

+--+--+--+--+--+--+--+--+--+--+
| t         |     |          t|
+  +--+--+  +     +  +~~+~~+  +
|B      $~  |     |  ~     ~  |
+  +--+--+  +     +  +     +  +
|  ~B$    C |     |D ~   J ~  |
+  +--+--+  +--+~~+  +~~+~~+  +
|           |    k|A     D    |
+--+--+--+##+     +##+--+--+--+
        |B          |
        +           +
        |         H |
+--+--+--+##+     +##+--+--+--+
|A          | 1   |I          |
+--+--+     +--+--+           +
|     ~     |     |         I |
+     +     +     +--+~~+--+~~+
|     ~   A |     | $     k   |
+     +--+--+     +           +
| t       **|     |   A      t|
+--+--+--+--+--+--+--+--+--+--+

The teleports go SW-NE-NW-SE-SW. And the only immediately available key is in
the SE. Your object is to get to the center of the maze, so if you want to
just pass through, step on and off the teleporter very quickly several times
in a row. In the wide open room, get the key on the diagonal and burst open a
secret door to the north.

LEVEL 14:

     +--+     +--+
     | $|     | k|
  +--+~~+--+--+~~+--+--+
  |                    |
+--+                    +
|I                 I  I |
+     +--+--+--+--+--+--+
|**   |        | $|
+     +--+--+--+~~+--+
|   J                |
+--+                 +--+
  |?        J          |
  +--+~~+--+--+--+     +
     | $|        |J   1|
+--+--+--+--+--+--+     +
|                       |
+                    +--+
|I  I           I    |
+--+--+~~+--+--+~~+--+
     | =|     | $|
     +--+     +--+

This is one of those levels where a bit of extra endurance can pay off
handsomely, or you can just blast through and hope for the best, to the SE
and E(get the money from the enclaves in the process.) If you can freeze your
opponents and shoot them up, you can get quite a lot of treasure. But if you
don't have much strength it's equally likely you'll get caught out.

I recommend if at all possible to get the healing behind the wall in the
bottom, but of course if you kill yourself in the process, it defeats the
purpose, and you don't get that much healed anyway.

Note this level is kind of neat in its design--an S that turns into a dollar
sign. I imagine once someone finds one secret door there's a compulsion to
look for a few more, especially with no treasure immediately visible.

Map for level 15:
+--+--+--+--+--+--+--+--+--+--+--+--+
|     ~ +|           |              |
+     +~~+     +     +              +
|K        K    |K     K             |
+~~+        +--+--+--+--+--+--+  +--+
| $|        |M                      |
+~~+        +                       +
|           | $    M     M          |
+        +--+--+--+     +--+--+--+--+
        | $~   **|     |
        +--+     +     +
           |     |     |K
+--+--+--+--+     +     +     +--+--+
                 |     |     |
                 +     +--+  +
      E          |L    | $    G
     +--+--+--+--+     +--+--+--+--+
     | 1               |
     +           +     +
   E |      M   $|     |F     F
+--+--+--+--+--+--+--+--+--+--+--+--+

Given the wraparound nature of the level you should see two things pretty
quickly. First that a map is only so much help, and second that the game may
just run the clock out on you. Couple this with a master xybot fight a bit
later, and it's very probable you may lose a life even with best play.

Turn right and blast the secret door for a hold and work down and to the left.
Don't go any further down, but as you go to the left, you will find a gold in
a niche. Once you do, go UR diagonally and start gunning your way to the top.
Blast the secret door to get the gold piece and then go right. But unless
you're very low, don't get the energy until you've killed the bad guys behind,
as they tend to take away a good deal of your energy. Stun as many as you can
before retreating.

Past them the map gets less cryptic but the enemies are a bit harder. There
are a few gold pieces to pick up but without power ups you may be stuck
shooting at enemies for a while.

Level 16: another master xybot. Once you win this fight it is advisable to
buy four keys with your reward money. That is because the next level has some
secret doors you don't want to miss out on. Technically, you'll only need two
keys, but four keys help you move through quickly.

LEVEL 17:

+--+--+--+--+--+--+--+--+--+--+--+
| +         |                    |
+     +     +  +--+~~+  +~~+~~+  +
|    $|A   e|  | $   |  |    k|  |
+     +     +  +     +  +     +  +
|   M | d   |  |F  F$|  |G   $|  |
+     +     +  +~~+--+  +--+--+  +
|    $|   F | t                  |
+     +     +--+##+--+--+--+--+--+
| d   |A    #  |  # 1| t         |
+     +     +##+--+##+     +     +
|   M      t| 2#  |  #     |     |
+--+--+--+--+--+##+--+     +     +
|                 | t|    k|     |
+  +--+--+        +  +     +     +
|  |     |   K  A |  |     |A    |
+  +     +  +--+--+  +     +     +
|K |A    |           |   A |     |
+  +--+--+           +     +     +
|                  M |   E     **|
+--+--+--+--+--+--+--+--+--+--+--+

(The teleportals go E-N-S-W)

This level is a good old fashioned mess. But it can get you back the guy you
probably lost in levels 15-16. Head west and watch for kamikaze guys. Hit
stun immediately if you find one. If you just want to make it to level 18,
and you have two keys, head for the teleportal but don't step in. Back up a
square, unlock left and in the new area, unlock ahead of you. Step on the
teleportal.

If you only have one key or want to get to level 26, you'll need to clear out
the NE. Step on the teleportal in the NW and in the NE area you can bask some
secret doors and get the key if you want, but it takes time. Reenter the
teleportal and reenter again immediately, facing up if possible--there's
nothing interesting here except some nasty fights. Just sidestep and reenter
and be ready to stun immediately. Then there's a locked door to the right and
to the right again which lets you drop down.

The advantage of passing to level 26 is that you get a $25 bonus.

Map for level 18:
+--+--+--+  +--+
|**     $|  | t|
+  +--+--+  +  +
|  |        |  |
+  +        +  +
|F |        |  |
+  +--+--+  +  +
|       +|  |  |
+  +--+--+  +  +
|A |        |A+|
+  +        +  +
|  |        |F |
+  +--+--+  +  +--+--+
|F      t|  | $     1|
+--+--+--+  +--+--+--+

This is much easier than the previous levels, although you may be facing up
to start, so head right immediately without turning, get the gold, and turn
around. Stun the kamikaze that comes at you and head to the center prong of
the E which has a heal. The teleport is at the bottom prong. Be prepared to
use another stun walking down the L. You'll get more healing just after.
There's another follower to shoot down. But after that it's clear sailing to
the end.

LEVEL 19:

+--+--+--+--+
|**        $|
+  +--+--+  +
|  |     |  |
+  +--+--+  +  +--+--+--+--+
|P          |  | t        $|
+        +--+  +  +--+--+  +
|    +   |     |  |     |  |
+  +--+  +--+  +  +--+--+  +
|  |  |P    |  |           |
+  +  +--+  +  +        +--+
| $|     | t|  |A     P   +|
+--+     +--+  +  +--+--+  +
              |  |     |  |
              +  +--+--+  +
              |P$        1|
              +--+--+--+--+

The only tough part here is dealing with the new monsters. Just stun the guy
below you and hit him. He's a floater that takes three hits. You shouly then
go and stun the other guy. Pick up the gold before the healing if you have
time.

In the B, head south to zap the Kamikaze. If you have a chance to buy health
here, buy it.

LEVEL 20:

        +--+--+--+--+--+--+
        | $        $|    1|
        +     +     +     +
        |     |     |     |
        +     +     +     +
        |     |A         $|
+--+--+  +     +--+     +--+
|**   |  |     |  |     |
+     +--+     +  +     +
|         A   $|  |   A |
+              +  +     +
| $       A    |  |A   +|
+--+--+--+--+--+  +--+--+

A kamikaze may be waiting for you and in fact that's all there is here so run
through quickly. The main problem here is that you may run out of stuns
before you find the health. But along the way there's almost enough gold to
buy health at the end if you need it.

LEVEL 21:

+--+--+  +--+--+
|**  $|  | $   |
+     +  +     +
|C    |  |C    |
+--+  +  +  +##+--+--+--+
  |  |  |  | +|    $| +|
  +  +--+  +  +     +  +
  |        |  |     |  |
  +--+  +--+  +     +  +
     | k|  |A  C  C    |
     +--+  +     +     +
           |C    |    1|
           +--+--+--+--+

You may be drained from the previous level, so dispatch the enemies quickly
and get the key and, after you blast through, be prepared to use your stunner
on the Kamikaze. Once you get the first heal you are home free because the
second one is north of the teleport. Which you shouldn't take until you get
the heal in the cul-de-sac. Another level that's not too tough but the clock
may run out on you if level 20 drained you too much.

LEVEL 22:

+--+--+--+--+
|**   | $   |
+     +     +
|?    |   F |
+     +     +
|G          |
+  +     +  +
| $|    $|  |
+--+--+--+  +--+--+--+--+
| $   |     | +   | $   |
+     +     +     +     +
|     |     |     |   G |
+     +     +     +     +
|           |           |
+  +     +  +  +     +  +
| +| $ G |     |F   $| 1|
+--+--+--+--+--+--+--+--+

Nothing special here. Just run through the level, getting the gold in the
niches, and you don't really even need to hold out the first energy pod in
the DL. You can just keep running around and hold out to get the energy pod
in the SE before moving on. The monsters shouldn't be that tough either.

+--+--+--+--+--+--+
|**   | $     $  h|
+     +           +
|?    |   M   $  $|
+     +     +--+--+
|L    |L    |
+     +     +
|     | $ M |
+     +     +--+--+
|     |          $|
+     +           +
|   L |L  L       |
+     +--+--+--+  +
|                 |
+                 +
|L      $        1|
+--+--+--+--+--+--+

Here you have a level which is pretty simple stupid if you just want to get
through. Head down and to the right and get out. The upper right is not
recommended as there's only something to slow down your energy drain down
there. You're taking a chance you might lose a life on level 24 if you aren't
offered an energy pod at level's end.

LEVEL 24:

+--+--+--+--+--+--+--+--+--+--+
|**    ?      $| $           t|
+              +              +
|              |              |
+     +        +        +     +
|     |                 |     |
+     +                 +     +
|    k| $    J         $| $   |
+  +--+--+--+--+--+--+--+--+  +
|              |    $| $    I |
+     +        +     +        +
|     |      I |I             |
+     +     +##+        +--+--+
|J          | $|              |
+           +  +     +        +
| t I      $| +| +   |I      1|
+--+--+--+--+--+--+--+--+--+--+

Head down(wall on right) to get this started, and once you get the key before
the passage narrows, you can head down and then sidestep to your left. At the
wall, head forward and bust through the lock for 50%. Now you can back up, go
right and down and go left to get into the teleport, or you can walk around
and pick up a few extra gold coins. The second should be your option since
you're healed now. From the teleporter in the NE just go down and clear out
the botton--don't forget the heal in the SW before going into the SE. That
should put you in position for the Master Xybot. You probably won't have to
try too hard to dodge bullets.

LEVEL 25:

Another master Xybot.

LEVEL 26:

+--+--+--+--+--+--+--+--+--+--+--+--+
|         D  A      e    D          |
+     +--+  +--+--+--+  +--+--+--+  +
|A   t   | =|    $| =| $|      **|  |
+  +     +--+     +  +--+        +  +
|  |              |              |  |
+  +--+           +           +--+  +
|    =|           |           | $   |
+  +--+           +           +--+  +
|D |              |              |A |
+  +              +              +  +
| d|   J  J  J  J |J  J  J  J  J |  |
+  +              +              +  +
|  |J  J          |         J    |Dd|
+  +--+           +           +--+  +
|D   $|J     J    |J  J  J  J | =   |
+  +--+  +--+     +  +--+     +--+  +
|  | $ J | $|    1| k| $|           |
+  +--+--+  +--+--+--+  +--+--+     +
|      D  A      e D               t|
+--+--+--+--+--+--+--+--+--+--+--+--+

This is an extremely lucrative level if you haven't skipped anything. If you
have, though, you may find it nearly impossible, because you don't have
enough power-ups. Note that there are a lot of places where you can recharge.
Use them, or hang around them until the robots start hitting you hard, then
use. At the start you can go DL, facing down, and left and then back up when
you hit the wall. Don't be afraid to retreat. There are obviously a lot of
mosters waiting to cut you down.

The teleportals are useful for getting arouind quickly. In fact I would
recommend circling the outer wall after you escape from the right room,
clearing the left room when you get to the UL(retreat completely for the two
100% heals S and E of the NW) and then continuing to circle. Finally, back in
the DR, hit the teleportal to the left room and going DR.

You can get about 30000 points if you are quick and armored enough, not to
mention several gold and a bonus key, and if you play things right, you can
walk out with full health, too.

LEVEL 27:

+&&+&&+&&+&&+--+--+--+--+--+--+--+&&+
         D | 1       A     H   $| $
+&&+&&+&&+  +  +--+--+  +--+--+  +--+
|        &  |                  H   t|
+        +  +  +--+--+--+  +--+--+--+
        &  |     | $            |
+        +  +--+  +  +--+--+--+  +  +
|        &  ~   H$|   **         |  |
+        +&&+  +--+  +--+--+--+  +  +
           | t   |              |
           +--+  +--+--+  +--+--+
           |     |              |
           +  +--+  +--+--+--+  +
           |                   +|
           +--+--+--+--+--+--+--+

Ooh, look, a secret door that leads to a long passage with...little or
nothing. You're dropped in the middle of the maze and while the quickest way
out is up and to the left, you can also head to the DR(quicker to back up and
then head forward/right) before going along the bottom and zigzagging back up.
You can take the secret door just after the teleporter, but it only has one
gold. The teleporter takes you to the other side farther away from the UL
exit, so don't bother with it.

LEVEL 28:

+--+--+--+--+--+--+--+--+--+--+
|M$|G    |    $|G    |G1 G    |
+  +  +  +  +--+  +--+  +--+  +
|     |**|   G       |G       |
+--+  +  +  +--+  +--+--+##+--+
|     |  |G |G          |     |
+  +  +  +  +--+  +--+  +--+  +
|M=|  |     |G       |G$  =|  |
+--+  +  +  +--+  +--+--+  +  +
|M       |  |G   e      |G  G |
+  +--+  +  +--+  +--+  +  +  +
|  |G       |G       |G$7  |  |
+  +  +  +  +--+  +--+--+--+  +
|M$   |M | k|G   = G       6 $|
+--+--+--+--+--+--+--+--+--+--+

Another level where you can pump up your score and money.

This level just takes a while, but again, if you turn at the right places you
shouldn't have a problem killing enemies before they find you. First, back up,
go to your left, and go forward. This will get you in position to grab the
100% healing to your left. Then you can sweep through the DL corner and get
the key to the right of that. Face right and go to your left. Shoot anyone
that appears in front of you, get the gold at the top, go back down, turn
right and go to your left. There may be a gauntlet of enemies but there's
more healing beyond that. The zigzag corridor 4U provides another healing you
don't need yet. Bust through the door on the right side and take out the
enemies before getting that.

LEVEL 29:

+--+--+--+--+--+--+--+
|**        $ N      k|
+--+--+--+--+--+--+  +
        |  |P   1|  |
+--+--+--+  +##+--+  +--+
| t         |  |P      $|
+--+  +--+  +  +--+  +--+
  |  | $#P |    $|Pt|
+--+  +--+--+  +  +--+
|P  P   =|  |P |     |
+--+  +--+  +--+  +  +--+--+
  |P          |P |P       |
  +--+--+  +  +--+  +--+  +
        |P |  |P  P   $| e|
        +--+  +--+##+--+  +
        | $      | =|  |  |
        +--+  +--+--+  +  +
        |P  Pe  k|      N |
        +--+  +--+  +  +  +
        | k P    | t|P | $|
        +--+--+--+--+--+--+

A bunch of teleports flip you around here. First you can just stun your
enemies and pick up a key and some gold. The teleport kicks you to the left,
where you have some more flying Xybots to fight if you want. The west is
optional, but it does have some nice goodies including a heal. There's a
recharge and, at the end of this whole mess, some keys too. See how many
enemies you can stun-and-gun before healing up.

From the west a teleport takes you to the south. 1U2RD(backpedal) and go up
and left. At the T you can go south and a heal is behind the door. Again
there are a lot of flying xybots ahead to take out so stun them and shoot
them down before coming back. Then N/NW you have the passage to a door that
guards the next level.

LEVEL 30:

  +--+--+--+--+--+--+--+
  |G    | $      |
+--+--+  +--+  +  +--+
|  |**       A |M | $|
+  +  +--+  +--+  +  +--+
|M    |   M |     |  | =|
+  +--+  +--+  +--+  +  +
| $    G    |G     M    |
+--+--+--+  +  +  +  +  +
|  |           |M$|M |M |
+  +  +--+  +--+--+  +--+
|G  M |   A  M |   G   $|
+  +--+  +--+--+--+--+--+
|     |  | t   |        |
+  +  +  +--+  +  +--+  +
| $|  |M=|      G |   M |
+--+  +--+  +  +--+  +  +
  |    t|M |M      $| =|
  +  +--+  +--+  +  +--+
  |M   =|G     A |M   1|
  +--+--+--+--+--+--+--+

This level is less forgiving than the previous ones. It doesn't have the
immediate healing that others do. But you can still get going pretty quickly.
It's best to head down, first left then right, and you can see the heal at
the bottom of the area(D L D 3R 2D L 2D.) Then 2U R U 2L D L 2D ($1) U R 3D R
L U R to the teleport. From the teleport push right and then down for the
next heal, then UL D DR to get to the level exit.

You can speculate in the NE if you want, but that's too much time for me, for
just 3 gold pieces. Unless you really need a power-up, don't bother.

LEVEL 31:

+--+--+--+--+--+--+--+--+--+--+--+--+
|        |     | $   |A  M     A   $|
+  +--+  +     +     +--+  +--+--+--+
|M |M    |     |    =|     |        |
+  +  +  +--+  +  +--+  +--+  +--+  +
|  |  |    t|  |A  G     M |G  A | $|
+--+  +  +--+  +  +--+--+  +--+  +--+
|    =|     |  |   A              G |
+  +--+--+--+  +--+--+--+--+  +--+  +
     |        |**       A    |    t
+--+--+        +--+--+--+--+--+--+--+

        +--+--+--+--+
        |   A    | t|
        +  +--+  +  +--+--+
        |G  A       | $   |
        +  +--+  +--+--+  +
        |   A    | $      |
  +--+--+  +--+  +--+  +  +
  | 1 G           M    |  |
  +--+--+--+--+--+--+--+--+

A two-part level, but don't let that fool you. There's an ambusher right away
and a healer in the UL so as soon as you clear out the area to the right,
head for them, unless you want to clean out the UR as well. When you hit the
teleporter(you need to step out and step back on if you go to the nearest
one) watch out for the ambushers--be sure to face left and go to your left.
There's some gold to the right and it isn't well guarded, so unless you're
really low, pick it up and  get out.

Note that due to the wraparound you can find some marginally cool stuff to
the far right of where you are. Another healer and a few monsters.

LEVEL 32:

+--+--+--+--+--+--+--+--+--+--+--+--+
| =|   G         1|     |           |
+  +  +  +  +--+--+  +  +  +--+--+  +
|   G |  | $|G     G |  |G |    $|K |
+  +--+  +--+  +--+--+  +  +  +--+  +
|M    |G      d|   G    | d G  G    |
+--+  +--+--+  +  +--+--+  +--+--+--+
| $|G      $|  |           |        |
+  +  +--+--+  +  +  +  +  +  +--+  +
|  |A      $|A  G |  | $|A  G   $|  |
+  +--+--+  +--+--+  +--+--+--+--+--+
|G  G  A    |   G$|G        G=      |
+--+--+--+--+  +  +  +--+--+--+--+--+
              |G       |G        G
+--+--+--+  +--+  +--+  +  +--+--+--+
| = L   d         |** M      d      |
+--+--+--+--+--+--+--+--+--+--+--+--+

Again all sorts of stuff here and the first order of business is to sort out
where to go. There's a healer UR UL 3R and so if you're low from the previous
level, drop in there. You have another one in the DL to retreat to later. The
main action is in the UL although the UR has some hard earned gold. You can
head for the UL corner and a heal and if you have energy left over, blast
south of the heal for gold and points. The tetleporter is actually easier to
get to than the 100% pod, but you might as well linger to see what you can
get beforehand.

LEVEL 33:

+--+--+--+--+--+--+--+--+--+--+--+--+
| 1   | $   ~     ~G   =~ $         |
+     +     +     +     +           +
|G  G |G    ~G    ~     ~M     M  M |
+--+##+--+~~+~~+~~+     +~~+~~+~~+~~+
#     |     |    k|G  G |     |    $#
+     +     +     +     +     +     +
|G  G |   G |     |     |G  G |M    |
+--+--+~~+--+     +~~+~~+~~+~~+~~+~~+
     | =    M$         | $   ~
     +                 +     +
     #M  M     M  M    |G    ~M  M
+~~+~~+~~+~~+--+--+     +~~+~~+~~+~~+
|     |     |    $|M   $      |     |
+     +     +     +           +     +
|G   $|G    ~G    |M          |G    |
+--+--+     +--+--+~~+~~+     +~~+~~+
     ~   G |     ~     |       k  k
     +     +     +     +
G  G ~G    ~G    |G    ~       k **
+--+--+--+--+--+--+--+--+--+--+--+--+

All these 2x2 rooms and all these secret doors. Which are worth it and which
aren't? You have to get to the UL but it is not clear what the cleanest way
to do that is. Note that there is a 100% pod just around, and you may only
need a few stuns to get there.

Let's break the map down into room compartments and see how to get around.

fhgbcc
ei1bad
611196
754118
153211

From area 1 you may blow open other doors by accident, but the quick way to
get through is to use the key in the UL to get to room 6 and then fire at the
north walls. Enter area d after blasting some walls down and head east to e
then north to f, taking out enemies as you go.
However the scenic route would entail a trip through b to get re-healed.
There's some good treasure after that in rooms c and d. The DL isn't as
lucrative but it's worth a look if you're flush. The main problem with this
level is figuring where and how to get places but I hope this map renders
that irrelevant.

LEVEL 34:

+--+--+--+--+--+--+--+--+--+--+--+
| =   |   **|M     M      $|    $|
+  +  +     +  +--+  +--+--+  +  +
|  |        |     |        |  |A |
+  +  +--+--+--+  +--+  +  +  +  +
| $|     |        |M  A | =   |  |
+  +--+  +  +--+  +  +--+--+  +  +
|M |     |  |M      d|M     M |  |
+  +  +  +  +  +--+  +  +--+--+  +
|     |M |  |     |  |     | $ K |
+  +  +  +  +--+  +  +--+  +  +--+
|A$|  |M  M |     |    =|  |     |
+--+  +  +--+  +--+  +  +  +--+  +
|M #M |    $|  | $|  |  |    $   |
+  +  +--+  +  +  +  +  +  +--+  +
| $|  |M    |  |   Md|   A |   M |
+  +  +  +--+  +  +  +  +--+  +--+
| $|  |   M |M    |M |  |M  M | 1|
+  +  +  +  +  +  +  +  +  +--+  +
| $|K  A=|     |A |   M |   M    |
+--+--+--+--+--+--+--+--+--+--+--+

Note the 100% pod to your left and see how far along you can get in the maze
without it. Mine the left side for gold pieces and once you've covered that
you can work your way right. If you just want to get out you should be able
to go along the bottom, heading as far up as you need and going back down.
Just face right and it'll be OK. The other 100% pod in the center-right
doesn't always seem to be there, but you can just hit the edge, head DL, and
go right. Again the abundance of pods should offset the monsters and you
should be able to clear the whole maze out; however, it's easier just to
snare what's on the left and blast through everyone else. By now you should
have enough armor to plow through them all.

LEVEL 35:

Another master Xybot, but you should really be pumped and practiced by now.

LEVEL 36:

+--+--+--+--+--+--+--+--+--+--+--+--+
| 1 G      $|G  G               k M |
+  +  +--+  +--+  +~~+  +--+  +--+  +
|  |   A    | $|  | $|    = A | k|  |
+  +--+##+--+  +--+  +--+  +--+  +##+
|  |M       |  |A       |A ~  #M    |
+  +  +--+--+  +  +--+  +--+  +  +--+
|  |         M   $            |A | $|
+  +~~+--+--+~~+--+--+  +--+  +--+  +
|M       |A       |**     k G  A    |
+  +--+  +~~+--+  +--+--+  +--+~~+--+
|A |M    | $~ =|      A    |       k|
+--+--+--+  +  +--+  +--+##+  +--+  +
|      A    |A    |  | $    G  A    |
+  +--+~~+--+--+  +  +--+--+--+~~+--+
|  | $ G        Mk~  #      M+     k|
+  +--+--+##+--+--+  +--+  +  +--+  +
|G     G        A    | $ G |A  A    |
+--+--+--+--+--+--+--+--+--+--+--+--+

The simple way: go right, get the key, UL, L all the way, UR and UL to get
out of this level. But you can use the secretdoor in the UR to find a heal.
There's one in the corridor where you go left, too, and it leads to another
heal behind two more secret doors. The DR seems to be using a key to get
another, but--hey presto, another secret door.

LEVEL 37:

+--+--+--+--+--+--+--+--+--+--+
|     | $ L       | $|**      |
+  +  +--+--+--+  +  +--+--+  +
|  |       1|     |L       |  |
+  +--+--+--+  +--+--+--+  +  +
|  |        |  |        |  |  |
+  +  +--+  +  +  +--+  +  +  +
|L  L |  |  |  |  | $   |  |  |
+--+--+~~+  +  +  +--+--+  +  +
|    $|     |  |  |        |K |
+  +--+  +--+  +  +  +--+--+  +
|L    |  |   L    |  |     |  |
+--+  +  +  +  +--+  +  +  +  +
|     |  |L |L       |  |  |  |
+  +--+  +  +  +--+--+  +  +  +
|L          |L          |   M |
+--+--+--+--+--+--+--+--+--+--+

Another tough maze and fortunately it's linear enough. At the 4-way
intersection, head left. Then head up at the T and circle around. The dead
ends contain gold that it takes too long to collect. With nothing resembling
healing you'll want to just get in and get out.

LEVEL 38:

+--+--+--+--+--+--+--+--+--+--+--+--+
M    | $      | t     $      | $
+  +--+  +--+  +  +--+~~+--+  +--+  +
|        |   M |  | $ G    |G    |G |
+  +--+  +  +  +  +--+--+  +  +  +--+
  |A    | =|   G |           | $
+  +  +--+  +--+  +  +--+  +--+--+  +
|        |A    ~  |      M |G       |
+  +--+  +--+  +  +  +--+  +  +--+--+
Gk|      M    |A  G    | $ A
+--+  +--+--+  +--+--+  +--+--+~~+--+
    $|**             G | = M
+  +--+--+  +  +--+--+--+  +--+--+--+
|A    ~     |          $|   A      $|
+  +--+  +--+  +  +--+--+--+--+~~+  +
~G    |  |G    |  | t       G       ~
+  +--+  +  +--+  +  +--+~~+~~+--+  +
G    |G       |    k|    $        e
+--+  +--+--+  +  +--+  +--+--+--+
     | 1 G # =|      G  M      $|A
+--+--+--+--+--+--+--+--+--+--+--+--+

If you are willing to waste a key, or you bought one on the previous level,
this one is treally easy. Note that 2R2ULU you have a full heal. Also there
is a key DR D DR of the 4-way intersection, and if you go back UL-UL and
down-ish you can get a full heal before using the key to get out. Not much
else to do here except collect gold pieces--there are some secret doors and
another full heal but it's a bit arduous.

From here on out there don't seem to be nearly as many keys, so you may want
to buy 7 or so the first chance you get instead of another powerup, of which
you should have enough already. You probably want to keep 5+ keys since often
you won't be able to buy them.

LEVEL 39:

+--+--+--+--+--+--+--+--+--+--+
| 1 O  P  O  N               =|
+--+--+~~+  +--+--+--+--+  +--+
|   O   $|           |       $|
+  +--+--+  +  +--+  +  +--+--+
|O          |  | = O |   A | $|
+  +--+--+--+  +--+--+  +  +  +
|     |     |O       |  |     |
+  +  +  +  +  +--+  +  +--+--+
|  |N    | $|     | $   |     |
+  +  +--+~~+--+  +--+--+  +  +
|  |          =|           |  |
+  +  +--+  +--+--+--+  +--+  +
|Pt|     |O     O       |   O |
+--+--+  +--+--+  +--+--+  +--+
|O       |N     O      t|     |
+  +--+--+  +--+--+--+--+  +  +
|      O | $ O             |  |
+  +  +  +--+--+--+--+~~+--+  +
|  | $|       =|**           $|
+--+--+--+--+--+--+--+--+--+--+

A bunch of annoying flying Xybots and the quickest way through is 2U, UL, UR,
UL, DL, L, UL UL U UR DR L for the heal. Then you can blast through the top
with stuns--take out the enemies guarding the portal to the next level before
getting the healing in the UR and then there are two gold lyting around, too,
if you want them. The rest is doable because there are other heals but it
takes a while.

At the end of the level, you may want to get two keys to avoid the teleportal
mess of level 40. In fact it's vitally important to have at least one key
before starting level 40, or you will not be able to advance further.

LEVEL 40:

  +--+--+     +--+--+--+--+--+--+
         M  M    |M      t|
  +--+--+--+     +  +  +--+--+--+
  | t|A    |     |  |M |     | t|
  +  +  +--+--+--+  +  +     +  +
  |     | t      |M    |G       |
  +     +--+     +--+  +  +--+  +
  |   M |G     A |**   | $ G    |
  +     +--+--+--+--+##+--+--+--+
  |M   =|L          |        | t|
+--+--+--+--+        +  +  +  +  +--+
|G    | t| t    L   =| t|  |  |    $|
+     +  +--+--+--+--+--+  +  +--+  +
|G$      |     #    $   |G  G |     |
+--+--+--+     +     +  +     +     +
|M       |     |G    | t|M$   |G  A |
+     +  +     +--+--+--+--+##+--+--+
|G    | t|G=   | t   |G   1      |  |
+--+  +--+--+--+--+  +           +  +
  | $| t|     |   M |G        G |
  +--+--+     +--+--+--+--+--+--+

       c
b        a
  9

         8
 76   5

      4
 3  2
 1

The teleportals go from 1 to 2 to etc...in other words, you search left for a
new teleportal, then go up and search left again. That makes the way through
a little clearer. If you have a couple of extra keys, then you can just bull
through the door on your right at the start of the level, head left and go
down to a room with the portal to the next level.

There are however ample opportunities to pick up heals. Other rooms and
teleportal areas are of varying usefulness. They're outlined below.

1: can only go to 2
2: 1 fight
3: 2 enemies, 1 gold coin, not worth it
4: heal behind a locked door
5: close to the exit, linked with c
6: two enemies to fight to get a heal, recommended
7: 2 enemies, 1 gold coin, not worth it
8: 2 enemies, 1 gold coin, not worth it
9: 2 enemies, not worth it
a: 2 enemies, 1 gold coin, not worth it
b: 3 enemies, 1 heal, possibly worth it
c: use this to get out quickly. You can teleport c-1-2-3-4-5 if you don't
want to waste a key.

So you may want to get on one teleporter and continually sidestep until you
get to location 6(face right so you know when--you'll look out onto a big
room) and then you can sidestep some more to get back to position 5 and bust
through the final door.

LEVEL 41:

+--+--+--+--+--+--+--+--+--+--+
|            G          | $   |
+  +--+  +--+--+--+  +  +--+  +
|  |G  L |        | $|   G    |
+  +  +--+  +--+  +--+  +--+--+
|G | + G    |   G | $   | =   |
+  +--+--+--+  +--+  +  +  +  +
|M |A      $|   A    |G  A |G |
+  +  +--+--+  +  +--+--+--+  +
| 1|G          |  |G$         |
+--+--+--+--+  +  +--+--+--+--+
|G         $ G |K     G       |
+  +--+--+  +--+--+--+--+--+  +
|G | $   |        |           |
+  +--+  +  +--+  +  +--+  +--+
|G       |**   |G=|     |G  A |
+  +--+--+--+  +--+  +  +--+  +
|G  A      $|G     G |  |G$   |
+--+  +--+--+--+--+  +  +--+--+
| = K              G  G  A   $|
+--+--+--+--+--+--+--+--+--+--+

This is a good level for looting. You have a heal near where you start,
another in the DL, and another in the UR. The exit is in the UL and while you
can go directly there it's worthwhile just to poke around into all the dead
ends. Monsters will tend to run to you, which makes it easier to dispose of
them quickly and get on with business. As for order I would recommend going
into the DL first unless you're really low--in that casem wait around the
center. Then sweep UR and to the left. There's a 50% pod just before you
leave that you will want to pick up, too.

LEVEL 42:

+--+--+--+--+--+--+--+--+--+--+
|   G      k| $    M     A   =|
+  +--+  +--+--+  +--+  +--+  +
|A  M  G     G      $|   G  G |
+--+~~+--+--+--+--+  +  +--+--+
|        |   G    |  |  |     |
+  +--+  +  +--+  +  +  +  +  +
|G |?$|G  G    |   G |A  G |  |
+  +  +--+--+  +--+--+--+--+  +
|G    |**             G     G |
+--+  +--+~~+--+--+--+--+--+##+
|   G |   G   $|      K      =|
+  +--+  +--+  +  +--+--+--+  +
|   G   =|   A | $ M       |  |
+  +##+--+  +--+--+--+--+  +  +
|A |M    |M    |      M    |Mt|
+--+--+  +--+  +  +--+--+--+--+
| $ M  M | t|G     L         $|
+  +--+--+  +--+--+--+  +--+  +
| $| $ G        M       | 1 G |
+--+--+--+--+--+--+--+--+--+--+

A very straightforward level if you have an extra key: go right, enter the
locked door below, get the heal, enter the teleporter, head right to the wall,
go DL and you're out.

But you can specilate if you wish, going through the long loop through the
top instead of opening the door below. Then you can go off to th e left. But
given the convoluted maze it's probably more convenient just to take the door
and teleport quickly. There's two gold there which should recompensate you
for the key you used at the next trading point.

LEVEL 43:

+--+--+--+--+--+--+--+--+--+--+
| $ K        K   $| = A  G    |
+--+--+  +  +--+--+--+--+--+  +
|        |   M  M    |   M    |
+  +--+--+  +--+--+  +--+--+  +
|  |         M | $|         M |
+  +  +  +--+  +  +  +--+  +--+
|G |  |M   $|  |M    |       $|
+  +  +--+--+  +--+--+  +--+  +
|A=   |**      #        | 1|  |
+--+--+--+--+  +  +  +--+  +  +
| $|           |  |A$|     |  |
+  +  +--+--+  +  +--+  +--+  +
|      M    |G |M    |  |   M |
+--+--+--+  +--+--+  +  +  +--+
|           |   M    |   G    |
+  +--+--+--+  +--+--+--+--+  +
|M | =|     |           |     |
+  +  +  +  +--+  +  +  +  +--+
|G       |M      $|A=|M  M   $|
+--+--+--+--+--+--+--+--+--+--+

The UL corner provides good spoils for the monsters you have to face, and you
should have plenty of health from the 100% pod in level 42, so poke around
there. When you're done you can go to the UR, which has healing and gold too,
and though the DL might be too long of a trek, you can poke around in the DR
before entering the portal to level 44, which is located in that zigzaggy
corridor in the right. You can of course hook around the licked door, and in
the interest of conserving keys, you probably should.

LEVEL 44:

+--+--+--+--+--+--+--+--+--+--+--+--+
| $    M           M      t# = A    |
+  +--+--+--+  +--+--+--+--+--+--+  +
|A  G       |   G         1|        |
+  +--+--+  +  +--+--+--+--+  +--+--+
|      M |  ~    $~   G |   M ~    $|
+  +--+  +  +--+--+  +  +  +--+  +  +
|    $|  ~G |A       |     |M    |A |
+  +--+  +  +  +--+--+--+--+  +--+  +
|  ~     | +|        | t      |     |
+  +  +--+--+  +~~+  +--+  +--+  +--+
|M |     |     |**|     |    =|   M |
+--+--+  +  +--+  +--+  +--+--+  +  +
|M        M | $|     |   G      $|  |
+  +--+--+--+  +  +  +--+--+--+--+  +
|      G     A |  |       $  e    M |
+--+--+--+--+  +  +  +--+--+--+--+##+
|   M          |  |    $| $      | =|
+  +--+  +--+  +  +--+  +  +--+  +  +
|M    |    $|   G |   G    | t M |  |
+--+--+--+--+--+--+--+--+--+--+--+--+

This floor has a lot of secret doors including one behind you. But for the
quick way out, it is actually not as convenient as going DR-D-DR-DR-UR-DR-L
to the teleportal, which gets you some gold. Then you can sidestep and
reenter the next teleportal, unlock the door to the right, and get a full
heal. Hook L-D-R and exit.

But if you want to collect a bit more then you can explore DL a bit for a
couple gold, then take the door above/behind you and go U-DR-DR-R and up and
around. Sweeping to the left is not so bad as there are a lot of secret doors
lined up. Some treasure in the UL as well but the rest is somewhat harder to
get to.

LEVEL 45:

  +--+--+--+--+--+--+--+--+--+
  | t| $     d L      d      |
+--+  +--+  +--+~~+--+--+--+  +
| $|  |     | =|   G    | $ L |
+  +  +  +  +  +  +--+  +  +--+
|   G    |  |  |M    | 1|A    |
+--+--+--+  +  +--+  +--+--+  +
| $|      M #M           G    |
+  +  +  +--+--+--+--+--+~~+##+
|M    |     |        |G       |
+--+--+--+  +  +--+  +  +--+  +
| $      |G   $|**|A |  |M$   |
+  +--+  +--+--+  +  +  +  +--+
|G    |G           M    |M    |
+--+  +  +  +--+--+--+--+--+  +
|     | =|M     M      $|M    |
+  +--+--+--+--+--+--+  +  +--+
|L               $|A         t|
+--+--+--+  +--+--+  +--+--+--+
     | $ G  L         =|
  +--+--+--+--+--+--+--+--+--+

This level has goodies lined in a row, so go for it.

There's a 100% pod just to the left in a niche so it's advisable to follow
the path that way. It will wind around a bit but there are some more niches
with gold, just off to the side, before there is another 100% pod and then a
teleportal. That kicks you to the UL where a gold is DL and another is in a
niche to the left after you hit the tip. Then face south and go to your left-
-the screen's right--and blast until you see a secret door. You can go DR
from there to get to the next level or, if you really need healing, go
D/DR/L/UL/U and back. There's not much else to do. Because the next level is
a master Xybot level you don't have to be at 100%.

LEVEL 46:

Another Master Xybot fight. You should know what to do by now. You've long
since had enough armor just to sit in front and knock off the guns one by one.

LEVEL 47:

+                          +--+     +
|                          | $|     |
+--+--+--+--+--+     +--+--+  +  +--+
M  M         =|     |M   t M |  |
+--+--+  +--+--+--+--+        +--+--+
M    |              |M  M  M |   M
+--+  +--+--+  +--+  +--+##+--+  +--+
  |       =| $    M  M     M    |
+  +--+  +--+--+--+--+--+--+--+--+  +
|    $|G           **             M |
+  +--+--+  +--+--+--+--+--+  +--+--+
|              | $    G |         G |
+--+  +     +  +  +  +  +        +  +
     |G    |   A |  | =    G    |G
+--+  +--+  +  +  +  +--+  +  +--+  +
|   G | $   |  |   G     G |     |  |
+  +--+     +  +  +  +--+--+--+--+--+
| =    G     G    |  |    + A  G   2|
+--+--+--+--+--+  +  +  +--+--+--+--+
              | t     1|
              +        +  +--+

To get out, just go hard left and--if you need it, L/UR for full healing--
then DR a bunch. You can go UR to get to a 50% pod and there is a teleportal
in the dead end, but it leads back to level 10. And then you'd miss the fun
of the last few levels.

Heading L and then UL and following that passage will get you lots of ponts,
some gold and another heal, but it does lead into a long dead end and thus
for practical considerations it's a very bad thing. You'll notice some gold
you can snipe by taking a step or two away from the suggested path, so why
not try for it if you'd like. This can be a very quick level though. Oh--and
the teleporter just leads to a big old fight with a bunch of enemies, and one
gold. You probably don't want/need the points by now.

LEVEL 48:

  +--+--+--+--+--+--+--+
  |P= P |        |    =|P
  +     +        +     +--+--+
  |A  P          |           |P  P
+--+     +        +           +--+--+
  |     |P      $|P          |P
  +--+--+  +--+--+--+--+  +  +
              |     |     |  |P   $
  +           +     +     +  +
  |    $      |     |     |P     P
+--+--+     +  +--+--+     +--+--+--+
|     |     |   P          |        |
+     +     +        +     +        +
|   A  P    | $ ** P |P   $|P       |
+     +--+--+        +--+--+     +  +
|     |P             |           | =|
+--+--+     +--+--+  +     +     +--+
     |        |P  P   $   |P    | 1
     +        +           +  +--+
P     P   $   |A          |   P
  +--+--+--+--+--+--+--+  +

Lots of open rooms here make you spoilt for choice, and with all the flying
Xybots you'll be using your stun a bit. The rooms UL-to the wall and UR-then
UL a bit from your starting point have 100% pods, so---UL annd the way(going
through a narrow passage to th e north,) then back, then you can go DR more
and UR near the bottom, and down at the right edge. U-DL-DL-DR-UR to the exit.

For a really quick exit just go DL to the wall, L, and you'll see the gate in
front of you. You'll want to have 50%+ energy for level 49 so buy an energy
pod if you don't want to lose a life.

LEVEL 49:

+--+--+--+--+--+  +--+--+--+--+--+
| $ N        **|  |         O    |
+  +--+--+--+--+  +  +--+--+--+  +
|  |              |  | t| $| 1|  |
+  +              +  +  +--+  +  +
|N$|              |O | =| $~  |  |
+  +--+--+--+--+  +  +--+~~+--+  +
|              |  |   P    # $ O |
+--+--+--+--+  +  +  +--+--+--+--+
           |  |  |  |
           +  +  +  +
           |N |  |  |
+--+--+--+--+  +  +  +  +--+--+
| t P ~N       |  | t|  | k  t|
+--+--+--+--+--+  +--+  +--+--+

Ooh, look at all the teleports. The first part is obviously completely linear.

Map for level 50:
  +--+--+--+--+--+--+--+--+--+--+
  |    $  $  $     $  $  $      |
  +  +--+--+--+  +--+--+--+     +
  |A  D  D     A  D  D     A  A |
  +     +--+--+     +--+##+     +
  |   D | $  $|   D | $  $|     |
+--+     +     +     +     +     +--+
|  |     | t  $|     | 2  $|     |  |
+  +     +--+--+     +--+--+     +  +
|  |                             |  |
+--+                             +--+
  |                             |
  +     +~~+~~+~~+~~+~~+~~+     +
  |     |  |  | t|**|  |  |     |
  +     +--+--+--+--+--+--+     +
  |   J |  |  |J |J |  |  |     |
  +     +~~+~~+~~+~~+~~+~~+     +
  |J      k B     B        J  J |
  +                             +
  |   B     B  B  B  B  B       |
  +--+--+--+--+--+--+--+--+--+--+

Cute. A robot face. Sort of reminds me of "Robot World" in the lamentably
too-soon-over Interplanteary Spy gamebook series. Where you don't fight a
boss, but get to knock the baddie's teeth out or something and gouge money
from his eyes and stuff. Yeah! Yeah!

There's no bonus extra special Xybot here, just 25 gold if you win. In fact,
this level is rather easy if you have a key. Turn around(you face south to
start) and blast the secret door, go forward into the wall, turn around, go
to the left, open the door, get the gold, and enter the portal.

Of course if you need a key then you will want to keep your back to the wall
as you circle left, down and right. Fortunately the monsters are pretty easy,
if numerous.

If you're feeling lucky there are two places to grab gold: the teleporter
east of where you started leads to 3 free gold, and the top row has a lot too.
But you risk running down your health meter. And you don't need much unless
you want to play the game indefinitely and run up the score.

By the time I got through level 50 I found the faster pace the second time
around to be welcome indeed.

 6a. LEVEL TRANSPORT SUMMARY

If you go to the lower of two levels you get a $25 cash bonus, which is a lot.
It can buy you a ton of armor. For completing the Xybots loop you get a bonus,
too.

1: go to level 2
2: go to level 3, or to level 9 behind locked door
3: go to level 4, or to level 26 behind locked door
4-16: go to next level
17: go to level 18 behind one pair of locked doors, or 26 behind another
50: go to level 1, with $25 bonus
17: go to level 18
18-46, 48-49: go to the next level
47: go to level 48, or go to level 10 in the dead end
50: go back to level 1, faster and tougher.

 7. CHEATS

 These cheats are only confirmed valid for FCEU save states and memory
locations. However, if you wish to try them for other emulators you may wish
to look for similar lumps of memory--the memory should translate across
machines, but FCEU may have a different length header for its states than
other emulators.

The delta between memory and the save state is 0x54. We also differentiate
between the high nibble and low nibble. That just means that if you want to
get 1 of an item with high nibble, put in 10. If you want 1 of an item in a
low nibble, put in 1. You can have a value in both the low and high nibbles.

 To edit a memory value in FCEU, (as of version .98,) go to NES: Cheats: and
type in a name. For player 1 keys you might type FIVE KEYS for the name, 197
for the address and 5 for the value. This will give you five keys if you have
a + by the FIVE KEYS name. You can disable the cheat later if you want but
otherwise you'll be frozen with five keys for a while.

 You can edit the save states with any binary editor. There are plenty out
there. I prefer to use the freeware AXE 2.1(search for AXE21.ZIP) or
Microsoft Visual Studio C++ 6(open the file as BINARY) but this shouldn't be
too hard with any hex editor. I'm sure you can find one that fits your style
and needs.

                | Save state | Memory
-----------------+------------+-------
P1 extra speed   |  1d8(low)  | 184(low)
P1 extra armor   |  1d8(high) | 184(high)
P2 extra speed   |  1d9(low)  | 185(low)
P2 extra armor   |  1d9(high) | 185(high)
P1 shot speed    |  1da(low)  | 186(low)
P1 shot power    |  1da(high) | 186(high)
P2 shot speed    |  1db(low)  | 187(low)
P2 shot power    |  1db(high) | 187(high)
P1 slow drain    |  1dc(low)  | 188(low)
P1 extra zappower|  1dc(high) | 188(high)
P2 slow drain    |  1dd(low)  | 189(low)
P2 extra zappower|  1dd(high) | 189(high)
P1 2ndshot       |  1de(low)  | 18a(low)
P1 # lives       |  1de(high) | 18a(high)
P2 2ndshot       |  1df(low)  | 18b(low)
P2 # lives       |  1df(high) | 18b(high)
P1 warning arrows|  1e0(low)  | 18c(low)
P1 level maps    |  1e0(high) | 18c(high)
P2 warning arrows|  1e1(low)  | 18d(low)
P2 level maps    |  1e1(high) | 18d(high)
P1 item mapper   |  1e2(low)  | 18e(low)
P1 guard mapper  |  1e2(high) | 18e(high) must be set to 1
P2 item mapper   |  1e3(low)  | 18f(low)
P2 guard mapper  |  1e3(high) | 18f(high) must be set to 1
P1 life          |  1e6       | 192
P2 life          |  1e7       | 193
P1 $(hex value)  |  1e8       | 194
P2 $(hex value)  |  1e9       | 195
P1 # keys        |  1ea       | 196
P2 # keys        |  1eb       | 197

Note that you can set your life to 255 in a cheat, but it doesn't really
matter if you go overboard. Also if you set your life >100 and you get a pod,
you're bumped down to 100. Setting your life force to 255 or 100 in memory
should let you coast through the game, as should giving yourself a fixed 2+
lives. (Not sure about the check if you just have 1 life.) Also set 18c/18d
to 11 hex(17 decimal) so you are always aware.

End of FAQ proper

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

 7. VERSIONS

1.0.0 sent to GameFAQs 12/09/2005 with maps to follow soon. Should be mostly
complete.

 8. CREDITS

Thanks to CJayC as usual for such a great site and, though I hate to admit it,
the people who write for more popular games so that these old school FAQs can
be hosted for free.
Thanks to Adam Lamontagne and lost-levels.org for offering us the ROM dump
image and waiting patiently for the results of our fun, uh, toils. And for
his encouragement with other games.
Andrew Schultz thanks Brian Sulpher for his patience throughout Andrew's Big
Life Changes(tm) which were even more important than writing a guide with a
fellow NES FAQer he respects very much. Plus the usual GameFAQs gang. They
know who they are, and you should, too, because they get some SERIOUS writing
done. Good people too--bloomer, falsehead, Sashanan, lisanne, Masters, Retro,
Snow Dragon/Brui5ed Ego, ZoopSoul, and others I forgot.
Brian Sulpher thanks Andrew Schultz for keeping at this FAQ, showing (from
one old goat to another) that two feebs in a young man's game can still crank
out a very sweet piece of FAQ!
Thanks to the folks in the NES completion project for keeping the torch alive,
chipping in, working on COMPLETE TOPIC NUMBER three, and thus making us feel
like we're not just doing something like reading Urdu only it's really less
respectable because NES games are something you can learn while drinking pop
and eating pizza but that's a no-no for learning Urdu which is probably tough
to speak with your mouth full of pizza, and not just because ancient Urduland
or whatever it was called never had pizza, the poor lambs, or lambherders, or
whatever.

Write to us at schultz.nadrew [aatt] sbcglobal.net and briansulhper [aatt]
hotmail.com with comments. The obvious typos are on purpose to discourage
spam. The only good thing spam ever did was inspire spamusement.com, which
helped Andrew procrastinate his part of this guide, which helped him
procrastinate the activity somewhat resembling work that he's still paid to
do after all these years.