Lode Runner 2(PC) FAQ
(apparently there's a Japanese PSX version as well--should work, but
can't 100% vouch for it.)
version 1.0.1
copyright 2003 by Andrew Schultz [email protected]

Please do not reproduce this FAQ for profit without my prior consent.
However, if you write a polite e-mail to me referring to me(and this
FAQ) by name, then I will probably say OK. But if I ignore you that
means no--and I am bad about answering e-mail. Sorry.

**AD SPACE**

My home page:
http://www.geocities.com/SoHo/Exhibit/2762

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

       OUTLINE

 1. INTRODUCTION

   1-1. ABOUT LODE RUNNER

   1-2. ABOUT THIS GAME

   1-3. IN-FAQ TERMINOLOGY AND CONVENTIONS

 2. CONTROLS

   2-1. THE KEYS

   2-2. MY PREFERENCES AND WHY

   2-3. NEED-TO-KNOW NUANCES

 3. ITEMS AND USES AND ENVIRONS

   3-1. BASIC RUN-DOWN

   3-2. THE TUTORIAL LEVELS(22 LEVELS)

   3-3. ENEMIES

     3-3-1. GENERAL

     3-3-2. BLIND MONKS

     3-3-3. WILD MONKS

     3-3-4. DEATH MONKS

 4. LEVEL WALKTHROUGH

   4-1. JUNGLE WORLD(24 LEVELS)

   4-2. WACKY WORLD(19 LEVELS)

   4-3. GEAR WORLD(20 LEVELS)

   4-4. MONA WORLD(20 LEVELS)

   4-5. INDUSTRY WORLD(19 LEVELS)

 5. EXTRANEOUS COOL STUFF

   5-1. HIGH SCORE ANALYSIS

   5-2. SPOILER CHEATS

   5-3. HIGH SCORE CHEATS

 6. VERSIONS

 7. CREDITS

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

 1. INTRODUCTION

   1-1. ABOUT LODE RUNNER

 Lode Runner as an official franchise was created in 1983 by Doug Smith
at Broderbund. It was a fairly simple game but managed to pack 150
levels into a one-sided 140KB 5.25" floppy disk(back when floppies were
still floppy!) At 1 nibble per square and a 28x16 playing field that
amounts to 33600 bytes for the levels alone. The rest of the memory
concentrated on a level editor. It was a great game for the Apple and I
suspect was a relative cinch to port to the Commodore.

In the playing field you could fall, dig holes that eventually filled
up(they would trap your enemies for a bit, but you could fall through if
nothing was below) and climb up ladders and across ropes. There were
various ways to make the enemy AI look silly, and they even fell half as
fast as you did.

 However the game wasn't much of a challenge and many of the later
levels were rehashes of earlier ones, maybe throwing in a pretty pattern
here and there. It wasn't until Championship Lode Runner a year or two
later that the intensive puzzling took off. You could even save your
progress, although you could progressively lose guys from your maximum,
and I did so after each level. The only downside: no level editor. But
the later levels were whoppers and made for an intense puzzle.

 Level editors become less viable as the game gets more complex and the
saving options/abilities go down(read: consoles) but the GameBoy port of
Hyper Lode Runner, which had 50 levels at 20x16 resolution(the last 35
included a backroom of similar size) squashed into just 13600 bytes on a
32K cartridge was impressive for the puzzles packed into something so
small. The control however was horrid and made some pleasantly
challenging puzzles into nightmares. Perhaps some levels even had too
much packed in.

 There has also been a release of Lode Runner: the Legend Returns to PC
by Sierra, followed by a PlayStation release from Natsume, with a
substantially harder PlayStation sequel called Lode Runner: Extra.
Although original PC editions seem to be rare, I have found a web page
that contains LRLR for the PC. Well, not quite LRLR. It's actually the
online-enabled sequel called Lode Runner Online which does all LRLR does
and more--without you having to worry about online access--and with new
blocks that flash in and out to create timing puzzles and bombs that
keep reappearing--lit or unlit. These titles follow the 28x16 resolution
of the original but you can do a lot more to manipulate the play field--
sometimes alter it permanently for each life. The level-exit door may
also be buried down somewhere.

 There is a PSX combination package of the two Lode Runner
titles(~1998,) conglomerated into a Lode Runner title, out that can be
gotten for $10-$15 in an online auction as of 2003. 150 levels each. It
is your best bet to get the two. Apparently each comes separately on the
Sega Saturn too, and I imagine the porting was not too tough, so they
would be very similar.

 PC also has Lode Runner 2, which has some dazzling graphics. It's on
eBay for ~$10 as well. The most impressive despite some control flaws,
though, may be Lode Runner 3-d. It's an odd trip of circular ramps,
gadgets, and wire-type structures with even some beauty along the way
especially in the ice world and the tropics. The action isn't fully 3-d
given that there are very few actual plains you can walk across. It's
not perfect and doesn't have the simple accessibility or extra-quick
play of early Lode Runner(especially if it's emulated,) and there are
only one or two combination-puzzles per level, which makes for
relatively little replay value, but the process of finding what to do is
still rewarding overall. I got this for $5 or so and it was well worth
it.

 But any version of Lode Runner mentioned above is great puzzling value
for the money. While many other games just have you get quicker, Lode
Runner actually manages to present different scenarios and, in later
cases, different tools. There are also SNES versions that apparently
don't focus on the puzzling so much, and there were NES ports of
Championship Lode Runner and Lode Runner that were boxed down to lower
resolutions, which probably killed some of the puzzles. Then Bomberman
apparently was an offshoot--or had the same sort of main character.

 The only other game I can think of that is close to the Lode Runner
canon is Mr. Driller. The whole digging bit, I guess.

   1-2. ABOUT THIS GAME

 Lode Runner 2 is the most colorful in the canon I've seen so far--that
still requires lots of puzzling. Although Lode Runner 3-d came out for
the Nintendo 64, this is more truly a 3-d game. You often have to dig on
a plane and even form plans on how to dig around obstructed-vision
areas. Then there are just a lot of fun items. The use of some seem
telegraphed or not often enough, but there are many neat puzzles with
digging. There are even three colored monk flavors who perform
differently as they chase you. You have five worlds you can complete in
any order and even a brief tutorial.

 Even after you get all the gold and find the transporter to the next
level, you still might want to try getting the best time. Then get the
best time AND get any extra lives. Some levels are relatively easy to
complete but tough to do quickly, and others are tough but pretty much
hand the winner first place.

 LR2 is close to Q*Bert due to the diagonal movement it needs but not
as action intensive. In fact all the running about is rather slow and
the game would benefit from a speed augmentation--this might mess with
the high score list, perhaps forcing separate overall and calibrated
lists but that might be neat--then though you can also consider bonuses
for getting the extra life. But there would be tradeoffs and more
incentives to replay.

 Sometimes the game feels slightly aborted. For instance, there are
only 124 levels that I count and 22 are tutorials. A grand sum of 102 is
still a heaping helping but I can't help feeling let down, even if it
did ultimately mean 1/3 fewer sleepless nights. Also some of the blocks
advertised in the game are completely worthless in single player mode
and some don't even pop up: TNT shows up once, and XYZ bombs and morph
squares(which they could have had you use to make a bridge) don't show
up at all.

 Oh--and feel free to mail me if you have a better time or method than
I do. I just wanted to get this thing out the door because it was on the
request list, and there would have been no way to find everything,
anyway.

   1-3. IN-FAQ TERMINOLOGY AND CONVENTIONS

 UL, UR, DL and DR refer to moving up-left, up-right, down-left and
down-right. Occasionally I will refer to them as 7, 9, 1 and 3 when it
seems more effective(i.e. you need to drop around a lot and just need to
push a quick key sequences; for the introductory race levels this works
well.) I may also refer to the rightmost corner or lowest corner.

 I also use Q, W, A, and S to indicate commands for digging. And I may
combine things in order; 3A3A3A tells you to move DR and dig DL. I may
also say 2UL-2DL to say how many squares you should move.

 Maps are sparse but can have several viewpoints; contour(for your
player,) from the side(to show where you need to dig) and plane-based
with dividing lines. I may also view them from above, indicating the
various squares by their heights. This is an imperfect science and I may
just wind up describing the level or critical things you may need to do.

 In some maps I also may put in numbers, 1-9 and then a-z describing
where you need to dig. Some may also be layered as you look from above.

 Dropping is different from downward movement. In dropping, your player
physically falls, but going down means you may go DL one square and then
DR. I also assume right=UR+DR, left=UL+DL, up=UL+UR, down=DL+DR.

 I also describe bombs by their approximate shape. The descriptions
below assume no gas cans.

/ or \ or X or | bombs: describe the direction each bomb takes out, i.e.
UR/DL, UL/DR, UL/UR/DL/DR, or above/below. 2 units each way.
CROSS BOMBS: 2 squares in UL/DR and UR/DL directions.
AXIS BOMBS: 2 squares in DL/UR, DR/UL, and above/below.
RADIUS BOMBS: takes out 27 different squares: anything <=1 unit UL/DR
and <=1 unit UR/DL and <=1 unit above/below the place where it's
dropped.

 SAAT is an important term meaning "(key)stroke at a time." It
describes the keystrokes to type in. Sometimes I'll just say 7/9 and you
should be able to figure out when to turn, but when I feel specific are
needed I'll go 7-7-9-9-7-9, for instance. It encompasses QWSA digging(I
use the advanced controls exclusively in this FAQ) and tries to mention
when you pass a critical landmark or fall.

 Overall the SAAT strategies will be for the fastest times--I'll try to
provide you a way to #1 whenever possible but if it is on the tricky
side I'll try to prevent a convenient out. Many of the levels require
not making any detectable slips for the best times and so you may need a
couple of tries just so you can place what you need to do and when and
where.

 Occasionally I'll give theory digressions, which I find to be
interesting--about why one path to pick up gold strewn about is the
fastest. LR2 encourages this sort of reasoning more than any other game
I've played, and I like it even though it never feels like there's
enough. I feel the heart of the game lies in finding new ways to cut
down your time and do everything conveniently.

 Most importantly, all the level solves are here--with ways to cut
corners to beat the best default times.

 2. CONTROLS

   2-1. THE KEYS

 ** IMPORTANT NOTE: ** It seems Alt-Tab to leave the game momentarily
causes a very nasty freeze if you want to quit in the future. Or maybe
it depends on the operating system you have. In any case, if you want to
leave the game and Quit seems to be freezing, don't panic. Simply hit
Alt-tab and then ctrl-alt-delete. Highlight LodeRunner2 and click Alt-
E(end task.)

 Q/W/A/S form the digging tetrad(learn to use this, as it's ultimately
more efficient for skilled players) and I find I like to use the middle
three fingers with the ring finger switching Q/A.

 The moving controls are spaced more logically but there is a learning
curve as to picking up a finger and putting it down on the same key.

 The problem with this is that sometimes I lose track of which key my
finger is on and my guy stands still when I need to move quickly.

 NOTE: if you have caps lock on some menu options may not work. Don't
panic and think the game freezes.

   2-2. MY PREFERENCES AND WHY

 In the controls section, the game mentions everything you need. I
encourage you to pause the game early on if there's a certain action you
forget. You won't lose time and you can shade the next key you'll need
to press.

 Note that you'll be using a lot of keys that don't normally work or
aren't normally accessed in a Windows environment. The default keys in
general seem to work OK, although I would recommend using a different
key from X for suiciding your player. That is because X is just too
close to the Q-A-W-S tetrad you'll need later.

 I also use my left pinky to take out the SHIFT and CTRL keys and and
right thumb for the return--I keep my right hand on the number pad of
course.

 As for plowing through levels, remember that you can usually afford to
lose one guy per level, unless you manage to pick up an extra in each
trip.

 You usually can't anticipate your next move unless you're falling or
on a rope--in which case you can and should be quite expedient planning ahead.

   2-3. NEED-TO-KNOW NUANCES

--You can fall to the side off a ladder. People go much faster going down and
then to the side, though, although you can cut under monks below if they're
tumbling down.
--You can dig six squares in a row(i.e. Q-3-etc,) drop down, and just barely dig
the next five in a row with perfect timing.
--While falling in midair you may want to hold down the next direction you want
to go in.
--You can use items on the run. Where you use bombs is important; on the run,
they drop on the square where you were. If you're perfectly still then you can
drop something on the square ahead.
--You can turn to face a direction when stalled to place a bomb somewhere else
if you tap the key quickly enough.
--You can run into a wall to place a bomb. But if you just face it, you can't.
--If you're coming back around for a gold piece later, there's no need to pick
it up right away if a few seconds make the difference between 1st and 3rd.
--Save a second or so switching bombs when you have to wait anyway or are
running down a long corridor.
--You can preempt moves to make Jake or Jane turn corners smoothly or do
something right after they come away from a corner. However you risk doing
things earlier than you intended.
--VANITY DEPARTMENT: later people with the same times lose all tiebreaks.

 3. ITEMS AND USES AND ENVIRONS

   3-1. BASIC RUN-DOWN

 Many of the items discussed below are useless in one-player mode. There are
bombs that can go in any of your basic directions or even take out a radius. You
can't ever drop bombs. Gas cans add range to bombs which may be inconvenient at
times actually--bombed background reappears after a time. The beach ball is fun
to play with(can destroy enemies) but invisio isn't terribly useful.

 In general items are fun to have but in time-intensive levels they can often
be placed where they distract you. Land mines and stasis mines are great until
they blow you up, and triggers generally have obvious uses--often they're
chained together i.e. you have to use one to get to the next one.

 Morphs are never used anywhere in the actual game. Which is too bad. I think
that they could have made a simple level where you have to morph to make a
square for a blind monk to cross and get out of your way.

   3-2. THE TUTORIAL LEVELS

 You don't get any special rewards for these, not even an extra life
for finishing(not like it can carry over anyway,) and in fact you can
pass some of these without learning a darned thing. Still I want to
write this in so you can learn what you need to do to internalize the
very basics of what's going on. I actually found that passing through it
after completing Jungle World helped me focus on understanding aspects
of the game I didn't quite understand.

 There is a brief guide to what the tutorials are supposed to teach on
the CD. If the CD is in the f: drive then you will want to run
f:\manual\manual.doc to see it. I actually didn't realize the rules
behind when you could and couldn't fall(only at a corner, not an edge.)
It would have helped me immensely as opposed to the trial and error I
used. So read the manual(some of you won't, but at least read my ultra-
condensed version.) Play the tutorials.

     3-2-1. RUN

 This level gives a very basic view of what it's like in the game. Get
all the gold that's straight in front of you and run into the
transporter which opens after you get the gold. It couldn't be simpler.
No, you probably don't deserve an extra life for getting through this
level.

     3-2-2. CLIMB

 There are actually ways to lose on this level without being completely
stupid. Below is a map of the side(UL) wall.

XXHX$XHX$HXXX
XXHHHHHHHHXXX
XXXXXXHXXXXXX

 You can't actually trap yourself as you climb up the ladders and drop
into pits here, but you can fall to the UL if you are inattentive. One
thing you should note is that there are two ways to get the chests: go
up the ladder below them or fall into them. If this level wanted to be
more complex, it might force you to dig on the platform to get the chest
and dig again. In fact you may want to try digging at the central ladder
and getting both chests in one swoop.

 Another important rule to note is that you can climb sideways from one
ladder to another--you can also tumble sideways off a ladder. It's
sometimes tricky to figure out ladder orientation and what goes where
but this is a stressless help.

     3-2-3. DIG

 Now you actually have to dig. Here's a view of the side(UL) wall:

      HXXXX
XXXXXXHXXXXX
XX$$XXHXX$$X
XXXXXXHXXXXX

 Now if you go DL from the ladder, you only need to dig once over the
pit and jump in. However, if you want to take care of the UR, you need
to become acquainted with digging multiple holes. Push 9, then at the
very top face so you're standing over the left of the gold chests. Push
W, then push 1 and when you run DL(not just -face- DL) tap 9 to turn
around. Dig with W again. Push 9 to fall into the pit and dig with W.
Now you can fall down to the chests.

 The general rule of thumb to take from this is that if you need to dig
down X levels to get somewhere, you need to dig X holes at the top, and
you can dig X-1 in the pit you created, and so forth.

     3-2-4. SCALE

 This may be the trickiest of all the levels. After this it's just
basic instruction.

 ** MAP OF ROPES ABOVE**

           *
          *
         . \
        .   \
       .     \
      *     $ X
     H \     X \
    *   \-  /   $
   $ \   \ /
  .   \   v
 .     \
.       >
* \     /
  \   X
   \ / \
    v-  \-

 Here - means that you have a gold piece under the rope to the left and
will need to push shift to drop on the block. Everything else indicates
the sort of rope you're on.

 This would be a great level for timing just to see how to become more
efficient. But there is enough to do. You'll learn to use the shift key
when a target is over a gold piece or push a key to fall off the rope
when it's just to the side, and you'll find you also have to dig to
access the UR rope segments. At the top of the ladder, W-9-3. You can
either dig(A) or just go DL to get to the DL.

 Note also that if you get stuck along the top of the UL wall(say, the
UR part of it) you can get out with a 2-1 dig even if you can't jump
back into the playfield. So this instructional level combines several
simple ideas well.

 Most of the time you can see where you're going to fall(and if you
can't, but it seems like you can fall, then you'll fall off into the
misty void that surrounds a level.) However, in the case of ropes, you
may have a long way to fall sometimes, or you may need to time running
across. To do so, note that each time Jake/Jane extends the left hand,
you move forward one.

 It seems that you can also sometimes get a speed burst if you shift
your move perpendicular to the rope in the direction it's about to turn.

     3-2-5. BOMBS 101

 Here you can play with bombs a bit. You don't have to do anything
momentous. If you want, you can just get the gold and leave. But do back
up when you're finished dropping the bombs. Remember to push tab to
toggle and ctrl to drop a bomb in the direction you're facing. You can
even drop one off the edge of the board.

 One thing you should note about bombs: X doesn't necessarily trump /
or \. Often you'll want to drop a bomb and leave to the side. You can
usually make it three squares before doing so, or you may have other
things to do. If you use a cross bomb, you have to move two squares
away.

 You can also drop two bombs in succession, albeit not immediate
succession. You'll need to watch for the number of bombs to be reduced
by two.

     3-2-6. BOMBS 102

 This is the same as the previous level, with an easy out, but you can
also do something neat with the bombs. The ones you can't reach may tip
off your suspicion that you can do something with them. In fact, you
can. Climb up the ladder and, facing UR, drop a / bomb. It will fall in
the pit below. Enjoy the chain reaction. Not much else to do here that
wasn't covered in 101.

     3-2-7. BLIND MONK

 Here the monk runs clockwise, and it's fairly easy to pass him. You
may want to try several approaches, though; dig a hole so he gets
trapped. Note he regenerates in the same place. And follow behind him.
Note it takes two seconds before he crackles and reappears. When you've
exhausted your options, get the gold behind him and enter.

     3-2-8. WILD MONK

 The same sort of thing here; the gold is behind a monk, who this time
is a bit smarter. You can go across the UL part of the circle he walks
in while he's going DL, on the DR part. Then he has no chance. Or you
can tempt him away by staying under three squares away--this is actual
distance, not walking squares, so 2 DL/2 DR means he'll actually follow
you(square root of 8 distance.) Still you will notice he has a general
pattern, and you can sneak by him/dig in his path as you wish. Or you
can try baiting him into a corner. That requires skill.

     3-2-9. DEATH MONK

 Same map as the last two, different monk. A forceful display of the
differences.

 Getting the Death Monk to follow you requires no skill. In fact it's
not easy to deal with the fellers. Now's a good time to test a certain
strategy that gets important. When a Death Monk is coming at you and not
from one of the main four diagonal directions, dig two ways. For
instance if he is DR/DL of you, then dig DR and DL and no matter which
way he comes in, he gets trapped.

 You can also try to line yourself up with him on a diagonal, but if
you miss, be prepared to dig to the side.

     3-2-10. POWER UP: BEACH BALL

 When you think of violence you probably don't think of beach balls.
But here they are--pick one up and you can PLOW THROUGH opponents. They
begin to regenerate and fall after two seconds. There's a clunky jingle
when the effect wears off, and by then you want to be collecting the
gold and getting out.

     3-2-11. POWER UP: INVISO

 Identical to the previous except you can now walk through the bad
guys. Again there's a mechanical tinkle when the spell wears off. You
can probably hit all of them before it does.

     3-2-12. POWER UP: STASIS MINE

 Mines come in threes, and they are also double-edged, as you'll find
out. Place one in the blind monk's path and note the clock above him.
You can even walk through him and survive, but when the clock starts
going fast, it's a sign the effect is wearing off. If you want some fun,
get out of harm's way and step on a mine. It works on you too!

     3-2-13. POWER UP: LAND MINE

 Same as the previous only you use land mines. They blow up whoever
walks over them and nothing in the radius. Place it in the monk's path
and watch the explosion. Do it three times for kicks.

     3-2-14. POWER UP: DETONATOR

 We've got a Tom and Jerry factor here. The TNT only can be used once--
place a bomb and then move away and watch it go off. Use the time maybe
to set up a chain reaction.

     3-2-15. POWER UP: MORPH

 Really useless to get through the level, but you might want to try one
or two to see what happens to you and how long it lasts.

     3-2-16. POWER UP: GAS CAN

 This causes your explosions to get bigger. With one, you see a gas can
power up. With two, it's got a bit of a flame. With three, the flame is
huge. Try to take out the UL or UR edge with one bomb each. Also let off
a bomb safely after getting one, two and three gas cans to see the
difference. You can also put gas cans down to make the bombs
progressively less explosive, too.

     3-2-17. TRIGGER: SWITCH

 Switches last indefinitely. Here you will want to face the switch and
push space to toggle it. If both are up you can walk across the
platform; otherwise you don't have much to do, although you can turn the
switches down to watch the platforms disappear.

     3-2-18. TRIGGER: LEVER

 Here it is a bit trickier. You need to pull one lever up and run
across the created platform quickly before the blocks disappear. But
there aren't really any distractions, and there's way more than enough
time. Note levers are like switches only they have handles.

     3-2-19. TRIGGER: PLATE

 Different squares with metal silver circles on them(plates) cause
different areas to vanish/appear. Here, the UR one opens the blind monk
up to a plate HE can stand on. That opens the way for him to get out. So
the point is that both you and your opponents can activate a trigger.
Another one is that stepping on all triggers indiscriminately is not
always prudent.

     3-2-20. TRIGGER: TRIP WIRE

 Not much to note here other than that trip wires set off one-time
bombs, which can't even destroy you. There are nine of each, and a
trigger is correlated to its closest bomb.

     3-2-21. TRIGGER: INVISIBLE

 The squares you walk on to cross the gap disappear after you leave
them. You don't have to be too careful, since you can go back and forth
three times before you decide to have done with it and get the gold.
Actually, the first instance you'll see this sort of thing has squares
that disappear from under you if you're slow.

     3-2-22. HIDEAWAY

 It's not strictly necessary to use the hideaway to solve the level as
the gold can be gotten with only three turns(go 7-9-3-9.) Still if you
get in a hideout it's neat to watch the monks bash into each other.
Perhaps you can try to reach the exit from the farthest hideout; here
you can really try out your digging to get past the four monks. They
follow you DL to start and because you're a bit faster you can give them
the runaround.

   3-3. ENEMIES

     3-3-1. GENERAL

 Note that enemies can't pick up gold as in the previous Lode Runner
incarnations. Also, you cannot fall on them without dying.

 If you two are running in opposite directions, one square away from
each other in the perpendicular, you can pass them if the directions are
all aligned right.

 Monks have general directions they try to move in to locate you. If
you are between X and Y of them on the same plane, they go Z. This is
useful to know if they are two squares away.

UR/UL
UR/DR
DR/DL
DL/UL

 Monks can go to the side of a ladder when they exit it, so be warned.

 Digging the square you'd use to climb a ladder will make monks
climbing down fall into it.

 If you dig just before a monk crosses onto that square, he'll fall in
right away. Otherwise he may teeter. It's also possible to dig at a monk
and dig the square he was on, but he was too close to you. Also, you
can't dig right under a monk even if it's facing away from you. Digging
on a rope does not cause a monk to fall in.

 Two digs generally force a monk to regenerate--regeneration is random
between a predetermined number of locations, although this number can
be(and often is, to focus a puzzle) one. But you can also stand on a
monk you dug and it can't come back up until you get out--useful. Sadly
if you try to run across a monk and it's just getting out, you'll fall
into the hole you dug for it.

 Monks trying to go in opposite directions may shove each other back
and forth. This can continue a while 'til you move to a place that
causes one to move differently.

 Monks are subject to the same rules of falling/entrapment on a board
as you are. They fall at the same rate and cross rope at the same rate
but are half as fast as you. In general they look for the level you're
on and try to move to that.

 Monks have a few ways of killing you: throwing you to the ground and
beating you up, pulling out a sword and cleaving you in half, or
reducing you to a skeleton that collapses.

     3-3-2. BLIND MONKS

 These light blue guys are total drones; you'll do well to study their
patterns. If trapped, they just go back to their old routines. If other
monks stand on where they regenerate, they may move, but that is it.
Also they can cause a logjam of monks if they try to go about their
business and run into other monks. This can sometimes be quite good. You
can also use their predictability to weave in and out between several or
even force them to go places you would like to reach but can't. And you
can use them to block death monks by running across their pattern--if
the death monks follow, there's a pushing match.

 Sometimes they have no real pattern except for being annoying staying
put and guarding gold or passage to another part of the level. In which
case you have to take them out.

     3-3-3. WILD MONKS

 Purple in color. They may be called wild, but they actually are stuck
in a routine until you come close. Closer than three squares. Then they
follow you. Often you can goad them for a while this way.

     3-3-4. DEATH MONKS

 These guys, in navy blue, always chase after you. They're the same
speed as the others but more tenacious.

 4. LEVEL WALKTHROUGH

   4-1. JUNGLE WORLD

     4-1-1. WELCOME TO JUNGLE WORLD

 This one isn't too bad if you just want to survive. You can pretty
much walk through in a straightforward fashion to survive. Of course to get the
best time you need to pick pieces off in the right order and show near-perfect
technique.

 Hit 9 as you fall. then 7/9 upstairs for the X of gold pieces. Dig(S) when you
get the first gold.

 $
. .
$ $ $
. .
 $
  X

**theory digression**

 Note any one gold is two away from another so to start at a and end at
a you'll need to make at least 1+2+2+2+2+1 moves, or 10. You can actually wind
up anywhere at the end and this sort of thing appears in other facets later on.

 9-9-7-1-7-9-1-1-3-3-(3-fall) and now you can go 3's-9 up the stairs.

 Digress 7-3 when you get off the ladder. 9-3 and now you may want to navigate
the ropes speedily by preempting 1/3. Fall off just as the rope ends--don't fall
with 3, as walking is faster and you need every second you can get. 3-1-3-9-1-7-
1(the gold by the waterfall should be next-to-last) for the gold and then follow
the passage, 1-7-1 and fall for more. 3-1-3-1 and then you'll have to turn up,
7, to get to the gold. But you need to wait a half-second for the transporter to
open fully, or you'll bump into it.

 My best time here is 0:53. I hit all the tricks mentioned above and got a lot
of :54 and :55 times first.

Milk Toast 0:54
RcRunner   0:55
RcRunner   0:57
Scott      1:20
Andrew     1:24

     4-1-2. MONKEE

 Another level where survival is not the toughest thing in the world.
You'll need to fall down a few times, but given that the monk is blind,
there's very little to worry about. I'm not sure how to get close to the
best time, though.

 7, 9, 7 to climb up the tree. Then 9 when you start to break out of your
climb. Get to the very top platform avoiding the gold, 3 for the gold, 7 and 1
and then fall with 3. You'll get to a rope eventually and from there you can go
3,1 and drop to get the gold on the pedestal. Now you will need to go back up
the stairs, 9 and then 7 across the pillar. Drop and go 1. Drop(3) and go 9/1/3
and drop 9 and go back up the stairs.

Dig (W) under the gold piece and fall in. Run 9/3 and dig a hole so the monk
falls right in. Run across and down the ladder, get the two gold, and go back up
the stairs and into the transporter.

after you get the gold. Go to the
very top platform, 3 for the gold and then 7 all the way and fall 1.
Fall 7 and then go 1, fall 3, then 1/3 and fall 9. Go back up the two
ladders and this time 3 along the rope--fall off with 1, not shift.
7/9/7 back up and now after climbing the second ladder, dig(W). This
saves a bit of time as otherwise you have to backtrack for the left
gold, and maybe you can even sneak into the next niche after dropping.
Follow the path and climb down the stairs--note that you can follow the
blind monk carefully from behind and just make it down the stairs. You
shouldn't have any other problems with getting back up and in.

 My best time: a sluggish 50 seconds. This is the only level I haven't managed
to get the best time on, and I don't see any way to cut a lot of the straight
runs down.

  --TIMES--
Milk Toast 0:43
RcRunner   0:52
RcRunner   0:57
Pablo      1:01
Nina       1:04

     4-1-3. SIMPLICITY

 Climb up to the top of the ladder. Dig DR. Drop and get the gold and
go back up the ladder. In the upper part of the level, there is a
hashing of ropes. One goes UL, DL, DR, DL to the UL gold and the other
goes UR, DR, DL, DR to the UR gold. After you get everything there, the
teleportal at the bottom leads to the next level.

 Best time: 45 seconds

  --TIMES--
Milk Toast 0:47
Milk Toast 0:51
RcRunner   0:53
Kenny      1:00
Pablo      1:05

     4-1-4. EXCAVATION

 **contour map of the area**

         4
        4 4
       X 3 4
      4 3 3 4
     4 1 3 2 4
    4 1 1 2 1 4
   4 1 1 2 1 0 4<treasure
  3 1 1 2 1 0 0 4<under
 2 2 1 2 0 0 0 0 4<these
2 2 1 1 0 0 0 0 0 4<squares
1 1 0 1 1 0 0 0 0 0 H
1 0 0 1 1 0 0 0 0 0 0
 0 0 0 1 1 0 0 0 0 0
  0 0 1 1 0 0 0 0 0
   0 1 1 0 0 0 0
    1 1 0 0 0 0
     1 0 0 0 0
      0 0 0 0
       0 0 0
        0 0
         X

 Note--it might actually take a few tries to get through this level
"the right way." I find that you only need to visit the very bottom
twice. Any more and you waste a lot of time, although of course there's
nothing wrong with getting one gold piece at a time. This level is in
many ways tougher than the few that immediately follow it. If you mess
up and are kicked back down, just outwit the monk(dig on a few sides)
and go back up the ladder.

 I didn't label all the squares with gold but it's pretty easy to pick
up once you get to the right level.

 You need to learn the rudiments of digging down here, and in fact you
will also need to show some care in getting around your first wild monk
monk, who has a tendency to chase you. Still, the only way to face your
fears is to confront them. Run at him, getting the near chest along the
way, and then run(3) to the edge and head for the stairs. Don't worry about the
gold you didn't get. You'll have to come down to the bottom level again anyway,
and it will distract you right now.

 The first task is to make a 2->1 dig while UL of the ladder. You can dig S
twice and move(7) to pick off the very top gold, but you can also dig with Q
twice--stand on the intersection of the two paths below, then move(3) and Q.
Drop in and dig so the platforms are joined, then 3/7 and then 1. W-dig the
first stone block, get the gold at the end, and 9-9-3-9-9-1-1-7-7-7-1-1-9 and go
up the stairs(7.)

 At the top of the stairs you could do the following to get invisibility but
it's not really necessary as you'll have to climb back up the stairs and waste
time: A-1-1-W-9-W-9.

 Without invisibility, fall(1) and then (3) and 1-W-7-S-1-9-3 and 1-1 for two
more gold. 9-9-9-3-3-S-9-S-3 and now a rush to get everything inside. 1's-7-7-9-
3-9-7-3-3 and now the wild monk can be anywhere, probably blocking you. Try to
dig so he falls in without wavering. Then get the last gold piece on the bottom.
9-7 and dig Q(or S if you didn't get the far-upper gold) to get the final gold:
7-1 should work and then pause a half-second so you don't bump into the
teleporter before it opens.

 You're already well on your way--from the UL corridor on the very top,
A, 1, A, 1, and now to remove the two stone blocks. S, 1, S, 1 and get
the one gold piece. 9-9-3 so that when you fall you get the suspended
gold piece(if you are worried you can't do this in time you can stand on
the DL stone and W, 7, Q, 3.) Get the left-corner gold and 9/3.

 The last part involves the five gold in the pit. You'll need to plan
your entrance and then step lively. Stand DL of the three stone columns
on the right with the monk away if you don't have invisibility. S-1-S-1.
Then fall in with 3. If you've got invisibility, use it while you're
falling. From here you'll need to step lively, but 1 for the first two,
7(another,) 9(one left,) 1, 3 and then another square 3 and then 9 to
get out. Be prepared to dig the monk.

 Fake the monk out or just dig and then go back up the ladder. Get the
upper gold piece next-to-last, dig S and then get the last gold near the
portal and enter.

 I've managed to sneak in at 1:05 although it may be possible to do better.

  --TIMES--
Milk Toast 1:15
RcRunner   1:34
Kenny      1:43
Andrew     1:45
Pablo      1:52

     4-1-5. OASIS

 Easy to beat but the tough part is getting the timing down perfectly.
It's best to start immediately if you want to get the best time: W, 1,
W, 1, W, 9(drop.) Then 9, W, 1, W, 9(drop,) W, 9(drop) for your first
gold piece.

 3, 1, 3 and when the bad guy's 2-3 squares away, wait until he's just
2 for sure. Then dig and run over him--it's best if he doesn't teeter.
3, 9, up the stairs. Place your first Q(UL) dig so that it's over the
gold then mirror what was before.

Q 3 Q 3 Q 7(drop)
7 Q 3 Q 7(drop again)
Q 7(drop onto the gold chest)

 If all goes well the bad guy will not be too close. You can 1/7 sneak
into the trapsnporter. Otherwise you may have to make an emergency dig.
But given the wide range the blind monk patrols you shouldn't--and it
also seems timed so that with relatively flawless play you'll make first
place with time to spare.

 My best time is 0:38.

  --TIMES--
Milk Toast 0:40
Scott      0:44
Scott      0:49
RcRunner   0:54
Nina       0:57

     4-1-6. FOUR TESTS

 There are actually only three major actions in the four tests if you
do things right. The diagram below shows you where to dig the first
structure(note you can't just dig into the caves with the chests, you
need to make them bigger to get out)--it may be useful to stand on 2
while digging 1, 3 while digging 2, etc. On the next level below, dig 1
and 2 and now the gold chests are connected.

Top of the structure with two gold under:

X X X X  > X X X X  > X X X X
X 3 X   >  X 3 X   >  X X X
 2 4    >   X 2    >   X 2
  1     >    1     >    1

 Now the two gold are linked.

 The way to this (SAAT) is 7, 1's, A-7-A-9-A-3-A-1-A-7-S-1-W-9-3-A-7-S-3 to
fall to the now-connected area.

 9/1 and 7/3 to get the gold. Then 1 and dig A at the intersection where the
wild monk should be headed. You don't want him interfering as you go about your
business. You can now go 9, 3's and 9, W-1-W-7-S and drop in, 3-3-7-9-9-3-9-7.

 For the last part 9-9-3-9-9-7 up the stairs.

 My best time is 0:55 here.

  --TIMES--
Milk Toast 1:10
Scott      1:12
Milk Toast 1:15
RcRunner   1:26
Pablo      1:28

     4-1-7. DROP DOWN

 The order to do things in is pretty obvious if you spend a bit of time
to look at things--go DL and at the intersection go one UL. Then drop
down. UL/DL for gold, UL to the stairs and UR to get the bomb and gas.
DR and then when at the next intersection, drop the bomb(onto the path)
and fall after it. DL, UL for the gold(and that little detail known as
survival when the bomb goes boom) and after the explosing DR, UR, UL and
the transporter is a few curves ahead.

 If I cut all the corners right I can get down to 0:32.

  --TIMES--
Milk Toast 0:37
Scott      0:38
RcRunner   0:38
RcRunner   0:49
Nina       0:50

     4-1-8. SWINGERS

 There isn't much variety to getting gold pieces in this level and in
fact the major decision is whether to go UL or UR to start. Note that
the blind monks never touch the squares with gold chests on them. This
means slow but steady progress through the level(dig previous treasure
square to get to the next or drop from one rope below and get the next
gold piece when monks are way on the other side) will give a sure if
drawn-out win.

 For speed demons, UR is the best way to go. If you move efficiently
you can dig over the end square, drop, DL, dig UR, drop, etc. to the
bottom where you can go DL and drop. Then DL and UL up the stairs.
Repeat what you did before only with a mirror image. Here you might need
to wait for the third monk down to come at you and back before passing
him. But just go back UR and then the teleport will be UL.

 Best time is :45 here.

  --TIMES--
Milk Toast 0:54
RcRunner   0:54
Scott      1:04
RcRunner   1:07
Kenny      1:09

     4-1-9. CAMAXTLI

 You only have to fall down to the bottom once to complete this level.
But I was shocked when I saw how far off the pace I was the first time I
beat this. In fact, the details still feel shaky. It took me a while to
optimize.

 SAAT: 3-3-3-3-3-W-7-S-3-W-9 and you'll fall to a level with gold.

 W-1-7-1-9-3-9-9(fall.)

 Get the gold on the ladder and go right down(9, 1's.) After the 1's, 3-1's,
7's, 9 and 7's. Q under the final gold. 7(fall)-7-S. 3-fall. Once you get the
final gold, S-7-S-3-S-3. Fall to the ladder top. 9's-3-9's and 7 up ladder. Here
you'll want to skip the lower gold pieces, which you can get later.

 1-7-1-A-1(fall) gets gold. 9-9-3-1 until you fall. 9 up a ladder into the
transporter.

 My best time here is :47 so I suspect you will need to be exact with your
movement, too.

  --TIMES--
Milk Toast 0:48
RcRunner   0:59
RcRunner   1:03
Scott      1:18
Andrew     1:19

     4-1-10. LEFT TO RIGHT

 The level title should provide a hint as to what to do. Now while you
can always fake bad guys out or dig holes for them--or just wait for
them to move away from you on their pacings back and forth before moving
in--the way to get first requires exact timing. Fortunately it's a lot
easier once you know what to do.

 Fall DL(the transporter's up here but you'll use the stairs on the
other side) until the bottom stair, drop UL for the gold, then DL, DR,
and UR into the niche for the other gold. DL and dig, DR. Run across and
down the stairs again. Here you'll want to fall DR and then go into the
next niche. Then go UL and dig the UL-most part of the walkway. Get two
more gold pieces in niches before backtracking DR. Now the next part is
tough. You'll want to fake out the incoming monk and in fact this is
more doable than it looks.

 .   |   .
$ $  |  1 7
. . | . 2 6
$ $  |  3 5
 .   |   4

 Leave the 3x3 corner part UR and then you should be able to nip in to
get four more gold pieces along the way. Stay in the UR and dig when the
bad guy is close. Hopefully he won't teeter--more importantly, though,
he will turn DL when he gets up. Anywhere else and he would start by
going UR and back DL, falling in, and reappearing at the top to go DR--
blocking you on the stairs, costing serious time. Go back to the stairs
and climb up. Dig UR when necessary and wait if you have to for the bad
guy to walk away a bit or he'll chase you. Again you'll have two niches
to get gold from before you climb up. The transporter's at the top.

 My best time is 56 seconds, but if you have to dig one guy out that I
didn't mention in this walkthrough, it could cost you dearly.

  --TIMES--
Milk Toast 1:07
RcRunner   1:31
RcRunner   1:31
Scott      1:34
Kenny      1:36

     4-1-11. STEP LIVELY

 An exacting level where the most important time saver is being able to
judge when you should drop off a rope. None of the actual puzzles are
terrible hard.

 SAAT: 1-7-7-7-7-7-7-9-9-9-7-9-7-9-9(top of stairs now)-3-9-9. Now from
here begin going UR(9) and count six grabs as Jake/Jane moves forward.
It's not as easy to focus on where they fall as once the target appears
they may move on. When you're at six, drop. If you do it quickly enough
you can go DR and dig DL, the lowest point of the 3x3 square you run in.
Fall there, move back and blast UL. Then you can get the first gold
chest and escape safely.

 Go back up the staggered stairs and take the rope, dropping in the
right place. Now you'll need to go DR and UR, the object being to get to
the ladder to the plateau. The usual dig-without-monks-teetering mantra
applies here. On the plateau get the gold and fall DR. Now it's not
critical to drop in the exact right place but when you look one square
away from the edge try to drop. Then you can go clockwise to climb up
the stairs on the other side and get the gold. Fall DL unless the bad
guy's on the exact opposite side--in which case you can fall UL or wait
a bit. DL/UL to the stairs then 1, 1, and hold 3 until you get to the
long stairs down.

 Climb all the way down. There'll be a gold chest and a blind monk
going in a square in front of you. He should be avoidable--if he just
goes past then DL and immediately UL. You may have to intuit where you
should go so he doesn't catch you but the object is to get to the ladder
to the left. From there, at the top, 1,1,3,3,9,9,7,9, and 7 into the
transporter.

 Best time here is 1:24.

  --TIMES--
Milk Toast 1:36
RcRunner   1:40
Nina       1:45
Andrew     1:52
Kenny      1:53

     4-1-12. DIG, DIG, DIG

 You only have to ascend the big ladder three times, which may seem
surprising. The invisibility is not critical to solving the level--the
main thing to figure is how to get a bunch of gold in one swoop.

 The first challenge is to get all the gold in the bottom. You can do
so on the first attempt but you can save time later by only picking up
one row at a time. The method is simply to go UR once when you drop, DR
and UR all the way--you can then go UL/DR for the last three or go UR/DR
after you fall the second time to cover them.

 **note--you can aim for the far left first and get the invisibility to help
you on the ropes if you want but I haven't verified it saves any actual time. It
can however make things safer on the ropes. With the bad guy coming your way
once alerted to your presence, you just run past him and he's clueless.**

 Now you can climb up to the top and a bad guy shouldn't be around, but
if he is, stay on the top rung of the ladder til the bad guy is about to
turn UL. Then get on the rope and go UL. When on solid ground, SAAT: 1,
W, 7, S, 3(fall,) W, 9(fall,) 3(fall.) It's time to deal with the grassy
area.

 Climb down the 1-stair. SAAT: A, 1(fall,) 7, S, 7, S, 1, 3, 9(fall,)
S, 3(fall,) 1, 9-9-9, S, 3(fall) and you've got all the gold you could
expect.

 Back up the stairs. Wait for the bad guy to move around. In fact this
time you can try to be risky and stand DR of the top. When the bad guy
comes you can go UR and UL. Then you can use the grey area to dig and
leave him in the dust. Go to the tower of 2x2's.

 SAAT: A, 3, Q, 7(fall,) A, 1(fall,) S, 3(fall,) 9, A, 1(fall) twice.
Now you go through the pit area that has/had the gold. Go up the first
of the two big stairs and fall left. A 2->1 dig will suffice here to get
to the last two gold; dig DR and drop there. Hook around to the
transporter.

 My best recorded time is 2:42 but I goofed up a lot. The main thing to note is
the gold at the bottom of the weird 2x2 structure should come right after the
one near it.

  --TIMES--
Milk Toast 3:19
RcRunner   3:25
RcRunner   3:27
Pablo      3:35
Nina       3:41

     4-1-13. WHAT GOES UP

 This level is a bit of a nuisance--the shortcuts aren't obvious and in
the beginning you seem to have to go up four times. What's worse, the
bad guy follows you up and then after you fall he takes his time coming
down.

 There's a way to get around this mess, though. Go DL to start and dig
UL so that the Death Monk takes the ladder and drops in. Now UL, take
the ladder up and continue UR. Every time before you go up the final
ladder, you'll want to dig DL. This should catch the bad guy and force
him to regenerate where it's not favorable to him, allowing you an
unimpeded path up.

 The first time you're on top, head DL and once past the 2x3 pit with
the three gold pieces go UL. Dig UL so that the UL side of the pit is
extended. DL and dig UL again. Go UR for the gold and come back DL. Dig
DL and drop down to get the gold.

 I can get 1:08 with the extra guy or 1:06 without.

  --TIMES--
Milk Toast 1:21
Andrew     1:30
RcRunner   1:38
Scott      1:45
Kenny      2:00

     4-1-14. JUNGLE TOWN

 UR/UL for 4 immediate gold, but it does get tougher. UR/UL upstairs--
and do it again, but with a UR/DL detour for some gold. You'll want to
fall UL off the tall stairs and then UL-DL/UL/UR-UL up long ladder(note
the detour here--DL, and now UL/UR gets an extra life in the hidden area
but it's a one-off.) You'll need to go back up this way at least one
more time.

 Your first trip up you may want to go to the left side and clear the
gold there. Then you'll want to dig down and get the two gold on the
next platform, take the ladder there down and get that gold. You'll want </pre><pre id="faqspan-2">
to dig your way out--back up the ladder and dig at the UL side. This
will get you a bomb and gold.

 Back up the ladder and this time try to clear out the left. There are
three niches with gold--don't worry about the radius bomb. Dig down on
the right side into the small grassy area. Get the gold and SAAT: Q-1-W-
9(drop)-W-7(drop)-place / bomb. Once it explodes, 3-9-DR until you hit
the spaceship, then once you get the gold you can drop DL to save a few
seconds. You should have one radius bomb and I recommend using it on the
third square DL of the yellow ladder. Back up UR and then fall in. UL,
UR, and run UL along the edge, DL along the edge and DR once you got
that gold chest. The portal will be DL after you pass the wall you
bombed.

 My best time is 2:09. But I didn't implement all these tricks.

  --TIMES--
Scott      2:42
Milk Toast 2:43
Pablo      2:50
Nina       2:55
RcRunner   3:07

     4-1-15. WELLS

 Good lord this level is not funny. It's a combination of challenges
and you need to step lively in some parts.

 The first thing to do is dig DR, back up, and dig DR again. Now go
UL/UR and dig the square DR of the ladder. Stay DL of the ladder and
watch the monk totally miss where you are and go into the hole. Now Go
up the ladder and along the top. At the upper peak of this corridor, dig
DL as a bad guy will reappear. Step over him and dig DL for your first
gold. Then go and pick up the three up/down bombs.

 Here it all gets a bit sticky. You'll want to dig above the DL edge,
but you'll want to place the bombs as follows--the first over the grey
pillar below, the second and third in the lower corner and UL of that.
Then you can drop UL and get the extra life and come back. Of course you
can just drop the second and third locations to complete the level and
drop through there when the bad guy's not near.

 First order of business to take care of here is to get the bad guy
wandering around out of the picture. Dig and stand on him if necessary.

 Now placing the / bomb will be critical. It should be right in the
middle of the lone pillar and the top pillar. Once it's placed, move
away and dig the square UR of it. Then DL and dig where you put the
bomb. This will slow down the bad guys as they come in. Get the gold bag
and don't worry about the bombs. Then get out--you should be able to run
over or(if things don't work) around the monks.

 They may bug you at random intervals for the rest of the level, but
fortunately there are only two runs left. If they appear by the gold on
the grass in the bottom then attack the right side. There's a huge tower
to dig down and here's how to do it. BTW, you have a handy shortcut
going left from the third ladder rung instead of going to the top and
digging.

 SAAT: Q, A from the right side. 1(fall), 7, W, 3, Q, 7(fall,) 9, A,
1(fall), S, 3(fall), 9, A, 1(fall.) Then break A when the blind monk's
out of the way. Climb up the stairs.

 Now to get to the stone walkway dig the down square of the grass
platform where the three | bombs were. There may be bad guys here and so
you'll maybe want to lay some holes for them. Crossing over should be an
easy affair and you should be able to dig on the way back and fall UR.
The transporter is at the top of the red stairs and then zigzagging
UR/DR.

 My best time is 1:56.

  --TIMES--
RcRunner   2:57
Andrew     3:12
Kenny      3:21
RcRunner   3:25
Scott      3:30

     4-1-16. ENCORE

 If you hated level 15 this one will really drive you up the wall.
Fortunately there's a quick way to start--it's not terribly easy and you
may want to break the first part up in half but this should give you an
idea it's not all hopeless.

 From the start, Q-3-Q-W-A-3-Q and now UL to get the gold(1-9-9-1) and
back DR. Then UR and UL for more, DR and DL. Dig DL and then you can get
the two gold which looked separate.

 Now if you could get the bad guys to fall into the enclosed structure
it'd all be a cinch but that doesn't seem too likely. Most of the rest
of the level requires some avoidance. I'm going to assume, for the rest
of the level, that no bad guys are following you. It's up to you to dig
around the paths they'll approach you by so that you'll have time for
some extended digs that can take out two seemingly isolated blocks at a
time.

 Of course you can get any one gold piece individually, and by now you
should have a feel for that. But as in the first puzzle, where you can
just concentrate on one pit and gold-on-a-ledge at once, you have ways
to break things down easily.

 For the gold under the UR ledge, there's an interesting way to get
them both with a bonus. A 3->2->1 dig would get them(dig/fall, etc.) but
if you dig 4 of the DR-most squares then you can fall DR and go DR
before you go and dig DR/DL. Now back up and dig DR twice, then drop in
and do the DR/DL dig again at the intersection. Back up and dig DR and
now you'll notice there's an L you can run across. DL first, then before
getting the gold dig under it. Drop, dig and fall again. DL and dig DL
before you get to the lader. Back up and dig DL. Another gold is in
there.

 To get the other gold separately a 3->2->1 dig from UL to DR from the
middle DR side of the one pit will work. But it's actually tougher to
visualize than the combo is to execute.

 The last two gold pieces that are encased can be linked as well.
Simple 2-1 digs would suffice for either(in fact for the left one, do it
to the UL so that you can fall into the DL area and get a tough gold
chest too) but that seems to waste a bit of time overall. So standing
UR/UL of the downmost point of the platform, SAAT: S, 9, S, 9, S, 1, W,
3(fall,) A, 9, A, 7, S, and the gold pieces are linked.

 Once in the DL you have two more gold chests to join--they're a
knight's move away. Dig the two squares UL of the lower and then get
both in one sweep.

 After that you need to go down the blue ladder and UR/DL and then go
right and climb for another gold piece.

 You can always feint to get the bad guys in a hole since you're
faster. The teleportal out is on the UL wall, a bit hidden, on the far
left.

  --TIMES--
RcRunner   4:54
Pablo      4:59
Nina       5:02
Andrew     5:11
Milk Toast 5:12

     4-1-17. MIRRORS

 A very touch and go level, where the monsters behave oddly. I can't
quite say illogically, as they seem to find the perfect way to gum up
anyone who believes they'll follow you everywhere. For instance, in the
cloverleaf at the bottom, wild monks will only go partially down the
first passage and turn around, so if you dig at the corner you maroon
yourself. Monsters also hog the ladders if they can't see you. You
shouldn't need the ladders, but they're at a critical point you need to
run past. In general when you're on the lower outskirts you can't be
found and that's not necessarily good.


 First order of business is to clear the top part. For starters, you'll drop
onto a radius bomb, which is good. Drop DL, DR, and then DR-UR-UL to get gold.
Fall DR for another gold and then DR and DL to another gold. Now dig UR and then
UL. When the bad guy falls in, UL and turn around and place the bomb. Run for
the gold to the UL and then drop into the area you bombed. Go DL down the stairs
and now your mission is to recoup the gold in the left circle ASAP. You'll want
to dig so the bad guy doesn't teeter and, if possible, not at the intersection,
which will lose you time--by the time you make it around the enemy will have
left.

 Just before you finish the run for four gold, you may want to dig the
intersection for the wild monk to fall in. Then continue DR past the
portal and clear out the cloverleaf at the bottom. Start off to the DL
but it probably matters little. Then go UR and try to dig a hole for the
bad guy. Go further UR and now the death monks will have regenerated.
Don't turn DR yet as this will cause a pile up you can't get past.
Instead dig a few squares DL as you retreat and the bad guys will all
fall in. Then you can circle around and into the teleporter if you're
lucky. You can also pull the bad guys around to the far right after
digging but this may cost time.

 If nothing else you can dig everyone up and then while they regenerate
go and get everything.

 My best time is 0:50. A general rule is to keep killing the Death Monks to
keep the population on the bottom down.

  --TIMES--
Milk Toast 1:24
Milk Toast 1:28
Scott      1:47
Pablo      1:56
Nina       2:02

     4-1-18. ONE BLOCK OF HATE

 Indeed, there is a lot to hate in this level. But you'll learn
tolerance once you're past it. A good start here is 7, 9 to the top, S,
get the gold DR, and then back UL and face the rope. Drop the bomb you
got and DL. When above the island, drop and get the two bombs, then drop
UR. Zigzag UR/UL to back on the stairs and now go along the top--UR, UL,
UR, DR, DL, DR.

 You'll drop onto a rope after this. Five hand-grabs and you can drop.
Use a \ bomb DR of the block guarding the stair--in fact you don't need
to get the second bomb before that, just nip in after you placed the
bomb. Climb up the stairs and go along the rope. Drop at the UL end and
go DL. Then down to the stair bottom but don't fall until the two bad
guys are far away.

 Your next object is to pot the two of them. You may need to start out
by digging A and S as they'll come on two UL angles. Then once they're
in the pokey run DR past them and keep digging Q.

 Once they're goners(note: all bad guys are dumped in that well behind
the ladders) get the gold piece and the radius bomb. Use the radius bomb
in the nook between the two square blocks that divide the lower part in
half. Move away and stay UR of the uppermost hole. The bad guys will
fall in, and you'll then be able to use the last two bombs unmolested.
The / can be used in the same niche and then after getting the gold, use
a \ to get to the idol transporter. You can side-trip across the ladders
for the extra guy if you want.

 Best time: 2:18 without the extra guy but with significant needless
futzing around.

  --TIMES--
Milk Toast 2:35
Scott      2:43
Andrew     2:50
Kenny      2:53
Pablo      2:55

     4-1-19. STRESSFUL DAYS

 Two trips through are all you need here. The monk isn't much of a
factor with a few well thought out digs.

 Here's a good start.

 SAAT: A-1-7-S-7-9(gold)-1-3-3(fall)

 3-1-1-3-3-Q-7(fall)

 Now to get the 3 gold in the pen. Dig UL and then dig DL 3 times--so
that you've formed a row just UL of the stair. Then you can drop in
them, get the three gold, and dig the DR-most one to get onto the ledge.
From there you can climb on the ladder DL and UL. You may have to dig
once more to get past the monk and then climb the ladder in the upper
part.

 Get the three gold and climb the 1-rung ladder. UR, then DR. When you
can DR dig adjacent to the 2x2 room, do so. Fall in after it, UR to the
row of gold, dip in DR and then UL and back DR. Then DL to get into the
2x2 room.

 Here a little thought and vision can be handy. Get the treasures and
dig Q from both squares you can see(the DR.) Drop in there and DL dig.
Drop in again.

 If you want to go for speed, drop the bomb DR, then 3/9/1/7 very
quickly. Otherwise you can get the gold first. But you want to place the
bomb in the left of the two squares. Then you can dig the three left
squares(1-1-A-1-A-1-A) and fall in. Dig the two right squares(W-9-W-9)
and get the next gold before falling in. Dig the UR in your 1x2 pit and
then get the three gold inside. DL, DR , UR and then UL into the
transporter.

 My best time here is 1:13.

  --TIMES--
Milk Toast 1:24
RcRunner   1:39
Nina       1:45
Andrew     1:47
Scott      1:55

     4-1-20. TEMPLE

 For a quick start go 1-1-S-3-ctrl. This should take out the monk
although you can dig to trap him if you're paranoid--DON'T dig where you
want to drop the bomb(at the corner) though. Going too fast is no worry
as the monk will step into the remnants of the blast.

 Below this there are four gold: 9-9-1-1-7-Q-7(fall.)

 Next part is the square mill with eight gold pieces. Go DL to enter--
that's the best place to start. It's not hard to deal with getting the
gold, but there's the opportunity for even more. Dig behind as you go
clockwise; this will desynchronize the blind monks, and maybe the two
death monks will get into the mix as well.

 After you got all eight you'll be around where you started. Detour
DL/DR and get the bomb then come back. You'll want to go to the DR part
of the board now. If death monks are chasing you leave afew UL-digs. You
will need to get the bomb in the part below--DR and UR for it. You might
have to tab to use it next to the blockade just above--use the tab as
you run back. Then move away and there will be a chain reaction.

 Now, why not go DL and get one gold, dig DL and get the second? Then
UL/UR/UL and back in the swing. Get the next (/) bomb and use it on the
wall at the corner. Go past and get the mine which will be handy later
on to save you time. Then UL and when you bump into something you can't
quite see, turn DL and make sure the (/) bomb is ready. Use it and step
DR. Then go back UL/DL to the main part of the board.

 Next you'll want to tackle the DL. From the ladder tops go UL and
leave a bomb at the wall--if anyone is approaching from behind, placing
a mine is a good idea --but not in the corridor as that will trap you
temporarily when you try to bomb.

 The first bomb will open you up to three more. Get them all. Use the
(/) bomb to get behind and then get the gold way behind. Now you can dig
your way out instead of bombing the pillar that reappeared. Then go back
up the stairs. Again here's a good place to use a mine. Place a (\) bomb
in the DR and then dig below where it was. This will allow you to fall
DR, get the chest, and move back in. The portal is to the UL, and if any
bad guys are coming it's a great time to use the last mine.

  --TIMES--
RcRunner   5:06
Kenny      5:10
Pablo      5:12
Nina       5:18
Scott      5:20

     4-1-21. BIG BLOCKS

 This is not too bad a level to get through and in fact it's not too
bad to get the donut--whatever that does.

 Climb down the ladder to the DL. Dig DR. Fall there, dir DR, and fall
again. DR onto the ladder. Q-1-Q,1-7 and now raid the bunkder for 3
gold. Get back on the ladder nad go 1. Now it's not too bad to get the
extra guy so why not?


X X
X 3
 4 1
  2

 Dig the squares in the order shown, and then dig 1, 2 and 4(in that
order) below. You now have a path between the extra guy and the gold.
Fall off. Now you'll want to go to the bottom(assuming you won't get the
donut later) and you'll want to leave a few holes in your wake as you
do. There's a ladder to the very bottom, so take it and when you come
back up hopefully bad guys will be stuck where you dug them.

 If you are able to get well ahead of them, that's good, because when
going up the ladder with its base by the undiggables, you want to SAAT:
1-A-9-A-1(fall)-A-1(fall)-7-S-3(fall.) Fake out as necessary to reach
the top.

 After climbing the long ladder, SAAT: 9-W-7-W-7-W-9(fall)-3-S-7-S-
3(fall)-S-3(fall) onto the area with the bomb. Now dig the down corner,
and SAAT: 7-S-9-S-3(fall)-1-S-9-A-1-S-7-S-3(fall)-S and now there may be
bad guys hanging around. If so go to the ladder and dig Q And A before
what you'd do in any case--W. Fall 9, dig S, fall and get on the ladder.
W-3-W to get the gold tucked in there.

 Once at the top, go down the DL ladder and UL for the gold then DL and
down the ladder. You can fall DR and UR/UL enters the transporter.

 That's how you get the level done. But what if you want the donut?
First you will need the invisibility. You can probably get that at the
start. From the gold in that area, 1-1-A-9-A-3-A-1(drop.) 7-S-1-W-
9(drop)-3-Q-7(drop.) Get the invisibility and 2->1 your way out, landing
on the invisibility portal.

 Now after you get the bomb, you'll want to use it as follows: below
the ladder up to the three undiggables, DL, UL, face DR, dig DR and drop
the bomb. Use the invisibility and you can enter to get the donut
without being caught. Then get out quickly.

  --TIMES--
Scott      4:11
Andrew     4:15
Kenny      4:22
Pablo      4:25
RcRunner   4:45

     4-1-22. RAT RACE

 You don't want to get everything on a level before moving up;
sometimes it's easier to move up a level and drop back down later as the
bad guys will have shifted around a bit.

 UL/UR, get gold, dig DL is a good way to start. Then dig DL and UR and
move DL, digging DR behind. Get the gold UL and then DR/UL up the
ladder. Now weave DR/UR to the very corner. You can come back DR/DL and
dig DL. Fall in for  another gold and you may have to dig in front a bit
but the next goal is to go UL where there is a fork to the DL but gold
is both DL and UL.

 Now go up the yellow ladder. Don't dig right away if the blind monk
seems close; he doesn't cover that square, so you will slow yourself
down. Instead follow him and dig the DR-most square. That allows you to
cover two gold. The bombs aren't particularly useful so you may just
want to go DR, UL and fall DL. Go back up that ladder again and this
time dig to get the blind monk out of the way. Before going up the next
ladder be sure to have gone DR to get the other gold, and now you can
get another gold before dropping onto the rope.

 Go across the rope and there are a couple of gold pieces to bag--you
can sneak in behind the monk(dig behind you if bad guys are coming--note
how the rope is accessible from the ladder to the DR, which doesn't help
you here and in fact gives ENEMIES A shortcut, but if you slip it can be
a shortcut back to the top.) Then climb up the stairs. Watch the monk
near the top here; his ritual involves climbing down the top ladder.
Then sneak in for the last gold piece to the DR and enter the
transporter.

 My best time, sans donut, is 1:39.

  --TIMES--
RcRunner   2:31
Nina       2:35
Andrew     2:40
Scott      2:54
Milk Toast 2:56

     4-1-23. ZIG ZAG

 Nasty level here. Lots of potential for stupid slip-ups once you find
the solution. Your first task is to get the two bombs. DL/UL/DL/UL and
then tumble DL off the red stairs. Fake the bad guy out(UL dig should do
it) and then up the yellow ladder. 3-<2-<1 dig is best but any 3-2-1
should work out ok. UL to get one bomb, DR to a gold, dig UR and fall
there. Then go back up the ladder after typing 3 to get on it.

 By the way, the red ladder from bottom to top goes 7-7-9-9-7-9-7-7-1-
1-1-7-7-7.

 The first thing to do is to use the bomb to get the encased gold--it's
the trickiest part of the near left and also the closest. Dig second,
third and fourth squares UR of the left stairs. Drop into the pit and go
to the middle. Facing UL and when you've stopped moving, drop the bomb
and quickly dig UR(if you're not going for the VERY best time you can
reverse these) before backing up DL. Now you can fall UL a bit and then
after getting the gold a 2->1 dig from the left part will get another
gold.

 Back up the red ladder and now a 4->3->2->1 dig will get the two
suspended gold left of the transporter. The rightmost place to dig is
just left of the corner.

 Next time up the ladder it's a bit trickier to envision but actually
it's not so bad to do. What you need to dig is, when at the bend above
the transport, dig UR and then back up and dig DR three times. It's
still going to be a 4-3-2-1 but you need to go to the bending point and
dig UR(W) for your first one. Eventually you'll drop down. Digging from
left to right is out of the question with the undiggable at the top.

 Next time up the ladder go as far right as possible. Dig the rightmost
six squares. Drop into the pit and when at the third-right square and
still, drop a bomb. Run left and dig the third- and second-left squares.
Instead of a 5-dig(which I always seem to slip up) this buys a lot of
time for the rest of the level.

 Now in this 5-pit you need to 4-<3-<2-<1 dig. You should have plenty
of time to do so but do remember to reverse the direction of the dig!

 After clearing this you can take the yellow ladder up and tumble DR.
Go UR and then dig UL when the bad guy's close--unlike his mirror image
he hugs the wall and not the edge when coming for you. Climb up the
stairs and now a 2-1 dig between the undiggables gets you to a platform.
Fall UR off it. Then you can fall UR again when the bad guy's not around
and climb back up the stairs.

 At the top, 2-1 dig again and this time dig a square in the 4-
platform--but not at the edges--and fall down for 2 gold. Then DL fall
for another gold and UL fall. Now you can make it back to the
transporter. 7-1-7-7-1-1-1-1-7-7.

  --TIMES--
RcRunner   4:55
Scott      5:11
Milk Toast 5:24
Pablo      5:26
Kenny      5:57

     4-1-24. TOWER OF BABEL

 This level is virtually symmetrical--the one exception is that there
is an extra life on the right side but not the left. In addition every
wild monk patrolling either 1)takes a path that is symmetrical or 2)has
a guy on the other side mirroring him. So I will only describe what to
do on the right side.

 The major way to optimize the time taken here is to work from the
bottom up. It's also advisable to clear everything on one side in a
single go. From the base take the right ladder up(go to the side of the
top rung for one gold) and I recommend going UR at the top. Dig the last
two of the three DR squares and clean up that area, and then on the rope
you can dig UR and DL, drop and get everything. The bad guys work
counterintuitively here so don't try to dig a hole and wait for them--
just follow at a safe distance. Note that you'll have to drop onto a
square that you dug, and similarly you'll need to catch the rope from
one of these squares. If a guy seems to be running at you he'll probably
be going up the ladder, so just don't get close. Digging bad guys also
may cause them to regenerate higher up, which can cause delays.

 And oh yes, don't forget to get the far-right gold.

 There's also a pair of gold chests near the bottom. For the one on the
right, dig DR to get the square UR of it and walk in. You can then go
UR/DR onto the rope after which you can push SHIFT to drop. This saves a
bit of time before you climb up again.

 On to the next level--note that if you go UR onto the ladder you'll
latch on to the left side. First thing to do here is to get to the
crossroads just past the ladder tops and now once the bad guy's out of
the way, SAAT: 9-W-1-W-9(fall)-W-9(fall)-S-9-9-1-1-3(fall)-A-1(fall.)
Back up the stairs. Back up and with the bad guy disposed of go UR until
you can dig DR. Do so, back up and dig UR. Fall, dig DR, fall, dig UR,
and fall in there. Now go to the other side. Then go to the next level.

 On the next level, you'll want to climb up the UR ladder but it's
tricky here as you can't immediately dig DL. If the bad guy's to the
right you can fall DL from the ladder top, or if he's on the left, then
UR, dig DR and UR/DL/DR.

 Next it's up a long ladder  From the ladder top, dig UR, fall there,
DR, dig UL, fall UL, UR, dig DL and fall. Climb back up. Notice the
quarters are getting a little more cramped and so you may need to
dispose of the bad guy first--whether digging UL or moving UR and
digging UR.

 At the top, the bad guy may get stuck in the ledge under the ladder
with a gold, with no way out without digging. Fortunately a UR dig lets
him wander back and forth. He will get trapped when the brick reappears.
However, in the normal course of action you need only go UR for the
gold, DL, and dig UR. Go DR, UR and when it's safe fall DR.

 The teleportal is at the very top of the ladders. Don't worry, you
can't fall off there.

 My best time here is 4:30. With all the stair climbing, what seems
like a relatively easy ride takes a while.

  --TIMES--
Milk Toast 5:09
Scott      5:45
RcRunner   6:00
RcRunner   6:12
Nina       6:30

   4-2. WACKY WORLD

     4-2-1. WELCOME TO WACKY WORLD

Push 9 as you fall. It's tough to get all the gold directly and you'll
have to backtrack a bit but I recommend going 7 when one is just UL and
then 1, 7, 9 to get the uppermost one. Then 3/9 up the stairs, get the
gold, and 1/3 to get the gold below. You will then need to go 9/7 with
another slight backtrack and look for the red/blue platform to the
right. Get on there and go 3/1/3/7/3 on the walkway and down the latter.
9 for the first egg then 1/3 to get the DL ones. Now for the three eggs
in a T, get the lowest one first, go 9, and 3/7. Go 9 but don't bump
against the edge and then 7 to get on the rope. From the rope fall 3,
then go 1, 3, 9.

  --TIMES--
RcRunner   1:19
Doofus     1:22
Nina       1:25
Pablo      1:28
Kenny      1:33

     4-2-2. FULL CIRCLE

 This introductory level is not without pitfalls. Start by going UR,
UL, DL to stairs for two gold(you'll get the third one eventually so why
waste the extra movement?) then tumble DL to the fruit walkway. UL for
one gold, DR, UR, UL to the stairs. Go UR when you see a stair adjacent
to it and UL to the next level. Dig(S) over the rightmost gold and you
can fall to the area with the switch. Face UL and turn it on. More
platforms will appear. Back up the ladder, across the fruit walkway on
the top, and then go UL of the middle UR/DL diagonal. 4-3-2-1 dig the
most DL-ish squares as you go down. This is not as easy as classic Lode
Runner's run-and-dig, what with the obstructed view and realistic
movements. But when you've fallen to the bottom, DR, DL, UL, UR and get
the invisibility. Go along the rope and fall DR at the end. Use the
invisibility and go through the monks for the last two gold pieces.

  --TIMES--
Milk Toast 1:18
Doofus     1:25
RcRunner   1:30
Kenny      1:30
Andrew     1:35

     4-2-3. JUMP HOUSE

 The key to beating the #1 time here is to clean out the left side in
one pass. Which is not easy. Although the game's controls remind one of
Q*Bert, this level is the one that most seems to pay potential homage to
it. Look at the left side and you'll see what I mean.

 So with that in mind you will want to try your hand at the left side
first. Take the long ladder up and go 7 to the purple square at the
edge.

 SAAT: S-A-3-9(to edge)-3-1-7-1 all the way-S-1-9-3(fall)
 Next level: A-S-3(fall, get gold)
 Next: S-1-7-A-1(fall)-1-1-9-9-3-9-3-9-3-7-A-1(fall)
 Next: A-1(fall)-3-7-1-1-A-1(fall)
**note--you can pick off an extra life here with A-digging the purple
and orange squares, dropping and digging the two purple squares--getting
all the gold first of course.
 Next: 3-9-9-1-1-3(fall)

 After this you need to notice the areas under the Q*Berty place. 9-7-
9-3-1 circles you around the closed teleporter and back to around where
you started.

 The board looks a lot starker now but there's still a lot to do. Three
more trips up the long ladder are required. Let's take care of the
orange-and-purple area first.

 After each of the first two trips you'll want to dig along the
walkways and fall through to get eggs. It's not clear from a perspective
standpoint where to dig. Fortunately, you can track it slightly by
counting the offset of blocks below and above. The first time you want
to dig DR while at the edge of the square, UR of the ladder. Fall
through when the monk is not around and then dig a hole to trap him.
Then a 2-1 dig down into the DL or DR sides should get three gold
pieces--try to head to the DR for it so you get the gold piece over
there first as it will save a bit of time.

 The next time, walk to the second square out on the walkway. Dig DR.
Make sure to check you'll land on a gold piece before you drop. If not,
note how far you need to adjust and wait if necessary before digging
again. Fall carefully, get past the bad guy and again you'll need to dig
2-1 to get out. This time the DR is better--shorter path to the ladder.

 Finally at the top of the stairs dig 2-1 down. You should land on the
gold. Dig DR. Get the other gold piece and 2-1 dig again. 1/7 into the
teleporter.

 I got 2:38 clearing out the left in one go but being sloppy other
places.

  --TIMES--
Milk Toast 2:39
Doofus     2:52
RcRunner   3:01
Nina       3:07
Andrew     3:32

     4-2-4. PYRO

 A cute little bit of foresight is needed to clear #1 comfortably. But
completing the level is actually easier and less time-consuming than the
last. It just looks oddly sparse but that is because it is isolating
techniques you will need to use later.

 SAAT 9-1-3-1(fall--in the air you may want to check the active bomb
and tab if necessary)-7-3. When before the intersection and stalled,
place the bomb. If you place it while on the intersection it will fall
off into the ether.

 Wait a bit and when the bomb winks out go DL for the gold and then UR
onto the next ladder. Once on top go DR and place the only bomb you have
left. 7/9 to get the gold and stay by the gas can until the explosion
wanes. Get the can and climb DR. Place the bomb at the intersection and
then run into the corner, 7-9. Hit the DL right for some gold before
going back UR and DR. There's another stairway, going up. At the top,
place a bomb UR and go down the stairs. Return after the explosion and
place the next bomb in the niche the previous one created. 1. Now you
can run 7/9 after the explosion. Here, face 3 and drop a bomb. Then turn
around(7) and drop another bomb--this saves the trouble of doing so
later. Go down the ladder and get the egg below when the time is right.
Then go back up top and 7 to get the final gold.

 My best time is 1:12 with a few slip ups.

  --TIMES--
Milk Toast 1:14
RcRunner   1:26
Doofus     1:34
Andrew     1:36
Pablo      1:38

     4-2-5. RUNAROUND

 This is hardly an easy level to optimize. You wonder why it isn't
later on in the whole suite, especially since there are some nasty
hitches.

 Dig DL, DL(fall), DR to the edge, UL and then from the ladder top, UL,
dig UL, back, dig UL. That will take care of that punk of a monk.

 Now UL, dig DR, and UR, dig DR, UR, dig DR. Fall DR. UR to get the
extra man and then DL. Note--the third dig can be cut out if you want to
save some time and don't care about the extra life.

 DR to the stairs, UR and the hole should regenerate by now so go UL
and at the stair top dig UL. Fall in, go DL and dig UR. UL, DR, UR(fall)
and then go DR when you can see yourself. Run along the rail and dig two
holes--one for the monk, one for you to dig under and escape through.
Get past the monk below and go back up the stairs. This time  DL and dig
UL. Fall in, UR, dig DL and drop down. DR on the next boundary and DL.
Dig the checkerboard, UR, dig DL. Drop DL and dig DL. UL UL UR and back
and drop in the hole. DL UL UL for the gold and then back. DR to one
checkerboard and UR to the next. Dig DR and drop there. DL for the gold
and UR to the orange wall. DR, UR up the wall, then UL to the top. Run
DL and then go UL and dig the checkerboard. UL and dig DR again. Drop
and dig DR again. Fall down and then the teleporter is UR.

 My best time is 1:23 with a few inefficiencies(but I got the extra
guy) so you need to hustle here.

  --TIMES--
RcRunner   1:24
Milk Toast 1:38
Doofus     1:55
Kenny      2:02
Pablo      2:07

     4-2-6. UP -N- OVER

 This level contains an obnoxious climb up one stair and some serious
repetition. Fortunately, there aren't too many ways for experienced
players to goof up.

 Head DL to the edge then UL to the first plate(which will remove some
pillars guarding the transporter) then UR. It's a long way up. Now 7-9-
9-3-1 to get on the ladder, UL to the top, then do the following:

--UR 3 hand-grabs, SHIFT to drop, 3-1-1-1-7(up)
--UR 4 hand-grabs, DR 1, SHIFT to drop, 1-1-1-1-7(up)
--UR 4 hand-grabs and fall DR, twice. That gets you to the next level
lower down and you can repeat the three. Note that after descending from
the very top a monk may be in your way or may catch you before you start
on the rope. This is a signal that you didn't go quite as quickly as you
could have.

 On the third(lowest) of the platforms with gold, you won't need to go
for a third drop. After you get the gold go DR until you touch the
plate. Then you should be able to switch DL and zag UL/DL to avoid
flowerpots to enter the transporter.

 My best time is 1:35.

  --TIMES--
Milk Toast 1:38
Doofus     1:45
RcRunner   1:57
Andrew     2:01
Kenny      2:22

     4-2-7. STAYPUT

 Well, this is an interesting one, now. First order of business is to
pull the switch. Run back to the square after the bridge. Dig it and let
the monk drop in. Run across and run back and you can still stay on the
monk.

  --TIMES--
Milk Toast 1:45
RcRunner   1:55
Doofus     2:10
Nina       2:18
Kenny      2:24

     4-2-8. DOUBLESHOT

 You can do some digging one-at-a-time and avoid the bad guys and get
one gold at a time but as the level name implies I think you may be
better off just finding the quickest way. There's no way to get the
extra guy AND the quickest time.

 DR, dig DR. Back UL and then UR until you can dig the blue square that
blocks the passage going UL/DR. Drop in there, DR, DL, UL and then DL
when on the big plateau. Dig the only white square DL and drop in there.
DR, UR and UL. Yay, another gold. DR, DL and dig the red square at the
end. Then UL and DL for another gold, UR and DR and dig DR. Drop and get
the last gold(DL/UR) and UR/DR to the transporter.

 My best time is 0:33.

  --TIMES--
RcRunner   0:36
Doofus     0:45
Nina       0:52
Andrew     1:00
Kenny      1:02

     4-2-9. PAINT BY LODERUNNER

 Another very interesting level! Here you need to figure out how to
create a maze that will not get bad guys chasing you. You also want to
be reasonably quick about it all. You'll note that any square you step
on produces a square on the other side of a gap. A mirror image sort of
deal. Therefore you need to step on certain squares and avoid others--
and don't forget to make a path out.

 ** MAP **
(It'd be too messy if I rotated it sideways but here's the compass)

 7
 ^
1< >9
 v
 3

 u=where you start
,=normal squares
 g=green fruit
 y=yellow fruit
 o=orange fruit, and also bridge that appears when you pass next to it
 T= transporter
 *=where tree appears
 !=where you need to go
 @=recommended
 x=not recommended(unleashes monk)

   !,,,,! $....$
   ,,,,,, ......
 ,,,,u,,, ...g..T.
 ,,,,,,,,o........
 ,,!,,,,, .....$..
 ,,,,,,!, .$......
,,,,,,,,x, ...........
,,,,,,!xxx .y.$.......
,,,!,,,,x, ......$....
,!,,,,,,,,o........$..
,,x,,,!,!, .$.$.......
,xxx!,x,,, .....$..g..
,,x,,xxx,, ...o.......
,,!,,x,,, ......$...
,,,,,!,!, .$.$......
 ,,,,,,,,o........
 ,!,,,,,, ......$.
   ,,,,,! $.....

 My best time is 1:17.

  --TIMES--
Milk Toast 1:34
RcRunner   1:47
Doofus     1:52
Pablo      2:00
Nina       2:16

     4-2-10. LEVEL WITH NO NAME

 'Level with no real point/originality/fun challenge compared to the
others' or 'Level that didn't really earn a cool name' would be more
like it. Lots of repetition, followed by a puzzle where you can't miss
the solution. The main drag here to completing quickly is that you'll
descend a ladder and dig a lot, which is slippery.

 Anyway...SAAT: face 9, space(this removes the monk guarding passage to
the next part,) 3-9-7 to top, get gold, 3, 9, 1 for gold. Now W-3
continually to the bottom. When at the bottom, go 9-3 and oh, look, you
have the same puzzle, only the wall is one unit higher. So you'll just
have to repeat.

 After the third wall, you'll need to wander UR/DR and hit the switch
to create a passage to the far right. Then you'll step on a plate that
will get you the final gold. When you get on the lemon bridge, dig DL
and drop through. UR through the transporter.

 My best time is 1:12 with a slip or two.

  --TIMES--
RcRunner   1:16
Doofus     1:23
Kenny      1:27
Pablo      1:30
Andrew     1:35

     4-2-11. WACKY WALL

 One devious timing trick here separates you from a relatively
straightforward level with some interesting bomb placements.

 1-A-(ctrl)-7-1(fall.) Wait for the bomb. 3-1-1-7-7-1-1-1-ctrl-A-7-9-9-
1-1-1-3(fall.) Probably won't need to wait for the bomb. 3-1-1-7-1-7-3-
9-UL to the top.

 Now the tough part is here--go UR and face the orange block. Drop a
bomb, wait a half-second, and dig. If it goes right(1/2 second or so,)
you'll blow away the second-top pillar and can climb down the stairs
into the restricted area and get the three gold. Drop the bomb but only
after getting all three--if you try to make a shortcut and get the UL
gold last the pillar will regenerate as the bomb didn't blow up the
pillar which hadn't regenerated.

 After this you can come back, place another bomb, retreat and run
forward.

 From the top of the wall, DL, UL onto the blue bridge, DL, UL and
UR/UL and then you can climb down the ladder(DL.) Get the egg at the
bottom then UR and UL onto the aqua platform. Drop DL, dig DL, ctrl,
fall DL and go DR. Boom. The path should clear to the transporter. I
don't believe you can jump DR from the transporter.

 My best time is 1:06 but I stumbled at the end.

  --TIMES--
RcRunner   1:08
Doofus     1:09
Andrew     1:11
Pablo      1:16
Nina       1:18

     4-2-12. HIDEY

 ** rough map **

                 +/
                X/*/
               */*/$
              *// ^ */
             */$/* */H
            */H/* */X e
           $/*/* */X X X
          */*/* */$ X
         */*/$ / X X
        *// * */^ X
       */$/^ */H X X
      */H/* */X e
     $/*/* */X X X
    */*/* */$ X
   */*/$ / X X
  *// * */^ X
 */$/^ */H X X
*/H/* */X e
$/*/* */X X X
/*/* */$ X
/H / X X
  */^ X
   X X X
    X
     X

 Contrary to what the title--or the addition of new features--might
imply, there seems to be no need to hide in this level. First you need
to note that only the bottom of the four levels of the structure can be
dug on--EXCEPT the square DL of the portal. So you will have to outsmart
the bad guys.

 The first step I find is that DR one square and then flooring it UR
clears the bottom part. Then I dig DL and wait for one monk to wobble
before climbing up the stairs.

 This next part can be done in one swoop, but if you botch thngs or it
looks like bad guys are about to surround you, head for the hiding
holes.

 Go DL to get one gold then back UR and climb up the stairs. Get the
gold to the UR and go up the next stairs. DL, go down the stairs, get
the gold, and then you can go downstairs for the next gold. This
distracts the bad guys from going to the top where they can be a
nuisance.

 After this, go back up the two stairs and DL for the final gold. Now
bad guys may be guarding the area and you may actually want to stay in
the DL of the second-bottom platform instead of the hidey hole(the bad
guys tend to be more thick-headed chasing you that way,) after which you
can run across the top when the bad guys get close. Then at the UR, dig.
Enter the portal.

 My best time is 1:04 but I suspect it's doable in under a minute.

  --TIMES--
Doofus     1:06
Pablo      1:18
Kenny      1:21
Nina       1:26
RcRunner   1:31

     4-2-13. SWITCH BOARD

 This level may seem weird but in fact the switches mostly do what you
need them to, so it's more a case of just finding the next one.

 9-3-3-3-3-9(fall off ladder) to avoid the blind monk coming up. UR
then UL and hit the switch. If you time it right the blind monk gets
caught in the block that appears and dies, leaving you free rein DL. Now
go UL and the pressure plate you stepped on will unleash the monk. No
problem, go UL and dig UL. Then go DL and hit that switch.

 From there UR, go one UL to get the egg, and UR. Don't worry about the
pressure plate to the UL; it will cut off the bridge you just crossed,
but you should be too fast for the monk anyway. UR/UL/space at top of
ladder and a new bridge forms. DL UL DL and ** BOOM ** the tripwire zaps
the bridge you have to cross. No big deal, the blind monks that were
there fall into the holes. Run across them. Once you see the gold, 7-9-
7-7-1-3-7-7-7 and resist the temptation to stop at the gumball machine
if you're going for the fastest time even if you have plenty gold to
drain the whole thing.

 My best time is 0:50 with a few slips I noted. So you have to be
reasonably exact, but there's a lot of straight-ahead running.

  --TIMES--
RcRunner   0:51
Doofus     0:59
RcRunner   1:09
Andrew     1:15
Pablo      1:32

     4-2-14. LOONY BIN

 A good start should pretty much kill this level off once you know that
you must run from switch to switch and you manage to navigate the wall-
ladders. It really does look like the walls are padded, though.

 DL until you're DR of the pressure plate. UL until UR of the mad monk.
Wait and dig--A. The pressure plate will activate. The bad guy will fall
in. DL and then UL when you're DR of the ladder(1 from the DL edge.)
Climb up the ladder. 7-9-3-9 and up the ladder, 7-7-7.

 Now to the first switch--1-1-1. Face 7 and push space. 9-9-9-9-7-3-
9(fall), face 7, space, 9-7-7-7-9-9-3-3-3-face 7-space.

 A little detour before the next switch: tap 9 to get on the ladder, 3,
9,1 for gold, 7, 9-9-9-3-9-1-3, face 9, space.

 3-3-face 9-switch. 3-3-3-9-1-3-face 9, switch. 7-7-3 all the way down.
9-1, 7(fall)-7-7, then 9-9-1-1 and 7-7-7 to the teleporter.

  --TIMES--
RcRunner   1:10
Kenny      1:12
Nina       1:15
Doofus     1:23
Andrew     1:26

     4-2-15. THINK FIRST

 This only takes one time through if you think about it. 3->2->1 dig to
the DR onto the checkerboard walkway. Get the gold eggs and then drop
off to get two more. Now there are three more to get in this area but
they're rather tedious and the square-pit part is tricky so you may want
to try the challenging bit first.

 Climb up the right ladder of the square pit. Standing right of the
right point of the square, dig DL, go DR, and dig DL.

 I've been able to get :54 with exact play and a bit of luck.

  --TIMES--
RcRunner   2:57
Doofus     3:06
Pablo      3:12
Nina       3:15
Andrew     3:22

     4-2-16. LAYER CAKE

 I'm sure there are some shortcuts I missed that a prudent player can
take to get through this mess a bit more quickly. But how to get some of
the gold is challenging enough. And the first time I got through my time
was 4:07. Of course I had the luxury of refining some of my moves as I
mist have tried many times before solving.

 You'll see two gold eggs isolated on orange platforms to the DL. A-3-
A-3-A to make it so you're on one with both of them. Get the left one
and then the right one and then fall DR. Go along the fruit walkway and
now use the ladders to get up--ignore the blind monk. I prefer 7-9-7-1-7
as your vision's not obstructed at the top.

 Now fighting the monk on the plain is tough, but there is a good way
to defeat him. If he's close then you may have to dig once you climb up
the stairs. Otherwise you may wish to surround yourself with holes. Once
he's in a hole then you want to stand on him.

 Once the hole closes, you need to dig the square 2DR, 1UR of the upper
encased egg. That is where he'll fall, and you'll have time for your
next operation. Dig the square DR of the encased egg and the two DR ones
from there. In the pit below dig the two UL-most. Then dig the two DR-
most below there and you can get another egg and are back where you
were.

 Next you'll have to deal with the aqua pillars. Go up the stairs and
then when facing the DR, S-1-S-1-S-3(fall.) 3-S-7-S-9-9-3-S-7-9-9-3-3-S-
3(fall.) Now you can get all the gold. Run DL and be sure to turn as you
can fall off. Also don't worry about the bad guy--if he's very near once
you turn the corner, wait until the first aqua pillar reappears.

 The rest of what you need to do is in the upper part, with a brief
detour to get the egg in the far right. But for that you'll need the
bomb in the upper left. So let's go there. Run along the DL side of the
upper orange part and dig UL with the bad guy close. When he falls, run
across the purple bridge and go up.

 Now this part is not easy and there's no shame in taking three cracks
at it--one to get the eggs near the teleportal and just right(2->1 dig
winding up UR/DR from the left edge,) one for the left ones(2-<1 dig
from the top,) and one for those in the big chamber(1 dig.)

 However, it's possible to do things in two fell swoops. Or pretty fell
swoops. Maybe stumbled swoops. Whatever. At any rate the formula is not
easy. You'll need ti dig in an L--the place to start is UR of the left
edge of the rectangle that's formed if you cut off the top two DL-UR
rows of the purple structure. Then dig DR of that, UR of that, and UR of
that. You'll have to have knocked the bad guy out of commission, and as
before you may want to dig the square UR of where you started to trap
him good. After you originally trap him, dig right away and that should
do the trick. In fact if you are positioned DR of there you can Q-W-1-Q-
W-1-W-9(fall) and you're on your way.

 Q-9-A-9-A-1(fall) and 1-7-1-9-A-3-Q-9-A-1(fall) and now you can go
across for that egg.  Go back for the other eggs although you may wist
to dig UL once you pass into the 2x3 chamber(this is tough to see but
when you're behind the purple is right) and then DR, dig UL again. This
gives passage to the egg below even if everything else closes up. Then
dig over the egg and fall. Go DR and dig DR.

 Here's a tricky part--you can lunge in for the four on the bottom
orange and then the one past the fruit slice walkway, but it's not too
bad to get both. Simply drop when the bad guy's somewhat far away, go UR
and dig DL. UR/DL until you should dig to get rid of the monk, and then
dig Q and S once you're by the right of the two orange blocks. Fall in,
DL/UL/DL, UR/DR,UR and by the eggs go UL/DR. Get out--UR/DR.

 The next time around the purple will be easier. 2-<1 dig in the far
left to get access to the egg on the purple but dig over it, fall, and
get the other egg before going DL and fallinf DR. There are two more
eggs to pick up before you can enter the teleportal. Whew!

  --TIMES--
Doofus     4:58
Kenny      5:12
Nina       5:17
Pablo      5:22
RcRunner   5:36

     4-2-17. KABOOM

 It should be very easy to beat the fastest time here even if you
detour for the extra man. Most of the time there's just one way to go.
Get the bomb and place it at the far UR. Wait for the second chain
explosion before climbing up the stairs--stay just behind the bombs.
Then wait for the chain to come around and blast the block that's in
your way. Get the gold to the DL and then climb the ladder you passed.
At the next gold, 3 and then climb down the ladder quickly. You'll land
ahead of the chain reaction. Blast the square you landed on and run DL.
You can head DR for an extra guy and then back UL although if you make
this detour your timing may be just a bit off--not that it's too bad as
you can try again with no net loss of lives.

 You should be able to get the UR of the two bombs at the end of the
chain reaction(it's split off) and then go UL. Then you can circle
around the bombed area and go DL, UL and place the bomb against the
wall(the UR-most saves the most time.) Back up and run in.

 I've managed to get 1:01 without the extra life and 1:10 with it.

  --TIMES--
RcRunner   1:39
Nina       1:40
Doofus     1:45
Andrew     1:57
Kenny      1:59

     4-2-18. MONK BAIT

 Monk baiting is tedious when you repeat it, but this level really
gives good variety, I think. First you'll want to go DR to the second
ladder and climb up. Get the gold chests and then go to the bottom part.
Drop DR and then take the UL of the two ladders. Climb up it.

 You can conquer the first two monks the same way: run at one and then
when it gets within one square of you, run two squares away. Repeat
until you can dig. Then bypass.

 After the first monk, go all the way up the ladder to get the egg,
then DR and UR.

 After passing the second monk, you'll need to go roundabout to get to
the ladder. SAAT 3, 1, 3, 9. The third monk, you can actually dispatch
without retreating. Note where the DR-most of his path is. Get 4 squares
away from it and then run at him when he turns away. You have time to
dig and in fact a split second pause will make it so he doesn't teeter.
UL, UR, DR and around the square area.

 The fourth monk is the toughest to tempt. You'll need to keep him hot
on your heels. The run two when he's one away strategy works well except
you may need to run one square in order to get to the corners of the
square with the hole in the middle. They're used as pivots to fake the
monk out. You'll need to run around the horn to wind up DR of him and if
you don't let him close he'll retreat.

 Once you do though, dig DR under the bomb, fall, and place the bomb
when you land(should land at the far right.) Get the two gold and then
run at the monk to the UR. When he starts to follow you, head to the
corner and then go UL one. Then run UR past him, DR and UR. The reason
you want to go to the corner is that he will get trapped behind the wall
this way and not regenerate.

 On the other side here, climb to the top and dig under the gold. Fall
through and dig again to get to the bottom. Again place the bomb on the
far right. The last fake-out is similar to what came before. You'll then
get the last gold. Take the one-high ladder down and enter the
transporter: 3, 9, 3, 9.
</pre><pre id="faqspan-3">
 My best time is 2:32.

  --TIMES--
RcRunner   2:44
Doofus     2:50
RcRunner   2:58
Kenny      3:01
Pablo      3:14

     4-2-19. UNSTABLE ISLANDS

 In this level you must run across seven 5x5 islands. The kicker is
that a grass square disappears as you are over it--so not only do you
need to plan your path carefully, but once you plan you must execute it
right away! Fortunately there are bridges on the island when your brain
and fingers need a break.

 As a sort of retribution for the turmoils of Wacky World in general,
if you are low on guys, you can just blast through, get the extra two
guys, and die. In fact you can really load up that way if you want as
well. It's a funny and rarely seen cheat--continued failure may actually
be beneficial--and the only parallel I can think of is in Super Mario
Bros where you get 1ups and coins(which eventually cycle at 100 for an
extra life.) This seems even lower risk though. The other thing to watch
out for is that you'll fall off the edges.

 I believe I have minimized the paths through this level, and I offer
the following parts of a proof(don't want to make it complete)--which I
also offer as hints to buffer the spoiler maze paths below:

1. On the first few, each gold is two away from another one, giving an
absolute minimum to the path. Often later on one gold piece will clearly
be 3 away from the others, raising the minimum squares needed to get
through.

2. If a square with gold is bounded by something solid or empty space on
two sides, it's pretty obvious you have to use both ways to get in and
out.

3. Similarly if gold is just U, L, D or R of a bridge, you'll need to
get it just before you leave.

 The hardest ones are in the middle, but each one requires work, and I
confess I wrote my solutions on scratch paper before proceeding. There
are actually alternate solutions for some: 1 can start off going DR, for
instance, 2 can go UR/DR/UR instead of UR/UR/DR after going DR from the
left corner(or start DR/DL/1 UL, 2 UR, etc.) 5 can sweep the DL and L
parts first, and 6 can alter the paths between the 4th and 5th gold, as
can 7, which can also be mirror imaged.

s=start
f=finish(also transporter on 7th island)
+=extra guy
=empty space
$=gold
1-z = recommended square by square path

 ** 1st island **

    $           5
   . .         4 6
  $ . $       3 . 7
S . . . .     2 . 8 .
$ . $ . $   1 . 9 . h
 . . . . F   . a . g
  $ . $       b . f
   . .         c e
    $           d

 ** 2nd island **

  S
   $           1
  . .         2 .
 $ . $       3 . b
. . . .     4 8 a c
$ . $ . $   5 7 9 . d
. . . .     6 . . e
 $ . $       j . f
F . .         i g
   $           h

 Note you can't go straight through getting gold every two squares. One
basic mathematical method for solving problems is the checkerboard
paradigm. In this case let's color the eggs red and white in alternate
rows. Then any two eggs two squares apart are opposite colors. You start
on a red but if you go directly for the next egg then you will wind up
on a red square in the end as your pattern is R-W-R-W-etc.

 R
W W
R R R
W W
 R

 So you have to bend out of order a bit. Note any two eggs are an even
distance from each other so you have to go 4 squares to get from one to
another.

 ** 3rd island **

   $           3
  . . S       4 2
 $ . $       5 . 1
. . . .     6 . g i
$ . + . $   7 . f h j
. . . .     8 . e k
 $ . $ F     9 . d
  . .         a c
   $           b

 The order you need to get everything in is pretty clear--get the upper
corner or it may be boxed out later. The extra life is tempting but
you'll have to drag back farther than necessary to get the upper chest.
The next chest is pretty clear(UL side,) and again going for the extra
life is a poor detour. So you go to the left corner. Then DR is the only
way. Going for the extra life is actually fatal now. The rest is pretty
deterministic. Again you need to take 4 squares because the checkerboard
paradigm applies here too.

 Note you can cut out f and g if you want to make a super push for the
best time and not worry about the extra life.

 ** 4th island **

 S $           2
  . .         1 3
 . . . F     8 . 4
$ . . .     9 7 5 j
X . + . $   . a 6 . i
$ . . .     b . . h
 . . .       c e g
  $ $         d f
   X           .

 Where you get the gold chests is pretty much forced. They are in the
corner and so the only question is, which way in and which way out?

 Skip from 3 to 7 if you want to shave off a half-second.

 ** 5th island **

    F
   $           k
  . .         j b
 . $ .       i c a
. . . .     h d . 9
$ $ X $ $   g e . 6 8
. . . .     f . 5 7
 . $ .       . 4 .
  . .         1 3
 S $           2

 The verboten center square doesn't really affect you much. See, you
will need a 4-square trip between treasures from or to the corner gold
pieces either way.

 ** 6th island **

    $           d
   . .         e c
  $ . $       f . b
F . . . .     g . . a
$ . $ . X   h . 5 9 .
 . . . $     . 4 6 8
  $ . .       3 . 7
   . .         2 .
    $           1
     S

 It takes 3 squares to get to/from the rightmost but there are clear 2-
square trips between gold everywhere else. Given where you need to end
up the key thing here is not to bump into the tree, which will probably
delay you enough to make you fall.


 ** 7th island **

   F           h
  . .         . g
 . . .       . . f
$ . . $     6 . . e
$ . $ . $   5 7 9 . d
. . . .     4 8 a c
 $ . $       3 . b
  . .         2 .
   $           1
    S

 The gold pieces that are on the top may have a 1 to or from distance
but then the from or to distance is 3.

 But this is realy about the same as the first island, counting the
teleporter at the top as a de facto gold piece.

 My best time is 0:50. If you memorize the paths you might be able to
shave a few seconds off, but of course you can draw everything up(or
print out This Handy Guide) and then push 'escape' at the orange-slice
bridges. Which is cheating, in a way. But then the game isn't very nice
'letting' you fall off various boundaries.

  --TIMES--
RcRunner   1:15
RcRunner   1:22
Doofus     1:49
Andrew     1:55
Kenny      2:05

   4-3. GEAR WORLD

     4-3-1. WELCOME TO GEAR WORLD

 This scene/level introduces you to plexiglas tiles which you can blast
and which you can run under even when they aren't blasted.

 Below is the optimal path I can see(in squares) for getting through.

 You'll fall onto the first gold piece. Then you can go UR and past the
gates turn DR and UR at the edge to climb the stairs. You'll eventually
get to the top and can fall and go 3/1/3 on the rope to get to the next
stage. From there you should fall 3, 1, 7, 1, 1. There are stairs on the
far right but don't climb all the way down. Tumble UL and get the gold
there, then dig the down-most square. Get the gold below and then DR you
have a spiral maze. It's possible to fall while navigating it, and if
you do it wastes valuable time climbing back up.

   .
    .
 .   .
. . .
  . . .
      .
 $   . .
  . .   [to level exit]
   .

 A small finesse at the end is to dig DR before you get to the exit--in
the DR you'll see a square loop, and the exit is in the center, so dig
on the last square of the DR corridor/walkway.

   --TIMES--
RcRunner   0:49
Scott      0:49
Doofus     0:53
Andrew     1:01
G-Man      1:40

     4-3-2. TWO TUNNELS

 You'll want to cover the level in one sweep so that you don't have to
use up too much time. As it turns out the left guard is irrelevant in
your walkthrough. However the right one seems to get in your way a bit.
3, pause, and 9 when he passes. Go up the stairs and then 7/1 saves the
most time. Dig A and drop and dig S over the sphere. Pick it up, go back
up the stairs, and 3/1 so you're climbing on the rope. There's a gap of
two squares between your current platform and the small one. Drop at the
right edge if possible, 7/1/1/7 to get the gold and drop, 1--another
fraction of time saved. Go along the rope and drop when there's a target
below--you can keep track of what you're above by noting your position
by the wall to your side. Dropping a square before the sphere saves
time. 7 and then 9 up the ladder, then 3 to the edge and dig W. Drop and
dig W on the square under the gold sphere. Get it, 7, 9 and zigzag to
the exit.

 My best time here is 0:54.

Milk Toast 0:57
Doofus     1:00
Dan        1:01
G-Man      1:10
RcRunner   1:13

     4-3-3. BAD MONK NO COOKIE

 Here you'll need to sweep from left to right and back. Some gold
spheres look near but in fact tempt you away from the straightest path.
Still it's not too bad to complete the level in general but on the other
hand the final ways to cut down the time to solve this level are hardly
intuitive.

 Climb up the first two ladders(9-7-9) and continue until you can go 3
down the ladder--but only one rung. Detour for the gold UR and come back
a square. Floor it DR, get the gold and 1/7/9/7 back up the stairs. From
the top, go one square 7 then 1. 3 on the rope, 9, and fall. Now you can
run UR and if you are lucky the bad guy won't be around. After you get
the far right gold you can climb back up the stairs you passed and
probably fake out the monk without having to dig him.

 From here go along the topmost part and dig(UL/Q) the square UR of the
gold sphere. Drop through it and dig DL. Climb up the stair and 9 for
the next one, then 1/7/9 up the stairs, then 7 and go DL until just UR
of the transporter. Fall(3) and dig(A) and jump in.

 My best time here is 0:48.

  --TIMES--
RcRunner   0:54
G-Man      1:13
Doofus     1:13
Pablo      1:25
Scott      1:37

     4-3-4. SWIRLEY

 At the start you may do well to spend time figuring out what is the
best way to do things--the most easily accessible gold is rarely the
best to pick up first. You can pick it up other ways.

 From where you start you can go 9,7 to get the first gold. Then 1,3,9
back up the ladder. Dig DR/S but get the UL gold before falling. Once
you do continue DR until one square away from the DR edge. Go UR and dig
when the bad guy's close--he may just get off the ladder and fall into
the hole next to it if you were quick enough. Then go up the ladder.

 A couple of finesse with digging here. Go a square or two UL and dig
UL. Fall in and get the first gold and dig so that you'll fall when you
get the second one. Dig DL after you fall and get the next sphere as you
fall. There are two spheres below.

 Now you need to go back up the ladder, and I fear this part may be a
bit random. The bad guy does what he wants to and hopefully he'll be
running away. Often he'll fall off the center zigzag to the bottom,
which allows you carte blanche for the second trip back up the ladder.
There are two gold at the very top; stick to the bottom and dig under
the left of them. There are two gold below; take the stairs down after
that and then DL of all this take the stairs up for the last gold. You
may have to dig a hole for the monk here, but after getting the gold you
can fall DL and then go UL into the transporter.

 My best time here is 1:03.

  --TIMES--
Doofus     1:25
Milk Toast 1:29
Andrew     1:30
Nina       1:36
G-Man      1:43

     4-3-5. SILVER MINES

 If you don't want the extra guy you can do things a bit quicker here.
But I will give both paths for posterity.

NO EXTRA GUY: 9-W-7-S-3(drop)-9-A-get bomb and gold

EXTRA GUY: 9-W-7-S-9-A(drop)-1-3-W-7-S-3(drop)-9(for extra guy)-1-7

 Once you have the bomb, dig(S,) drop the bomb and run DR. The monk
should bite the dust leaving you free to get both golds. Dig DL after
getting the second and dig again once you fall into the chamber. Climb
up the stairs and get the gold. Then down one, UR and get the mine. Walk
along the rope and drop at the edge. Place the mine above the first of
the gold pieces. Move away--boom--and dig UL twice as you go DR. Then
dig DR on the next platform to get to the two gold and dig DR there. Get
the penultimate gold and go to the top of the ladder. From there, 7(but
only one square,) 9, 7, 9 to the top, and then 7/1/3/9 to the exit.

  --TIMES--
Milk Toast 1:12
RcRunner   1:18
G-Man      1:22
Doofus     1:29
Dan        1:30

     4-3-6. PILLARS

 Note that you can go back up the left side, so to optimize your time
you may want to figure out what to do with the right first. It doesn't
seem easy as the monk seems to be a failproof guard of one gold sphere.
So you have to use the one bomb just -so- over there.

 The first part--there's an option to get the extra guy. However either
way you start 9/3/1 and dig DR.

 If you don't want the extra guy, 1, S, 7, 1, 9, 3 and fall, W, 9, S.
3(fall.)

 If you do, Q, 1, S, 7, 1, 9 and fall. 3 and S. 1 and S. 3(fall.)

 From here, W and get the gold(3/9(fall)) then Q and 1/fall until you
get to the gas can. 9 and face 7. Place the bomb and wait. It will blow
up three squares and you cal fall through--without the gas you would
have gotten stuck on the ledge where the monk you blew up was.

 You can drop DR and then you may want to leave a hole behind. Climb up
the ladder ocomplex and when at the very top rung, left of the box,
dig(S) and fall(3.) Dig the sphere(S,) drop and dig again(Q) for the
final gold. You can just drop off from here and if the monk's close, you
may want to try to time things so he falls in as you dig. Then it's a
short walk to the transporter at the elevator base.

 My best time is 0:47 here. With the extra guy.

  --TIMES--
RcRunner   0:51
Doofus     1:22
G-Man      1:35
Scott      1:37
Nina       1:45

     4-3-7. THE FLOATING BOMB

 Another level where an optional extra guy can add on a couple of
seconds, but you can still beat RcRunner's best time, anyway. It has
some nasty tricks, and you may get impatient and run into the tail end
of an explosion, but it's the sort where the solution's obvious once you
see it, with a trick that's amusing, not after it (likely) catches you
the first time, but after the second through.

 You'll also want to make sure your character stops skidding before
placing bombs as you need to find the exact squares.

 I believe this is also the first level that implements cross bombs.

 1/3 to get the first bomb. When your character stops, place it and
then go 7(1 square) and 9. Now you're positioned to run with no lost
time after the first bomb explodes. Do so. 3 and then turn 1 at the
gold. Stop at the square where you get the bomb and face 3. Then [ctrl]
to drop the bomb, go down the stairs, 3, 9(1 square) and 3 til you bump.

 Here you're well positioned for the next run. 9(2 squares) and 3 to
the edge. Then 9 until one square before the niche. Stop skidding, place
the cross bomb(should be selected by default,) and run away. Boom...a
little exact play here is needed to run straight for the gold and
back(9/1) and then 3/7--run for the gas can and pick it up. Past the
gold sphere just under the plexiglas, face 9 and place a bomb.

 Now the thing to remember here for the fastest timing is to DROP THE
GAS CAN BEFORE CLIMBING UP. You'll see why in a bit.

 If you don't want an extra life, 9/7 to the top. Otherwise, SAAT: 9-7-
1-7-3-9-7-7-7.

 At the top it's probably pretty clear what to do next. Remember to
check the bomb you're about to place before doing so(/ bomb first) and
put it up against the wall you want to blow away and back up the
necessary squares. If you got rid of the gas can you won't need to use
extra time to retreat down the ladder--which may not be possible if you
place a bomb near the wall anyway.

 Past that wall turn UL and use the final bomb at the next wall. Back
up and run through--the teleportal's around where you started.

 Best time without extra guy: 52 seconds

  --TIMES--
RcRunner   1:03
Scott      1:03
Doofus     1:10
Andrew     1:20
G-Man      1:34

     4-3-8. BLOCKHEAD

 By now you should suspect there's always a way down with just one
trip, unless you can see more would be impossible. Here, there is.

 SAAT: 7-Q-3-Q-3-Q-A-7(fall)

 7-7-1-9-3-3-1-S-3(fall)

 1-A-3-A-Q-3-Q-7(fall)-

 9-9-1-1-(you may have to go 7-1 and dig S instead)1-A-7-7-1-3-3(fall)

 3 and 2-1 dig to get to the bottom.

 If you want to get the extra life, then you need to go to the far
right and dig DL three times. Then you can get the gold and dig UR along
the DR four times. Then dig UR

My best time is :31 with slipups, but I avoided the extra life.

  --TIMES--
RcRunner   0:45
Doofus     0:47
G-Man      0:59
Scott      1:03
Dan        1:15

     4-3-9. BOMBSAWAY

 The question is how to get down the wall with just one block. Note you
can dig where you're standing and fall, but then you can't place the
bomb anywhere. Also note that placing the bomb in the wall center takes
out a whole row, and you can't dig and release the bomb unless you're in
a niche--the residual explosion will take you out after the block under
you collapses, and you fall. Fortunately the solution is pretty easy.

 SAAT: 1-1-W-1-W-9(fall)

 9-A-1(fall)

 7-3(face)-ctrl-S. Now the ground below collapses and you can just dig
3->2->1 so you land over the gold. You can leave pretty quickly or 3-1-
1-A(might not be able to run so far with less perfect timing) to trap
the bad guy and run over and back for an extra life.

 My best time is :30 getting the extra life.

  --TIMES--
RcRunner   0:38
Doofus     0:44
RcRunner   0:47
G-Man      0:48
Scott      0:50

     4-3-10. TIMING

 This level requires some timing. Get the bomb and face DR onto the
square that sticks out from the ledge. Drop a bomb, wait about a half-
second, and push S. You may need to adjust the speed you time at but
counting 1-2 should make it so that the bomb explodes when adjacent to
the three yellow ladders across and opens the chambers to the side.

 There are two choices here; you can either drop another bomb, go
UR/DR/UR for gold/DL for gold/UR and fall down, going DL and UR for the
last two gold, or you can take a slightly longer way for the extra life.

 The longer way has you run into the right chamber then the left. Dig
from the DL over the extra guy after you drop a bomb, then drop in. 2-<1
digging should get you to the very bottom and before you drop you can
place a bomb so it falls UL. Then get the gold below, set another bomb
UR by the blockage, and then walk in for the final gold.

 My best times are :28 without the extra life and :45 with it. But I
was far from optimal. The key is to get the timing right with your first
bomb drop, and you'll have little problem shattering the original first
place.

  --TIMES--
Milk Toast 0:37
Scott      0:45
RcRunner   0:45
G-Man      0:48
Doofus     0:49

     4-3-11. TRIGGER BLITZ

 This is a really quick level where the main challenge is the timing.
Push 7 at level's start and when you get to the next square, push space.
That causes the floor below to vanish. Hold 3 as it does and then push 9
to get to the next switch. Space will flip it. 3, 9 to the tripwire, 9
past it, 3, 9, 9, and 1. Wait on the edge one second after the "boom"
that harkens the huge vertical explosion--too late and you don't get
best time, too soon and you die from the residual. Then fall in--7. 3-1-
9-9-9 gets the final gold and leads to the teleportal.

 My best time is 15 seconds.

  --TIMES--
Doofus     0:18
RcRunner   0:19
G-Man      0:23
Dan        0:24
Andrew     0:26

     4-3-12. FUN WITH TRIGGERS

 A very linear level where you just need to switch everything away from
what it was and move around--although there is a nice touch at the end.

 SAAT: 7-1-1(fall)-3-9-9-9-UL and hit switch, DR, UR to the top, 7-3-9-
UL-DL and fall off the rope DL. Fall DR for gold. Back up stairs and
turn DR at the crates.

 You'll hit the tripwire here and don't slow up; you won't make it in
time to get zapped by the bomb's residue. 3/9/7 once you reach the next
platform and then hit space. UR/DR on the next walkway. DL down the
ladder, then 3-9-7(face), space to toggle the next walkway.

 Now you'll want to dig DL on the only the wooden square. Drop in and
go UR. This leads to the final switch.

 Turn it on and you can wait for the bad guy to walk over both trip-
plates before turning it off again--or better yet, to save time, you can
get the gold and dig the DL two squares so that you'll be able to get
right to business--running DL all the way--to complete the level. The
squares disappearing as you walk on them have shock value and will skunk
those who let their guard down, but if you hold on to that 1 button for
dear life it's no problem.

  --TIMES--
RcRunner   1:25
G-Man      1:27
RcRunner   1:27
Doofus     1:35
Scott      1:39

     4-3-13. MONSTER PAUL?

 The two buried gold are obnoxious to get and the ladder on the far
right is a red herring even if it's actually colored yellow. You'll need
to use the ladders correctly for two of the gold pieces but the bad guys
don't cause too much stress.

 The best gold to get first is the left buried one. At the top of the
ladder. 7-A-3-1-Q-1-7-S-3-Q-1-7-1-9-3-9-9-9-3-3-3-W-9(fall.)

 3-3 on the ladder, 9-9-7-7-7. That gets another gold and now you can
fall DL twice.

 From here SAAT: 3-W-7-S-7-S-3(fall)-3-W-7-S-3(fall)-9-A-1(fall.) Now
you can get the gold. Go DR to the edge and UR for the gold. One monk
will be closing in now and so head DL and dig him out if necessary.

 The object is to get to the far left and you will want to go DL and
UL--probably you'll have to dig the other monk up as well. UR up the
left ladder and once above the first egg dig DL. Then run UR/DR and come
back, fall, get the edgg, go DL and fall DR. Be careful before you jump
to the floor as bad guys may have massed around that area. You can
probably win a footrace from there if they're too close(go UR a little)
but if one's away you may need to do some digging.

 My best time is 1:14.

  --TIMES--
RcRunner   1:22
Doofus     1:36
G-Man      1:48
Nina       2:00
Scott      2:25

     4-3-14. BOMB FACTORY

 Another straightforward level. It's a question of where to place the
bomb and in fact you don't have to do any digging.

 Place the bomb on the wooden skeleton crate then back up. After each
explosion dies out jump down. After the third one you can go to the UL
and get the gold. Then you can drop down over there when the coast is
clear. There will be monks but they shouldn't bother you--until they
regenerate. Keep going DL and waiting for the bomb in front to explode.
Finally there'll be one gold on the bottom in a 3x3 area. Go DR from it
then climb the stairs UR.

 This is your only face-off with a monk. Position yourself 2 UL of the
stairs to the right and dig DR to make the enemy fall without teetering.
You'll have to be quick about the next part. SAAT: 3-3-A-3-A-3-1-W-9-3
and DR and then back UR to the transporter.

 My best time is 0:47.

  --TIMES--
RcRunner   0:49
Doofus     0:53
G-Man      1:00
Dan        1:05
Andrew     1:14

     4-3-15. IX

 A well thought out level, and your solution needs to be if you want to
finish quickly. Basically there are pairs of gold that don't look like
they can go together, but they should.

 You'll need three trips back up the ladder(I don't count the one for
the far left gold) and to the top. It looks like you'll have to dig a
lot to get everything DL(inclusive) of the donut's UL/DR diagonal but in
fact thinking a lot before you start in works well.

 SAAT: 3-9-S-1-1-S-3(fall.)

 9-9-3-S-7-1-1-3-S-3(fall.)

 9-A-9-9-9-1-W-1-W-9-9-1-1-3-1-1-7-1 and fall off DL.

 Now on the walkway covered by plexiglass, dig down and move to the
middle of the UL boundary of the 2x3 platform. SAAT: A-W-3-Q-A-W-
1(fall)-9-7-9-9-3-9-A-1(fall.) Dig(A) and fall through again.

 Now back up to what's on top. Simple 2-1 digs to get what's on the
crate skeletons work but are tedious. Here's the quicker solution. Go to
the checkerboard on the right. At its upper point, 3-Q-3-Q-3-Q-3-Q and
fall in(7). 7-S-7-S-7-S and fall(3). 1-9-3-3-A. Fall 1. 3-7-Q-7(fall.)

 If this is a bit too fast for you, you can 4-<3 dig and proceed as
before--just be sure not to try to exit by falling over/behind the empty
space.

 The second trip is a bit easier. At the end of the walkway, S-7-S-7-S-
3(fall)-3-S-7-S-3(fall)-1-9-3-3-A-1(fall)-Q-7(fall) and back over.

 Now you need to get to the red stair. Instead of going UR once you
can, go DL when you can reach the egg on the plexiglass. Dig over the DL
one and fall in. Bingo--another egg below. UR/DR to the exit.

 Here's what to do about that donut there. Dig DR twice starting just
UR of the metal containers--get the DR edge. Then drop down and two digs
UL, a fall and one dig UL should kick you to the level with the
partially concealed switch. DL, UL and turn it. You'll want to dispose
of the blind monk and then after digging the upper plexiglass square dig
2DL, 2DR of it. Then fall in and take the ladder back.

  --TIMES--
RcRunner   3:22
Scott      3:40
RcRunner   3:41
G-Man      3:52
Nina       4:00

     4-3-16. TINDER BLOCKS

 Here's the conservative way. UR, DR, get bomb, and before the last
square, drop the bomb DR and dig DR. This starts a chain reaction; fall
in and get the gold and stay behind the bombs--UL, then DL.

 The riskier way is to place the bomb above one of the more central
horizontals and then move DR/UL and hope you get back in time.

 In any case you'll eventually go DL and get the gold and fall. Go DR
and then UR on the skeleton crates. At the bend in the crates dig DL and
DR and then UL to the wall, UR all the way, DR and then a little
calculation is needed to enter the sanctum with the teleporter--the
double exits here allow you to run in a different way than the bad guys
chased you out. Count the number of steps you went UL and add one to
that for how many squares DR you need to go.

 My best time is :49 with one bump but there may be better places to
place the first bomb than at the edge.

  --TIMES--
RcRunner   0:52
Andrew     0:57
Scott      1:04
G-Man      1:04
Doofus     1:09

     4-3-17. TRAP 50/50

 Another pretty linear level, although it has some interesting
possibilities to offer and is a bit bigger.

 I find the second bomb isn't really practical, so I just go right for
the gold. SAAT: 3-3-9-3-1-1-3-(down stairs.)

 9 at the plexiglas, 9-3-3-9-7-7 and now you can either dig UR for the
extra guy or go DL for the best time. If you go DL then you may want to
DR-dig DR immediately but if you get the extra guy you can just coast
along the UR--the bad guy will overshoot you coming in to catch you.
Where the DR and DL sides intersect, you can fall DL.

 Here dig the last two DL squares and drop and repeat. Then dig the UR-
most two squares and fall and then dig the UR square. Drop one bomb in
and run UR--if you got two bombs then use the second one too(be prepared
to fall into the pit with the bomb if the second doesn't fall on the
first.) You should make it in time and not need to dig if you used two
bombs or dig once if you used one. It's a nice time saver.

 Now for the boxes blocking the bombs in a row. Although there are
"opportunities" to delay, haste after an exploding bomb makes waste of
one life here and the key is to:

1. place the bomb just after you hear the noise saying you got a bomb.
2. after the bomb-echo dies, run towards the next box and repeat.

 Note you'll also have to pay attention to the corner where the path
turns--here there's a chain reaction that may catch you off guard.
There's a bomb beyond but it's pretty worthless.

 Finally you must deal with monks in tight quarters. Once you know how
they move they are a lot easier.

Monk # 1: | Monk # 2:
         |  1
5   9    | g 2
4 6 8 a   |  f 3
3 7 b    |   e 4
 2 c     |    5(=d)
  1      |   6 c
         |  7 b
         |   8 a
         |    9

 The first monk isn't hard to pass--unless he's right in front of you
as you come in, you can beat him UL and then veer UR/DR/UR to get to the
next gold and make it back out.

 You can actually slip under the monk as there is an empty square left
of 5 and you can use that and then get up the ladder. It's just straight
to the top from there.

 My best time is 1:11 without the extra guy and 1:12 with him. It's not
really out of the way and in fact it's easier to escape the bad guy if
you get it.

  --TIMES--
RcRunner   1:23
Doofus     1:38
Scott      1:42
G-Man      1:45
Dan        1:54

     4-3-18. KEEP 'EM TRAPPED

 If you feel the challenge may have been tepid in Gear World until now,
this and the next will cause a spike.

 I'd like to think my path through is pretty clear, but if you want a
challenge I would recommend ditching this FAQ right about now.

 SAAT: 1-1-7-9-9(1 gold)-1-1-3-9-9-3-3-9-1-W-7-S-7-S-3(fall)

 1-9(more gold)-3-W-7-S-3(fall)-W-9(fall)-A-1(FALL)

 Now go up the red ladder to your right: 9-1-1-3-9-3-9-9-9. Dig the
three rightmost squares, fall, dig the UL in this area, get the beach
ball, and fuse before falling UL. Get the gold and dig DR. Drop DR
twice, dig DL, drop DL and get the gold to the right. Get out--the monk
may be in an awkward place here so you may not want to climb the stairs
as your invincibility will be wearing off around then.

 Now go back up to the shelf above where you killed the monk and dig
the 2nd-DR-most square. Fall in, DL, DR and go on the rope. Get the gold
and the mine and fall UR for five radius bombs. Then go up two red
stairs, dig UR of the skeleton box, and fall onto it and DL off. Dig UL
and fall, then UL/DL to the blue stairs.

 Now to tackle the first of the tough bombs. UL, UL, dig DR, UR, dig DL
and now the bad guy may go back and forth but when he is far right, drop
DL and leave a mine in your wake as you go to get the gold. Then go back
into the 2x2 pen where he was and get the gold. Dig DL, next to the blue
ladder, and climb back up that ladder to the gold at the base of the red
ladder. From here you'll dig down to get a few gold pieces. UR, Dig/fall
DR, dig/fall DL, dig/fall on the DR-most square, UR, 2DL and dig DL.

 Now back up to the red ladder base. Fall DL. The final part(left-side
stuff) is the most contentious. You'll want to drop a cross on top of
the visible bad guy stuck with an egg and be UR/DR of him. Fall DR and
now you can drop another bomb on the guy below--UR/UL here to escape,
getting the gold(time is important)--then clear the gold out. You can
even get the one on the skeleton box if you're totally unimpeded.

 The second time you'll need to step carefully again. There's gold in a
pit between two pairs of boxes. Drop a cross bomb over the gold and go
UL. Then drop in and dig DL twice if you didn't get the gold before.
From the right of the three boxes, drop a radius bomb DR. UL/DL and fall
for one gold, then dig DL. You can drop another radius bomb UR now
before dropping DL if you are paranoid but beware the blast as you pick
up the final gold. The transporter 2DL/UL of it will open.

 My best time here is 2:50.

  --TIMES--
Doofus     4:19
Dan        4:35
Andrew     4:37
Pablo      4:48
Nina       4:50

     4-3-19. KEEP KILLING

 The first movement is a big one here and as you'd suspect there are a
lot of ways to cut down on the work you need to do. You have to do some
pretty creative digs here, and overall I really like the challenge this
level provides.

 9, 3, 3, 2->1 dig. Don't worry about the gold you miss down here yet.
Then 9-3-9-9-W-1-W-7-S-3(fall.) The next part is a bit tricky.

 9-9-S-3(fall)-9-3(get bombs)-7-7-1-1-S-1-S-1-9-3(fall.)

 3-Q-9-A-1-7-1-9-3-9 and now Q-7-Q-7-Q-7-Q opens a path to the toughest
gold. UL/DL to get it and then get the invisibility too which comes in
handy later. 9-3-9-9-3-1-1-1. You also get a \ bomb which is really
pretty worthless.

 DL/DR/UR until you're on the grate. Dig UR. Fall, dig UR, fall, DR. Up
the stairs--watch it here, it's easy to fall, so anticipate your move UL
once you're close to standing up. Here, you'll need some dexterity, so
if you goof up, funk out and run for the plexiglass so you can try
again.

 9-A-9-A-9-A-3-Q-7(fall)-1-1-A-3-7-9-A-9-A-1(fall)-3-7-1-1-1-3 and be
sure not to fall in after climbing the stair! 7-1-7-9-W-7-W allows
access to the pit and 9(fall)-7-7-8-3-3-1-7-7 gets you out.

 The next task is to get past the three monks. They're probably
bumbling by the stair in the upper center. So why not walk up to them
and when you're very close use your invisibility? You might even want to
use the \ bomb beneath the gold in the compartment right of the ladder.
But while invisible you want to be sure you, from the bend UL of the
ladder to the dark wood boxes, SAAT: 1-1-3-7-1-(CTRL if you remember)-1-
7-1-1(cross bomb would not have allowed this)-9-9-7-7-9-9 and now A if
you managed to use the bomb or 9 and a 2-<1<-1 dig for the gold on the
shelf if you didn't. You will turn visible soon so you may want to use a
cross bomb. Beware that you can be caught by it, so be sure to have
somewhere you can duck from the effects.

 Now you'll want to run to the left top. The only thing to watch out
for is that a monk sometimes randomly appears next to the ladder up
there. So dig UR from theladder base if someone's about to appear. Or
just wait a few squares away if you're nervous--it takes a while to
climb up the stairs, remember.

 The right should be cleared, so the last/left part works as follows:
go back down where you began, get the gold in the area(finally,) and do
the 2->1 dig. Dig over the gold to the DL, fall, and DL for another
gold. Dig UR, fall, dig DR, fall, fall DL.

 Now if you want the extra guy you can go down the stairs and run UR
and hit the space bar a few times. Eventually it should work but beware
of getting trapped.

 Back up the two sets of stairs to where you started: DL-dig the blocks
selarating the two gold pieces. Fall in and UL/DR and fall DL from the
second gold. 2<-1 dig from where you land. DR/UL/UR and now enter the
transporter.

 My best time is 2:31. Boo-yah to the default best times!

  --TIMES--
Doofus     6:01
Pablo      6:04
Andrew     6:07
Nina       6:15
Dan        6:20

     4-3-20. TWO BOMBS PER

 There's a lot of leeway for creativity here, surprisingly, and this
level is much shorter and less treacherous than the previous two. I
guess it helps that there are no monks wandering around. The biggest
nuisance is removing the box skeleton to get to the tall right ladder.

 First thing to do is 1, 3, ctrl. 9-3-9-W-9(fall) and then DL/DR to get
more gold. DL/UL for another gold, DL, dig UL, and fall UL. Up the
ladder for another gold and back down a rung. You'll need to fall DR to
get back in the play-field. When you go, get the \ bomb and then dig the
center square of those UR of the 3x3 plexiglass near by. You can then
drop in, DL, UL, DL and get the gold and get back out.

 The next task is to get the gold under the other plexiglass; UR, dig
UL, DL, dig UR and UL, fall UR, DR(bomb,) UL and then UR/UL/DR gets you
three gold. Back up the ladder go UR for another bomb. Now you have two
choices below the box; you can drop the bomb at the top of the green
ladder DR of it(which is tricky although holding the ctrl button usually
works) or you can get the / and | bombs, use the / DL of the skeleton
box, and use the | under it.

 Either way you have two tasks at the top of the ladder. One consists
of DR/UR/fall DR off plexiglass/DR. Get the | bomb and stop and hit
ctrl--it will take out the two squares below, with the charged \ bomb
you didn't pick up going off next. Fall DR and go UL. DL from the second
gold gets you more ammo.

 Now get back to the stairs. Onece up them get the | bomb and retreat
DR. Place the bomb and dig UL. Drop through the hole for two more gold.
UR, dig DR, drop \ bomb, DR(fall,) DL. The explosion clears the path to
the top and the transporter.

 My best time is 2:29 but my theory is still way ahead of my practice.

  --TIMES--
Doofus     2:35
Pablo      2:45
Nina       2:59
Scott      3:05
RcRunner   3:22

   4-4. MONA WORLD

     4-4-1. WELCOME TO MONA WORLD

 As in previous first levels the challenge here is with the timing.
Push 9 as you fall and then when you're at the cross of gold pieces you
should go 3/7/7/3/9 and head for the stairs up.

[note: you can also clear out the three gold on the bottom first and
still beat the computer's default time. But this way saves a few
seconds.]

 7/9/7 trek up the stairs and after a 1-tall ladder you'll get gold. 7
up the stairs there and now in the center of the 3x3 area on top, 7/3,
9/1, 1/9. 3 back down and 9/7 to the edge of the walkway where you can
go 3. In fact you can save a bit of time being 1 square away from the
edge.

 3/1 to get the three gold pieces and 3/1 some more to go down the
stairs. 9 to get a gold piece, 1, 3, 7 to get a few more then back up
the stairs. 9 to the edge of the pool and then 3. 9 up the stair and
when one rung up the second stair, 7 and then a zigzag 7/9 should get
the final gold coin. After you get it you'll want to zigzag some more as
obstacles are obstructed, but the tunnel awaits at the end.

 My best time is 1:12 here.

  --TIMES--
Milk Toast 1:16
Andrew     1:18
RcRunner   1:20
Scott      1:24
Scott      1:25

     4-4-2. VICTORIA

 A couple of gold pieces to dig for. Each has a little challenge before
you take the ladder back up.

 1, then 3 to get the bomb. SAAT: 3 til you can S the square UL of the
ladder(but don't yet,) face 1 and drop the bomb, S, 7, S, 3(drop,) 3, Q,
7(drop,) 7, 3, 1, 9, 9. The blind monk should be out of the picture for
a while here.

 ** MAP OF DL FACE**

XXXH  >  X21H
$XXH  >  $3XH

 ** MAP OF DR FACE**

XXX (H) > X12
$HXX    > $HXX

 Go UR to 1 square before the edge. SAAT: W-1-W-9(fall)-3-1-7-9-3-9-7-
9(until up stairs,) 7 to UL edge and 9 into the transporter.

 I'm able to get 36 seconds here with this strategy.

  --TIMES--
RcRunner   0:44
Milk Toast 0:46
Scott      0:47
RcRunner   1:03
Dan        1:05

     4-4-3. THE SLAMMER

 UL to the top of the red ladder. SAAT: 1-1-W-1-W-7-S-3(fall)-9-W-1-W-
9(fall)-place bomb-W. Wait for the explosion then 1-W-1-W-1-9-9(fall)-W-
9 and now up the green ladder.

 This part is just general dig-and-fetch but is included for posterity.
9-9-S-9-S-3(drop)-1-W-9(drop)-9-A-1(drop)-1-1-1-3(drop.)

 Now up the right red ladder. 9-3-9 at the top.

 At the top of the ladder, the quick way is SAAT: 9-place bomb-7-9-3-9-
9-3-3-7-7-1(fall)-A-1(fall) and get the gold coin. Now 3-3-9-9-9 to get
the coin and 1-3-3-3 to the transporter. Here the bad guy shouldn't
impede you too mouch--as he runs counterclockwise you won't have to
worry about trailing behind him, since you go clockwise.

 I got 1:12 even with some silly goof-ups.

  --TIMES--
RcRunner   1:23
Scott      1:31
Milk Toast 1:33
RcRunner   1:38
Pablo      1:42

     4-4-4. DODGE MONK

 The monks drop in the top part, go along the beige path, and fall at
the left. So you need to sneak in between two to make it anywhere. It's
not very esoteric, but you will need to use some caution.

 Also the start is important. 3 and 9 to the upper right walkway. Now
it's an easy run to get the two gold chests(3 all the way and then
7/7/9/1 before running back.)

 If you've moved smoothly so far, then from the walkway start you can
run DL without worrying about hitting any monks. You should make it to
the DL walkway which you take care of the same way as the UR one.

 You will probably have to wait a bit once you get to the monks' path
before you bust through and then you will want to align directly UL of
the teleporter, i.e. the top of the center walkways. There's a bit more
delay here. Run DR.

 0:36 seems to be the best achievable time here.

  --TIMES--
Milk Toast 0:41
RcRunner   0:47
Scott      0:48
Andrew     0:52
Dan        1:01

     4-4-5. SMALL PYRAMID

 Solving this patiently and piece by piece is not too bad, but getting
a good place requires some sharp movement. So if you have trouble with
the quick walkthrough, just take care of one bad guy(dig and stand over
him,) move to the next level, and so forth. They don't seem to chase you
down ladders.

 7. Wait for bad guy to walk on the square you'll climb to before going
up--this saves time as if you go up immediately you'll need to
backpedal(9) and then dig. So, after 7 up the ladder you can now go 1,7
to the next set of stairs. 7/3 for the gold and if you're quick you can
dig W when you're standing at the next ladder. Reach over for the
gold(9/1) and you can even make it up as the bad guy above should be UR.
Getting to the next one is not hard, then.

 If your timing has been good so far you may want to wait for the bad
guy to just

 My best is 0:38 but maybe there's a way to shave off another fraction
of a second before getting to the top--which would get you a few seconds
more.

  --TIMES--
Milk Toast 0:43
RcRunner   0:46
Scott      0:49
Scott      0:54
Pablo      0:56

     4-4-6. SHOOT FOR GOLD

 An involved level with some cute tricks needed to make sure you get
the best time. With best play you'll need to go up the big ladder three
times--and in a specific order--so I'll chronicle the exploits from
there.

 First--9 till you fall, twice. SAAT: 9-3-Q-3-Q-7(fall.) 7-S-3(fall.)
3-Q-7(fall.) Back up.

 Second--9 till you fall, 9, A, 9, A, 1(fall.) 1, W, 9(fall.) Place the
bomb and wait. 9 after it's done, then 1, 1, A, 1(fall.)

 The third part is the trickiest in terms of ways to lose unnecessary
time. Go to the top rung of the ladder, UL, and dig DR once you've got
the gold. Fall DR and back on the ladder dig UL. Then go DL once(this is
VERY tricky and potentially costly as you slide down almost too easily
and come back up slowly) and UL.

 Now you can repeat this trick after you get the second gold--EXCEPT
don't get the third gold coin yet. Blast the square under it(Q) and drop
through to get the one below it. Drop(7), 3, and 7 into the teleporter.

 My best time is 1:16 here.

  --TIMES--
RcRunner   1:19
Scott      1:25
Milk Toast 1:31
RcRunner   1:40
Nina       1:42

     4-4-7. THE GREAT WALL OF MONK

 The first part is clear enough. Get the invisibility(0) and use
it(space) before going 3. Climb across the ladder for the gold then 7,
9. Get the bomb and the gold above. You have a time window here as you
can't go immediately across--the bad guys are too closely bunched
together. Stand where you got the gold and soon one won't regenerate
right after the next. That's when you can go forward--but you have to
stagger your movements as you're in line between two blind monks who
move slower than you. Be sure to hit 9 right when you reach the stair.

 The next part is not too tough to pass through but you need a finesse
so it's as expedient as possible. 3 and place the bomb in the DR part
that you can--just when you get the second gold. Then UL, get that gold,
and DR. You'll need to wait for the first part of the chain reaction
before you can get the invisibility, which you should use. Then inch up
and wait for the second part of the chain. DR, and when you are next to
the door, UR.

 It seems you've got to have everything just SO to get 0:33--the best
time I can fathom.

  --TIMES--
Milk Toast 0:34
RcRunner   0:37
Scott      0:42
Scott      0:47
Dan        0:50

     4-4-8. BE QUICK

 When they say 'be quick' they mean it. There's not a lot of time to
waste here. And with the somewhat complex puzzle at the start this only
adds to the stress. The trick to getting 1st is figuring where to place
the bombs so you can do things most efficiently.

 You seem to need only one gas can so go across to pick it up. Then go
back to the ladder base, face DR, and place the bomb. Dig DR and tap 7
until you start to climb up the ladder. After the explosion, climb down.

 I don't see any way to get 1st if you get the extra guy(S-3-S-3-S, get
gold, drop in and fall/S-3-S/fall/S.) So you probably just want to get
the gold and DR to the edge and UR to fall--then 3 once and 9 up the
ladder, dropping the gas can along the way. 3-3 to get the next bomb and
climb back up.

 Now for this part you can just use the sluggard's way through but
dropping bombs ASAP can actually delay you as it's tougher to find a
good spot later. So go 9/7/9 and drop a bomb to the UR. Get the gold and
then DR. Go UR when the bomb subsides and DR to get the bomb. Place it
UL and run across to get the other gold. Then run through the hole you
made and DR to the next gold. Dig DR through the plexiglass and fall.
DR to get the gold, look both ways quickly, and run past when the monks
can't touch you. Don't stop 'til you hit the transporter.

 My best time here is 0:41. But I didn't optimize the bomb placement.

  --TIMES--
RcRunner   0:42
RcRunner   0:46
Scott      0:50
Pablo      0:54
Milk Toast 1:01

     4-4-9. OUTWIT

 I've found that the best way to deal with the Death Monk is to trap
him outright. He'll need some time to catch up with you at first, so
this is a good time to clear the four gold pieces in the ledges you
can't fall from. Dig UR of each gold, i.e. SAAT: S-1-1-S-1-1-S-1-1-S-
3(fall)-1-9(back to ladder.) The death monk is still behind you so go up
the stairs--UL, DL to wall, DR, DL to ladder, UL on ladder.

 Here the monk should be coming at you so drop a W(UL) when you get
near. Then at the 2x2 platform on the other side of the catwalk, W-3-W
and 9(fall.) Q-7(fall)-A-1(fall)-3-7-3(fall.) Now if you climb down the
ladder quickly the monk will try to fall into one of the ledges you
can't dig/fall out from and will be totally stuck! This makes the rest
of the level much, much easier.

 Down the right ladder, 1-1-W-1-W-1-W-9(fall)-9-W-1-W-9(fall)-W-
9(fall)-S-3(fall.) First gold on the lower edge is accounted for.

 Now one nasty detail in the level is that, two levels below the third
gold piece as you go up the red stairs, there's an undiggable square
there. So from above there, SAAT: 9-9-W-1-W-1-W-1-9(fall)-9-A-9-A-
1(fall)-A-1(fall)-S-3(fall.)

 You'll need to repeat this starting from the undiggable square at the
ladder top, with the exception of digging the other way in your
penultimate dig, to get the last gold on the ledge. From there you will
want to go back up to the place where you started(UL-UR-7-UR past the
blue stair.) At the wall go DR and 2-1 dig to get to the platforms with
the remaining gold.

 On the top of these three platforms, UR/DR/DL and dig the square with
the last gold before falling on it.

 On the second, 7-9-7-7-7-A-1(fall.)

 Finally, 3-S-3(fall.) You now must get the two encased batches of
three coins. It's actually not too bad. DR to the bend and SAAT: 1-W-1-
W-7-S. 3(fall) and then UR for the first three gold, DL and turn UL to
get the three other gold. DR to the intersection.

The portal is in the spot where you started, but the way back weaves
around some. DL, DR, and DL--take the second turn off and then UL until
there's a DL turnoff. Around here you may have to dig the wild monk.
Eventually the stairs will be UL. Go up them, UR, UL/UR, then DR and UR.
UL to the portal.

 My best time is 2:50, largely due to potting the death monk. If you
haven't you may have a few 5-second intervals where you need to get rid
of him before proceeding with the walkthrough.

  --TIMES--
RcRunner   3:27
RcRunner   3:35
Milk Toast 3:42
Scott      3:55
Nina       3:58

     4-4-10. TWIN TOWERS

 If the towers are twins they are fraternal, providing an interesting
path through; the monsters aren't much to worry about, and the donut
doesn't seem too hard to get. I'll detail the donut-less part first
though.

 DL, UL to get gold and a bomb. DR, UR and onto the ladder. Drop the \
on the UL of the upper platform and dig below it. Boom, no more blind
monk(note they get regenerated at the top of the towers, making them
irrelevant.) Drop UL and keep going that way until you get to the next-
top rung of the big yellow ladder. UR, DR, DL.

 The bomb in the chamber below is useless if you don't want the donut,
so you can just inch DR and dig over the bad guy. Then dig UL behind you
and a 2->1 dig should suffice to get you to the rope--drop whenever you
feel like it and zigzag the walkway DL/DR to the stairs(UR) where you
tumble DR from the top square. UR-wards to the second tower with a small
DR kink in the rope.


 DR, UR and the stairs UL lead you to the top. Now there'll be a red
glop of five radius bombs and four gold separated by columns. Falling
onto any one traps you, but what you can do is dig UR over the second
one and drop a bomb. Then go DL, dig DL over the leftmost one, and drop
a bomb. Fall through UR, get both gold there, drop DL and you can make
it to the other face of this tower.

 ** PIT STOP FOR SNACKS**

 For the donut, you'll need first of all to use the radius bomb where
you originally used the \ bomb. You'll also have to back up, wait on the
ladder, and then go back in. The / will be more useful to your purposes.

 This time as you go up, dig DR for the bomb, fall(TAB here to make
sure you've got the right one,) dig DR, fall and back up the stairs. As
you go to dig the bad guy you can pass him up the next stairs(DR/UR.)
Dig UR and fall in. Place the \ bomb in the UR of your chamber and dig </pre><pre id="faqspan-4">
UR. Boom--a passage into the tower. Standing where you dropped the bomb,
face UL and drop one of the /'s you have left. UL/UR/DR gets the donut.
There's still a bit of a fuss to get out--2-1 dig to drop below and make
sure you don't drop on the blind monk. But thankfully you can make it
quickly DR on the rope below to get to the center tower and proceed as
before.

 ** END PIT STOP **

  --TIMES--
RcRunner   3:14
Milk Toast 3:19
Scott      3:25
Andrew     3:35
Dan        3:42

     4-4-11. CAGE MONKEYS

 The level size may be intimidating, but in fact the main skill you
need to have is rudimentary mapping along with being able to bait or
avoid wild monks to get where you want to go. Each block is a 5x5
platforms with some holes in it and you don't need any tricky moves to
get the gold.

 ** MAP OF LEVEL 4-11 **

       1 gold          (exit)          6 gold
      /      v        /      \        /      \
     /        v      /        \      /        \
4 bomb          2 gold          4 gold          4 bomb
  \           /               /               /
   \         /               /               /
    \  3 gold          4 gold          5 gold
     \                       \        >
      \-------\               \      >
               start.          2 gold
                     \        /
                      \      /
                      gold: on
                       right.

 The order of doing things is pretty transparent. First you need to go
UL to where the bombs are(don't be tempted by the gold--drop down and
you can't get back up to this area) and dig under the stair, climb UR,
and dig UR. Any bombs you get are incidental and not really helpful, at
least for this walkthrough.

 The tough part is knowing when to dig and how to avoid bad guys.
Usually the best spot to dig is at the entrance to a new 5x5 but if you
can get on the square behind it, that works well, too.

 You'll have to run a circle around the bad guy to get two gold to the
DR and will be unmolested for the three below although they will take
time. Go UR twice--note that in the exit platform the bad guy may be
waiting for you and so you want to be cautious entering, maybe even
digging a hole on the adjoining platform. Also note that the corners of
the exit platform, as well as the center, contain blocks, which force
you to curve around a bit.

 It seems like the four gold to the DR and then the DL shouldn't be too
hard, but often you'll have to face two bad guys. I recommend entering
the DR when the bad guy is well away and leaving a hole for him--also
note how bad guys drop down the ladder above, so maybe leave a hole
there.

 The bad guy in the platform to the DL goes in a circle.

 The mini-maze to the DR is relatively trivial, though. Just don't fall
off.

   X
^ X X
 X   X
X     X
$   $   X
  X   X
 X   X
V X X
   X

 The gold below isn't too bad except for the usual falling if you don't
pay attention bit. Then go UR along the rope...drop after two hand-
grabs...and nobody should be over there. Similarly you can head
relatively unmolested UR and UL(although a bad guy may cycle ahead of
you--getting his attention to pass him is too risky, and be sure to
watch for the bad guy ahead running into the enemy guarding the six
gold--the guardian's path is so wide he can be avoided easily, though)
and then fall DL--if you need to wait, dig UR to buy time. Now to the UL
exercise caution; the bad guy there guards the entrance rather
viciously. I often find, if there's any doubt, there's not enough time
for going UL and digging two DR of the exit.

  --TIMES--
RcRunner   2:19
Scott      2:32
Milk Toast 2:41
Scott      2:48
Pablo      2:50

     4-4-12. THE GROTTO

 This level has a pleasing crossing motif which makes for a good
interesting efficiency puzzle. Oh yes--getting all the gold is
nontrivial as well. And those blue squares drop you into the void, so
you'll want to stay away from them.

 UR, dig DR, DL, dig UR, fall, dig DL and now there are two gold pieces
to collect to the DR. Do so. Climb up the yellow stairs and then

 SAAT: 7-9-7-7-1-7-A-1(fall)

 3-Q-3-Q-3-Q-7(fall)-1-3-7-9-7-7-1-1-7-7-1-7

 Now 3-<2->1 dig (starting at the DL part) to get to the gold coin, and
now you can go up the red ladder. Drop UR and when the bad guy turns
around, start running after him. Nine hand-lengths and you can drop.
There'll be another red staircase UL/UR. Take it. Now pay attention to
where the wild monk is--on the lower or upper UL/DR wire--and take the
other one. Drop down at the end. DL/UL to get one gold and then

 SAAT: 3-3-1-W-1-W-9(fall)-CTRL-7(fall)-A-7-7-7-9(get gold) and 1-3-3-
3-1-3-9-9-1-1-7-1 out. You now need to go back up the yellow ladder in
the wall and for this you can fall when UR of it. Then a 3-<2-<1 dig and
sneaking past the monk as before, going up the red ladder, and passing
the other monk on the ropes will get you o the transporter. (SHIFT)-9-9.

  --TIMES--
RcRunner   3:25
Dan        3:29
Andrew     3:34
Pablo      3:35
Nina       3:39

     4-4-13. DANTE'S 9

 This level is a lot of fun because it's good strategy to kick the bad
guys when they're down. Basically you'll want to drop bombs on them,
because they go into a sort of penalty box once they're killed, making
the rest of your job rather easy.

 The two at the top are your first challenge. Hit W as you fall to
start the level and then get the red \ bomb, then hit W to open a hole
DR of the first and again DR of that as well. Now you can drop a bomb in
and you should wipe out both bad guys. This leaves just some gold and
bombs to get. You should probably just bomb a bad guy on one side first
and then drop(use the ladder at the bottom point if you're close, but
digging near one edge is okay) where the other guy isn't--if he's coming
towards you, leave a bomb and run away, but if not then just dig over
him and save the bomb for later--there are many ways to kill him but
dig-and-bomb is the most fun. In the meantime as you go to the points of
the V that is the second level, drop the occasional bomb
perpendicularly, over the edge, if it looks like bad guys are clumped
there. It's less work to do later at no risk to you.

 On the bottom can be tricky as one wild and four death monks are there
originally. Fortunately you can pre-empt them before dropping. You want
to use \ on the DL side and / on the DR if you happen to run out of
cross bombs--as for cross bombs remember to go in two directions before
retreating. At any rate you'll want to run at bad guys before bombing so
you have room to pull back. Once one or no monks remains, you can cherry
pick the gold and advance--the teleporter's in the bottom part.

 My best time is 1:04.

  --TIMES--
RcRunner   1:48
Scott      1:52
Nina       2:02
Andrew     2:05
Dan        2:20

     4-4-14. FOLLOW ME

 Immediately drop DR and follow the bad guy. Do so until the yellow
target appears just below you. You don't have to wait for it; in fact
it's probably easier to note when the one far below disappears. That way
you're anticipating less.

 SAAT: 9-9-A-7-S-3-A-1(fall)-W-9(fall)-3-9. This brings you back to the
stairs. Run at the wild monk and one dig should keep him out of
commission whether you want the extra life or not.

 NO EXTRA LIFE: UL/fall DL. Get the gold. 3-S-9-S-9-S-3(fall)-1-A-9-A-
1-1-7-3-9-3, up the stairs.

 EXTRA LIFE: 3-<2-<1 dig starting at the 3rd DL most square. Then DL
dig, fall DL, 3-1-S-1-S-1-S-7-3-3-9-A-9-A-1-7-3-9-3 and back up the
stairs.

 From here wait until the blind monk gets all the way left. Then drop
DR onto the rope and follow him. You might have to watch under you here,
or you can count just a couple of hand-springs before you need to drop.
UR/DR/UR into the teleporter.

 I've gotten 0:56 without the extra guy and 1:13 with it.

  --TIMES--
RcRunner   1:25
RcRunner   1:38
Pablo      1:41
Andrew     1:50
Nina       1:55

     4-4-15. TERRACES

 Looks like a plug and chug sort of level and it really is. It's just
tough to figure out where the ropes drop or the best way to go about
getting some of the more wedged gold pieces. Your time will be largely
based on two or three incidents where you need to get a few gold pieces
at once. There's a lot of running to do.

 To get inside the pit(square+1) dig the squares DL/2UL and DL/UL of
the left gold. That is the most efficient way to drop in. Then go back
up the stairs.

 The monsters behave strangely here--if you dig them in they seem to
reverse direction. Or if you stay on the bottom or they see you there,
they run after you and fall to the bottom, which is more convenient than
you running behind them. They can even bang into each other along the DL
wall, after which you have totally free rein.

 The way around is treacherous and instructions seem pointless--you
just have to get a feel for it all. There's one gold one the second
level and then there's a raised checkerboard(L-shaped) you can use to
run around bad guys. You might be able to get the attention of those
running ahead of you by getting close(2 squares) but it's risky--try for
it when they're on the ladders.

 On level 3 there are two gold pieces and two more on the sparse level
4. Level 5(2nd-top) features a rope. On it, dig both ways from the same
square when you can. Then drop, 7-1-9-3-3-3-7-1-1(fall) and then come
back around. That's the first of the multiple digs. You may have to wait
for bad guys to go to level 6.

 The second one is on the far right. Dig over the gold piece on level
5. 3-1-W-7-S-3-W-9-3-3 and now come back around.

 The third small challenge is on the left. Dig the three DL-most on
level 6, DL of the transporter. Then you can bag two gold on the now-
connected platform. You can drop down twice--be sure to get the gold on
level 3 before two digs DL to connect the two on level 2.

 The rest of the level consists of using the ropes. From level 5 the
rope goes in a T. Take it. Three squrares DL, drop onto the checkerboard
and 7-3-7(fall.) Then back up top and past the transporter. DL onto the
rope but don't drop this time. Then go 2 UR and drop. DR. Climb back up
to the top.

 The key thing again is to get the bad guys trapped. Mostly by digging
them which seems to confuse them, but it's so inexact. One possible way
I have found is to get the bad guy in the left to come right towards you
and have the other two fall down--requiring a bit of waiting at the
start.

 Oh--the extra guy. You need top take the wire that curves far to the
DR and drop just short of the bottom bend.

 I managed to get 4:24 without any extra guys but am sure one can do
better. Still this level isn't too inspired so I feel wiped out just
thinking about retrying it.

  --TIMES--
RcRunner   4:27
Scott      4:35
Scott      4:35
Milk Toast 4:42
RcRunner   4:45

     4-4-16. ESCHER RING

 Nice optical illusion level, and the crying smiley planet in the
background is a nice touch. I'm not sure what the bombs are for. There's
a bit of a scramble in two parts, but this level shouldn't cause too
much grief.

 Hit Q immediately on starting then go up the ladder. Dig DR behind two
times and get the gold pieces--UR/DL so you're above a yellow ladder.
You have a bit of time to burn before the death monk above climbs up the
ladder and goes UR. Once he does start climbing--3, 1, 9. When you get
near the top he'll seem to run away again--a tribute to the old Lode
Runner AI(if you can't pull this off then just wait a little longer.)

 At the top of the stairs he'll recognize you again so be prepared to
dig holes in your wake. Another enemy will be coming down the stairs so
you may want to drop him as well. The key is to have them out of
commission when you go up the stairs, get the gold coin DR, and go
UL/dig UL to get the last two coins. Then they can't block your path
back up. Regardless, they won't do much to guard your path back down to
the transporter. The long stair down, 3-9-1. Be sure you're in the right
place before moving UR or you'll fall into the void. From there, UR/DR,
dig DR just before the next ladder, into the hole below. The transporter
is UL.

 My best time is 0:55.

  --TIMES--
RcRunner   1:00
Scott      1:05
Scott      1:08
Pablo      1:10
Milk Toast 1:11

     4-4-17. TRICKSTER

 This is a big imposing looking level, but once you know where to fall
it--and the first place time--are a cinch. Go DL to get the five gold
and right back UR. Pass the first green ladder and go up the second all
the way. DL, dig over the first gold you see, then drop DL and then UR.
Go back up the stair and dig UR before the gap you made and wait for it
to heal. Once it does, the one bad guy who managed to chase you will
fall in the hole you dug, and you can continue with your business.

 Fall DL and dig the two UR-most squares. Fall in and dig the two DL-
most squares. Then fall and dig the UR-most. You'll catch an important
bomb in the air. DL and UR and fall to clear the platform you land on,
then back up the stairs.

 Here's where the bomb combo can save a bit of time although you must
be exact. Past the green ladder to the very top, lay the bomb in the
corner. Then go all the way up the stairs and drop the bomb once you
fall to the UR. Run UR then pause a split second(to avoid the
aftershock) and DL. Dig DL, then DR, DL(fall)--you can easily run under
the monks and back up the LOOOOONG ladder and then on the 2x2 platform
coming up you should go DR and take four hand-grabs on the rope before
falling. The transporter is just UL.

 My best time is 1:59 with some minor glitches in technique.

  --TIMES--
RcRunner   2:12
Milk Toast 2:18
RcRunner   2:23
Nina       2:25
Andrew     2:34

     4-4-18. BY A WIRE

 This is a fun level with definite challenge, some where you wouldn't
expect. The first thing to do is to get the two gold below. Head UR, dig
the pillar, and when the blind monk retreats, <shift> and DL and UR up
the ladder. Go up the one-rung ladder and then SAAT: W-7-W-3-Q-9(fall)
and goad the bad guy around. Don't dig him but rather head DL, go DR at
the furthest gold, and run back UR. At the ladder top dig UR and now you
can deal with this part without a distracting monk.

 DR, UR, take stairs UL, space to hit switch. DR, DL, UL up the stairs
that are now unblocked. At the corridor, UR for a gold then DL--you'll
have to dig the final DL square and fall here.DL, dig DR, fall in and
now UR and take either ladder down. DR and head to the UR where you want
to dig the corner square so you can get on the rope to the DR. Keep
going DL until three squares past the slew of three gold pieces. Drop
down. Take the ladder up as follows--7-1-1--and be prepared to 7-A-
1(fall)-1 very quickly. After this, come around--UL/UR/DR and onto the
next rope. It curves DR/DL/UL and at the very end you can get off it--
DL. The stairs up lead to the teleporter.

 My best time is 1:47.

  --TIMES--
Milk Toast 1:57
Pablo      2:10
Nina       2:11
RcRunner   2:20
RcRunner   2:37

     4-4-19. SAY UNCLE

 There's just about nowhere you can dig safely here. What you have to
do is to rely on intuition and level layout knowledge to avoid getting
squashed in by two bad guys on some of the longer ramps.

 The best start I can recommend: DR, UR, DR, and DL onto the rope. Go
DR on the rope and then dig Q/S just before the final block under the
rope in the ribbed structure. Drop down, go UL, DR, dig the DR-most, and
fall through. Now you can fall DL from the bottom edge here and get a
radius bomb and a coin.

  Now you will want to wait at the bottom for a while. Why? Because
then the bad guy on the left side will come after you, you can climb
back up to the top, and you can go on the rope to the left and mirror
your actions before. On the left you also have a stray coin and radius
bomb. Get them. The next task is to get the two coins on top of each
other. You'll need to go back to the top and drop a bomb in the gap
before the middle. Watch it here. Even if you're staying still over a
square while on a rope you'll drop the bomb right there and not the way
you're facing. The way I note the right place to drop the bomb
expediently is to look for the yellow square over the structure to begin
and then count 4 hand-springs.

 Once you drop the bomb move quickly DR. Then drop onto the coins and
dig UL. Watch for the bad guy to go away. His pattern's not too tough to
figure out; he turns at the nearest branch, comes back, and goes to the
end before turning around. Then head UL or DR to the appropriate
teleporter.

 When the bad guy is about to reach the tip of the far branch, go UL/DL
and get the gold, then go back in the teleporter. Then he'll run at you.
Run UL and leave a bomb behind. Drop a bomb in the other teleportal and
get the other gold. Then run out. It's best to go out the left side as
the rest of the stuff is to the left.

 Since there are two ladder complexes it's pretty easy to run past the
bad guy onto the top. Then UL/DL and fall anywhere on the rope where the
bad guy isn't. There are two gold pieces and a radius bomb to get.
Avoiding the bad guy is rather easy--just goad him up the UR stair and
fall left and run for the transporter. Drop the bomb in there. Run away
and boom, there's a path to the next level!

  --TIMES--
RcRunner   4:39
Milk Toast 4:52
RcRunner   5:15
Scott      5:24
Dan        5:45

 My best time is 4:30 and there are probably a lot of quasi-random
things to cut down despite all the long ladder climbing necessary.

     4-4-20. WHAT GOES WHERE

 A good esoteric end to the world's puzzles--as usual. I'll present the
map below to give you some sort of scratchwork and also a buffer to the
spoiler below.

              T
             . .
            .   .
           /   . .
          . . .   .
         .   .     X
        X     X   . \
       .     . . .   .
      .     /   .   . .
     $     X . . . .   .
    . .   X   .   X   . .
   .   X . .     X   .   .
  X   . .   . . . .   .   .
 . / X   .   . .   . .     X
.   . . .   . / .   X .   . .
$   .   . .   . .       X .   $
. .       . . . .     . .   .
 X   X     X     X   .   . \
  . . \ .   .     .   .   X
   .   . . . .   . . X   .
    .     .   X .   . . .
     .   X   . .       .
      . . . $   .     \
       .   . . . .   .
        . .   /   . X
         X     X   .
          .   . . X
           \ .   .
            .   .
             . .
              $

 You start in the center.

 7, place bomb by wall, 3-7-UR to edge. 7-DR, place bomb by DR wall.
Back up and go in for one gold and the bomb, then UR/UL/DL and place the
\ bomb between the two blockades. It will blow them both up.

 DR/DL for a bomb then bacu UR/UL. DL/UL for gold then DR/UR.

 Weave UR/UL until you hit the UL wall on the UR side. Place a bomb
next to it and once it's gone go DL before the transporter and UL to get
one bomb. Back DR/UR/DR/DL/DL/UL and a brief time saver is to place the
bomb before you get the next and step in and back. UL/3DL/DR/2DL, place
the bomb, UL/DR for shelter, DL-DR-UL-2DL. Bomb the DR barrier on this
edge and then go DR for the gold, back UL and UR at the second
intersection, where you can get the bomb and gold. UL/DL/UL and blow
away the UL barrier. When you're where it was, 3UR-(leave a \ bomb)-UL-
DR-3DL-2UL and bomb the barrier UR. The transporter is just past it.

  --TIMES--
Milk Toast 1:48
RcRunner   1:50
Andrew     1:55
Nina       1:56
RcRunner   2:01

   4-5. INDUSTRIAL WORLD

     4-5-1. WELCOME TO INDUSTRY WORLD

 Hold 9 as you drop for the first gold. 3, 9 to climb up the stairs and
then 7 on the rope. Hit shift one before you get to the corner to get on
the rope below, then 1/7 lets you drop on the next gold chest. Drop 1
and then go 3. 9 gets you back to the stairs as before.

 Here there's a 3-1-3 zig-zag. Push shift to get to the level below and
now 3/9/3/1 clears out the block of four to the right. 7 clears out the
left one, after which go 3 and dig A. Drop down and another 1/3/1 zigzag
should get you to the bottom of the screen while still getting all the
gold. From there you can go 7 to take the transporter that is directly
up the ladder.

  --TIMES--
Milk Toast 1:16
Milk Toast 1:18
RcRunner   1:18
Scott      1:20
Nina       1:24

     4-5-2. SHALOOP

 Rather tricky if you want to complete this in the least possible time,
but otherwise you can focus on one gold at a time, and you'll be
relatively safe. Go DR to the top rung and then UR. Dig DR(don't worry
about the 2nd gold yet, drop for one gold, and dig under the second.
Then after dropping dig under the gold you didn't drop on. Get it, fall,
DL for gold, DR, and back UL. This time you'll want to go to the other
side. Getting everything all at once here is tough but very possible.

 On the row of boxes, dig the 3 UR ones. Drop in and dig the DL-most,
get the two gold, and dig UL from the right one. 7, 1, 7 to the wall, 1,
7, 1 and then back out.

 Lots of digging to do here to keep everything connected. X/Y/Z
indicate the levels below and the right map indicates the order to dig
things in.

   X      .
  X X    . .
 Y X X    4 3     . . .
Y Y Y X      2   6 4 3 2
Z Y Z Z X      1   5     1
      Z Z

 How to get in position to dig these? For the X-level, it should be
pretty clear--go out on the ledge and blast and retreat. For the Y-
level, you'll want to drop DR after finishing X, and after digging 2 go
DL/UL and S-dig 3. Then SAAT: 1-1-W-7-S-9-A and run across the now-
connected platforms for the gold.

 You can just fall off from the final square.

 From here, you need to step on te aqua plate below. That activates a
ladder to the top with the transporter and a rope back down in case the
first run didn't go so well.

  --TIMES--
Milk Toast 1:18
Milk Toast 1:28
RcRunner   1:50
Kenny      2:20
Andrew     2:29

     4-5-3. RING ROUND THE POSE

 You'll spend a lot of time waiting in line here, but fortunately the
four bombs can clear things up, and the level is relatively symmetrical-
-there's no gold chest upwards of the transporter, which is fair as your
view of it could be blocked. Note that the outside squares can be dug,
and you can nip in for the bombs.

 Go UL immediately and then UR. You may want to drop a couple of holes
DL as you progress so the monks are well behind. Then instead of going
around the perimeter collect the bombs--it takes the same amount of
time. Eventually when you get to the UL panel, drop a bomb DR once you-
ve passed the hole. You don't want to work any sooner as then the bad
guys may appear in the far left square--and in addition you may have
your vision blocked when you want to get the gold chests if you place
the bomb in the upper parts. Then after leaving a bomb in the far left
square(just to trip them up some more) continue around the outer part
until you've gotten all the gold. Then go to the inner circle. The down
gold should be available immediately and you may have to get in line a
bit to wait until you can nab the left gold(again, things move
clockwise) but if you've reduced the number of monks then they should
move along quickly enough.

 My best time is 0:31 although perhaps I have not found the very best
place to leave the bombs yet.

  --TIMES--
Milk Toast 0:40
Milk Toast 0:45
Nina       0:49
Kenny      0:50
Andrew     0:55

     4-5-4. HIDE-N-SEEK

 The starting part, which you can't quite see, is more hiding by the
computer than you will actually do. It's tough to see what's going on,
but I recommend digging DR and falling through. Then hold down 1 and
after getting two gold hit 7 and then 9. Then hit 3 and floor 1 through
the invisibility booths. Before dropping, hit 7 and fall that way. When
at the UL edge, go DL to the corner, DR picking up the gold, UR and DR
dropping into the booth. Go to the next booth and go DL. UR, DR and get
the gold there with a brief detour for a gold between two invisibility
booths. Keep running UR.

 You'll have to dig UR to get the bad guy and then run across. Another
gold you'll need to move a square perpendicular for and then climb down
the stairs. Here you'll need to gauge how the bad guy is coming at you.
Dig in his UL/DR lane if he's near to get him out of the way and still
be able to get all the gold(digging over a gold without a bad guy to
fall adds handsomely to your time.)

 From there go UR to the stairs. A final little puzzle at the top. From
the first gold chest, SAAT: 7-7-9-7-1-7 to the teleporter.

 Best time: 0:43.

  --TIMES--
Milk Toast 1:01
Andrew     1:07
Pablo      1:15
Nina       1:15
RcRunner   1:23

     4-5-5. SWITCH IT!

  --TIMES--
Milk Toast 1:40
Milk Toast 1:46
RcRunner   1:58
Scott      2:00
Kenny      2:15

     4-5-6. WAGON TRAIN

 It's tough to time the blind monks, so you're fortunate you can start
out going DL. Turn DR on the walkway for the first gold piece. You can
then dig UR on the square just before the metal grating to get the monk
and then dig behind to stick him some more. Get the red group of 5 /
bombs and then drop one when it can knock out the block to the right
which looks like a mini-teleport but is really an obstacle. Run across
and get the gold. Then UL/UR to face the death monk.

 After this you can go along the UL path with a brief DL/UL/UR detour
for the final gold. Then at the end of the UL, face DL and drop a bomb
and get out of the way. Then run back in. A bit of luck mixed with
judgement may be necessary here to get past the round of monks--remember
you go twice as fast as them so if you reach the square two away and a
blind monk is at the square guarding you from the transporter, it's all
good.

 My best time is 40 seconds.

  --TIMES--
Milk Toast 0:54
Scott      0:59
Milk Toast 1:15
Andrew     1:20
RcRunner   1:36

     4-5-7. ENTRAPMENT

 This level really isn't bad at all once you figure what does what. The
left switch causes the walkway to your UR to form fully. The right
switch causes holes to appear in the beam below the walkway.

 What the level doesn't show you is that blowing up one monk makes him
drop on one trip-plate, and nailing the other activates the other one in
the structure suspended above you.

 So you'll want to pull the right lever and get the bomb. Wait to drop
the bomb down the hole to the UR and then go back and flip the left
lever. Now walk UR and then turn DR and get a beach ball. Drop DL, then
go DR and activate the ball. UR and you should blast the monk while on
the ladder. At the top, zigzag UR, UL, UR to get to the transporter.

 My best time is 0:29 but maybe you can cut off a second dropping the
bomb over the monk at precisely the right time i.e. when he will walk
into the explosion.

  --TIMES--
Milk Toast 0:37
Milk Toast 0:44
Pablo      0:54
Scott      1:00
Kenny      1:00

     4-5-8. 1126 YEARS FROM NOW

 Weird level. Four different plates to step on. But then the gold you
can get once past them is pretty easy to get. There's a puzzle just to
get the gold piece, and then you need technical proficiency to beat the
best time.

 Here's how the pressure plates react:

1: blocks plate # 3
2: blocks plate # 1, opens a walkway around 4's blocks
3: blocks plate # 4, opens a walkway around 3's blocks
4: blocks plate # 2

 You also need to step on all four to create a further walkway UR to
the ladder that leads to the gold. This gives enough info to solve the
level.

 ** SPOILER BLOCK **

 Clearly 3 must come before 1 and 4 must come after 2. 2 can't be
before 1, either. So...1, 2 and 4 can't be first. 1, 2 and 3 can't be
last. 3 is 1st, 4 is last. This leaves 1 and 2 but 1 must be first of
these. So...

 ** LOGIC TO SOLUTION BELOW **

 The solution is to hit grate 3, then 1, then 2, then 4.

 The tricky part is how to do this efficiently. Since there's no
digging at all in this level I hold 7 and 1 with my left hand and 9 and
3 with my right. Any quick jab in one direction thus doesn't require me
to use one hand twice in a short time frame. A quick 7/3 should suffice
when I want to touch a plate; however, after stepping on 2, you need to
go DR/UR/UL/UR around the boxes by grate 3. Then to step on grate 4 you
can't go right in and out--you'll need to go in two squares since the
boxes create a corridor.

 Then you can go up the stairs and go slightly UL and right back DR.
There's one more tough part here. Make sure Ja(k/n)e's feet touch the
ground before you enter the transporter. I've had my character hang on
the stairs looking ready to go UL. But no dice.

 My best time is 0:35 but I got 0:36 a bunch of times first. You just
need to be THAT accurate.

  --TIMES--
Milk Toast 0:36
RcRunner   0:39
Milk Toast 0:48
Scott      0:56
Andrew     1:01

     4-5-9. CHAIN REACTION

 This one requires a bit of luck to get through quickly. The premise is
that you must dig up all four bad guys. Then when they reappear, they
will step on the switches that you can't get to. That will fill in
platforms in each quadrant. You'll have gullies between them and on the
edges. They have ladders in the middle of each face.

 You'll want to drop any way off the transporter immediately and dig
towards the guy coming at you. Then back up and move to one quadrant and
dig every which way. You should catch a couple of monks. If you're
lucky, you'll catch the monk who will form the platform in the quadrant
when he regenerates. Then the dug monks will get trapped under there.

 It's advisable to trap all monks before navigating the platforms. Once
you've got it to yourself it's pretty easy to cycle through, and minimal
paths although not obvious should be reasonably apparent to follow--
there's no real way to mess them up. The transporter is in the center.

 My best time is 1:08.

  --TIMES--
Milk Toast 1:17
Milk Toast 1:31
Kenny      1:33
RcRunner   1:40
Pablo      1:56

     4-5-10. JAIL BREAK

 There's a lot you need to do with bad guys running around and a lot
where you'd be better off without them. They originally appear in the
3x3 pit with the four gold pieces. So you need to release them from
there, get in the pit, and put them back there by leaving them in holes
you dug. You can then complete the other parts, which include the lower
left.

 But first there's a bit of busy work. Fall DR twice to get to it. Now
you'll want to dig the squares UR of the ladder. You'll land on the
platform to the right so dig UL, fall in, and go DL onto the ladder. Dig
UR, go DR one rung, and go in. Now repeat the 9-3-Q-7-1-A until you get
the final gold chest. Then climb down the ladder and set off the
tripwire. There's a stair to the left; you need to go up it before the
boxes guarding it disappear. Climb down after but not to the VERY bottom
if the boxes haven't appeared. You may need to wait a second or two for
the monks to bunch around. Then drop DL and go DR to the edge. DL down
the ladder, UL, DL to another ladder. UL, and UR to where gold is in a
niche. Get it and go DR, DL and UL to the next ladder. UL and now
there's a bend--DR UR UL--before going UR. Watch it; you can fall off
when going DR. Now along the top here there will be some gold. Get it,
dig DL, then dig DL again. Drop in and dig UR. There's gold to the DL.
The next choice to make is where to dig.

  You want to dig the center square in the DR barrier of the pit to go
in and get four gold. This helps you get a head start on the bad guys
and dig a lot of holes to trap them, as they don't start to track you
until you drop. Then a bunch of W/S digs as you go out should snare some
loot. After you climb down the ladder you may want to do this some more.

 Now to the bottom part. You'll want to 2-<1 dig to the left so you
land on the right gold. Dig DL and get the other gold before falling.
Get the gold and dig. After the first gold, dig DR and get the rest of
the gold before falling. There are two more gold tucked away; get them
and climb up the right ladder. It's actually slightly quicker this way.

 UL and then DL one when you can. 2-<1 dig and then dig DL when you
enter the chamber. DL after the next fall and a DR/DL foray leads to the
teleporter.

  --TIMES--
Milk Toast 3:03
Nina       3:08
RcRunner   3:14
Scott      3:22
Andrew     3:32

     4-5-11. BIG BOX OF BOXES

 You need to be very alert on this one and although the order of doing
things doesn't seem important it actually is.

 The first thing to do is to dig the far-left square and fall into it.
Get on the ladder and SAAT: W-3(very briefly as you go down the ladder
quickly)-W-3-9.

 S-3-S-3-3-Q-7-1-W-9-S-3-S-3-1 and now the bad guy should have tried to
follow you(oops on them) leaving you a clear route back up.

 Here's where it gets dicey and seems to rely a bit on chance. If bad
guys are on the stairs next time(they should be) you get to the bottom
after a dig, then you will need to move towards them and try to dig
under the ladder. You also don't want them to teeter--losing a second or
two is critical to getting first place. Just try to gauge how far
forward you can go and get both to fall right in.

 The next time at the top you will need to go UR one and then DR until
you can dig DR at the edge. UR, dig DR, UR, dig DR, and fall in. 1-W-1-
W-9-W-9-9-A-1 will get you to fall to the three gold bars. Get them and
dig the UR square. Fall, DR, and fall UR to get the gold on the right.
Then get the gold just off the path(DL/UL/DR) and circle around. See how
far you can get before digging. You will probably need to back up to get
both guys. Go up the stairs and once on the top platform go DR.

 This time to be safe you'll want to dig DR, move UR, and do so until
you have four holes--with the stipulation you're digging the squares UL
of the DR edge. Then you'll need a 3-<2-<1 dig. With this you can still
beat the best time but in fact there's another way that requires
slightly fewer moves.

X X 4 X X
X 3 X X
 X 2 X
  1 X
   X

 Dig 1, move UR, dig 2 and 4, move DL, dig 3, then drop to where 2 was
and back up digging below 1, 2 and 3. Then dig 1 and 2 and fall and then
1. That will allow you to get the gold. The bad guys should be closer to
you when you fall as well.

 You will want a time of 1:26 or better as you start your final climb.
My best time is 1:38.

  --TIMES--
RcRunner   1:40
Milk Toast 1:52
Scott      1:55
Kenny      2:02
Pablo      2:05

     4-5-12. INDUSTRO

 One of those levels that just turn out looking messy. You'll probably
overlook some time saving options at first, and I probably have, but
there are several interesting challenges and optimizations here.
Obviously the first major thing to sort out is what to get, when.

 UL, UR, UL and DL across the rope. Step on the platform(DL, UL) and a
ladder will appear: 3/9/UL on the stairs until you can go UR onto the
plexiglass.

 SAAT: 3,1,3,1,1,get gas can,9,9,9,7 and DR on the rope. UR, DR. That
gets one gold bar. 9,7 for the other, then 3, 9 to fall(can't
immediately 9)--make sure the bad guy's not running UL at you. UR, then
DR to get three gold, UL, DL and exit to where you started. UL/UR/UL but
now just before the rope go UL all the way to the top. Dig the UL-most
square, fall, and 3-1-1-3-9-9-3(fall) to the area with a blockade in
front. Now you can place the bomb DR of where you fell, in the niche. Go
off DL to the side and maybe you'll get the bad guy with the bomb, too.
If not just dig to get him when he's near but in any case do go in the
niche that opens up--it'll trip a plate that will form more stuff to
step on.

 From here you can go do the lowest point and do three digs DL along
that edge. Drop on, two digs DR, fall again, and dig DR. Now you can get
the two gold in the back before reentering the main part.

 You'll have to zigzag a bit to get the gold in the cross pattern.
Simply weaving through the rows, 1-1-7-9-9-7-1-1, should work OK. You
can't really run across in less than 9 squares--the first gold takes 1,
then you go to the center, and then one more square--but the next two
are two away no matter what the order.

 DL, UL to your starting point. The next monk's a bit tricky. He goes
in a loop as follows:

1-1-3-9-7-7-1-3-9-9

 So when he comes back at you, go DL to get one gold piece and you'll
have the time to go DR and UR--which is risky, and in fact it's a bit
easier to go UR and DR. But it'll cost a second or two.

 From there go UL/DL(or DL/UL/DL) to the corner gold but be sure before
the final DL do dig DR. Dig DR at the gold and jump into the 1x2 pit.
Dig the square by the ladder, drop in, and swap the gas for the
invisibility. The bomb isn't necessary. Tend DR/DL until you get to the
final gauntlet.

 At this gauntlet, use the invisibility before running in. Go UR at the
first monk's path to get one gold and then back DL and DR. Place a \
bomb in front of the barrier. Then go DR/DL and wait for the bomb to go
off--there's a clear path to the next level.

  --TIMES--
RcRunner   1:54
Milk Toast 2:01
Scott      2:11
Nina       2:19
Andrew     2:25

     4-5-13. RACE!

 You'll need to move quickly to get through this one--especially at the
start, where you'll get boxed in if you're not fast. Here's what happens
in the level; a monk to your left falls down and keeps tripping plates.
These plates either cause barriers to form or give you something to fall
on. You have a course to run through as quickly as possible, and if
you're not fast enough, you will get stuck.

 DL/UL for the first gold then DR/dig DR at ladder/UR, then back
through the hole you dug.

 Once you land, 9/7/1. UL and DL and you'll fall at the end of the
path.

DL/UL/DL/UL/UR for two gold. DL/DR/DL/DR down ladder. UL/DL/DR/UR/DR and
then S(before the grate)-7-S-3(fall)-S-3(fall)-3-3-Q-7.

 DR/UL/DL to the first gold. DR/UL/DL into the transporter.

 My best time is 0:41; being exact is necessary here.

  --TIMES--
Milk Toast 0:42
RcRunner   0:44
Scott      0:56
Pablo      1:07
Dan        1:17

     4-5-14. HIGHROAD

 Getting the best time here seems to require immense precision.
Although there are a lot of weird things winking on and off, the actual
route through is straightforward once you get acclimated to what does
what.

 DL. Dig the square under the red bomb. Wait for the wild monk to drop
in. DL/UL on the rope, then 1 to leave it. Now go UL to the side, UR to
the grate, and DL. Wait a bit to drop DR if the wild monk hasn't
bent(i.e. off the stairs) and then DR, DL down the ladder(or you fall
and lose time,) UL, DL and now I like to dig UR and DR to discourage the
falling monks. 1-3 and then UL/UR/DL to get more gold. DR on the rope
and you can leave a dig behind if you want; if things don't quite go
right then you may be faced with a death monk on the next part.

 Turn DL one square after you leave the rope. You'll catch another rope
and go to the DL side. UL and hit the switch. The bad guys will flail.
Once they all fall, hit the switch again and they won't return. Now you
have a small puzzle--how to get everything quickly? 9 and then UL to get
the first gold chest, and then

     .
    / \
   $   $
  / \ / \
 .   .   .
/ \ / \ / \
$   $   $   $

 You start on the left and there are many paths but surprisingly the
simple zigzag UR-DR-DL-DR-UR-DR gets everything the quickest. Note you
have to take at least 10 steps as each gold piece is 2+ away from any
other. Then 1/DR to avoid the wall. Don't worry about the pressure plate
above; it's worse than useless, leading you to a dead end.

 Take the rope back UR. Then DR to get the gold and down the stairs, DR
and UR to the next stairs. UR, DR and drop the bomb. DL and run DR to
make sure you hit the wall. Boom--9-3-3 although if the bad guy is
lurking you may wish to dig a hole. But the DR gold should be gotten
first for an optimal path, then zigzag UL/UR to the switch. Dig DL if
the bad guy is close(or better yet 2 DL, as it helps later, but don't
backtrack) and flip it.

 A block will disappear, revealing a ladder to a plate. You'll want to
step on that plate and quickly go down--there is a problem with going UR
as you may fall into the void if you hold on too long. Now the bad guy
will come out and so you may need to go UL and dig. He'll fall in and
you can circle around him to get to the ladder if you dug under the
ladder(which you must now approach from the side.)

 Up the ladder you can get the rest of the gold and trip another
pressure plate. At the end of the zigzag platform, drop UR and note
there's a plexiglass walkway to take. Go on it. You'll see stairs that
weren't there before in the UL of the next platform. Take them up. Now
you can run UR and one square from the corner drop the bomb UR when the
bad guy is at the right end of his run. That will take him out and give
you a free course to the end of the level although beware--he
regenerates quickly, and at the end of the walk(you have four squares to
travel) you need to go DL to enter the transporter.

 My best time is 1:45.

  --TIMES--
RcRunner   1:48
Milk Toast 1:52
Scott      2:09
Nina       2:12
Andrew     2:15

     4-5-15. ROUNDABOUT

 This is another entertaining level late. I'm giving the exact best
path here but there's no shame in delaying it the first time through.
There are several original wrinkles for maximization and I may not have
found quite all of the juking techniques. You also have to time some
drops and ladder climbs onto monks.

 DL towards the ladder. Dig UR when you're there. DR down and one
square away; dig UL. 3-3-Q-3-Q and run UR for the bomb. Then fall into
the hole you made, Q-7-Q. Get the gold to the DR and when the bad guy
falls in, run across, get the gas and gold, run back and place the bomb
on the far DR. Then climb back on the bad guy and dir DR. Fall in to get
the bomb and then drop again. 1-3-3 and now you have gold to pick up: 3-
9-3-9-9-7-9 and then 7-9-9-S to dig a hole for the bad guy descending--
you may be able to push him up the stairs but I didn't risk that.

 Then circle around DL of the stairs. The bad guy will whirl UL. Go to
the second-top run and when the wild monk turns UL, go to the top of the
ladder, UR, and dig left. When the bad guy teeters, UR/UL/DR and dig
over the gold. Fall in, then two UR digs, fall, UR dig. Tap 3 and then
let the bomb go. DL/UR to get the final gold from the level.

 Now I'm not satisfied fully with this last part but you'll need to dig
UL of the ladder as before, but now the death monk seems to be smart
enough to catch you if you stand near him. So dig UL of the trapped wild
monk and hide DL of the pillar. The bad guy will fall in--climb to the
top, dig the far left square, DL, UL and dig under the ladder. The wild
monk should fall in; UL/UR and enter the transporter.

 My best time is 1:25.

  --TIMES--
Milk Toast 1:52
RcRunner   2:14
Scott      2:28
Dan        2:32
Pablo      2:41

     4-5-16. CLAUSTROPHOBIA

 A really pleasing level with the big bonanza at the end where you go
destroy or hoodwink all the bad guys. Again this can be split up into
parts where you can pick off clumps of gold pieces one at a time(and
monks--they drop into the pit with six gold) and then at the end use the
beach ball, dig the plexiglass above the pit, step down and wipe
everyone out, and climb back up to the teleporter. But several forceful
moves make it all go by quicker--the first of which seems necessary to
survival.

 Q-W to start out. Don't worry about the invisibility if you're going
for speed as the ball trumps it nicely and there's really only one
segment where you can use it before you get the ball. 7-1-1-1-1-1 so
that you're just no longer on the DR edge. A-W-S-7-S-3(fall)-S-3. This
connects two areas, and you can have a party now. Only problem is a bad
guy has fallen in with the gold, but he'll be dealt with later--and he
makes for less obstacles for the moment and in fact this walkthrough
lets you run him over on the path you could take without him around.

 UR-DR-DL-UL for an extra guy. 3-1-1-S(bad guy will jump from the top
so be prepared)-9-A-3-Q-7-A and fall in for gold and the beach ball.
Then go up the stairs and UR. Turn DR past the invisibility and at the
DR-most, dig and fall for one gold. 1-7-3-1 and now you can wait for the
bad guys to fall so you can move up the stairs past them. 9-9-9-7-1-7-9-
9 and you are in good shape for the next part. 7-9-A-7-Q-S-9-A-7-1-1 to
get the gold and NOW use the beach ball.

 9-3-3-A-1(fall)-S-3(fall)-1-3-S-3-1 and you don't have much time left,
so I recommend 1-1-7-7-7 as that seems to take out more bad guys than
keeping to the sides. If there are any doubts if you'll have the time,
run into everyone when you can and then get the gold, which is in a 3x2
block. Go back up the stairs and UR/UL into the transporter--most bad
guys will be out of it, nowhere close to regenerating in the pit.

 My best time is 1:25.

  --TIMES--
RcRunner   1:46
Milk Toast 1:57
Scott      1:58
Andrew     2:01
Nina       2:08

     4-5-17. ONE SIDE OR THE OTHER

 Much simpler than the previous, but still treacherous for the time
factor. I solved it on my second life but with over three minutes. Once
you see what the level's all about and where the drops go, it is rather
simple. It's relatively symmetric about the middle part with two big
drops and seven gold pieces on each side and the transition from one
side to the other--and which to get first--is the tricky part.

 Now I like to start by climbing straight to the top, as this causes
the bad guy above to fall and be a nonfactor. The gold chests on the
sides are just temptations to avoid. Then you can take the rope
UL/DL(the left is further from the exit portal so you can save a few
seconds this way) and you can dig DL when near the end. This allows you
to drop in and dig DR. Run over the bad guy and now you can either drop
DR(saving time) or climb down, getting gold as you go. The next time
around you'll have to do the other one, but this time you should have
shaken the bad guys off--they should be off to the sides. I think
dropping down second is best as you want to get as far right as
possible. Although it's not hard to get the three gold below, with just
a slight jolt in your trip down, you can only go so fast.

 Taking one pass at the left structure should allow you to clear out
the central structure as bad guys will try to fall to greet you--more
risky though is that you can fall into the void heading down on the
bottom beam.

 If the bad guys converge too quickly, it might be wise to back up and
dig before you go right and get to the ladder. Once you're at the base,
you may want to dig UL and DR of the ladder there to repel anyone
following; once you climb above the second platform, they turn to the
sides. Now you'll want to climb up the second stair, UL and dig UL. Drop
in, then go up the ladder again, dig UL on the ladder and drop in. Then
you can climb all the way up the second stairs, UL/UL/UL and back, and
up the third stair, getting the gold up there. Now repeat UL/DL on the
rope but this time get off it, dig DR, and when the bad guy starts down
the ladder drop through for the last gold piece on the left, UL, and dig
again. Now you can drop DR after you run over him.

 Now you need to make a run for the center which should not be too bad
since you're pretty close already. Don't worry about who goes where--
it's highly unlikely three will get on one side, but even so, if you are
expedient you can make it by them. Say they're stuck on the ladder. Dig
so you will drop on the farthest square. Hit the key to dig in the
direction of the bad guys. Walk over the guy that gets stuck, dig where
you were, and fall in.

 If only one guy is on your side then you can proceed as usual. But the
right side mirrors the left. Note there's a turn-off when you go back to
the center; take it once you've gotten all the gold.

 My best time is 2:18.

  --TIMES--
RcRunner   2:24
Pablo      2:34
Nina       2:35
Milk Toast 2:50
Dan        2:59

     4-5-18. REVENGE OF THE DEAD

 This is a very entertaining level because whoever you kill comes back
as a blockade for you near the end of the level--on a walkway that leads
to the transporter. You have to dispatch a few bad guys, but with some
skill you can wiggle away from others and even if they're stacked to
guard the exit, you should have more than enough bombs if you've been
frugal. For something this linear it certainly poses many problems, and
who can resist the bomb-or-be-toast grand finale? Or the game-high
eighty gold in one level?

 You also may wish to note the time saver: when walking down a
corridor, push tab a bunch of times to get to the next bomb you need to
use.

 First order of business is to get everything in your area, tab so that
you have the X or \ bomb, and and bump DR into the block and hit
control. You can't drop a bomb if you're standing still, but you can if
you're running into something--there's plenty of time to go to the side.
Running into a wall is a simple expedient that will help in many tight
spots you'll encounter.

 Now there's a long platform of gold pieces followed by a 2x3 block of
gold, nothing special, just go UL/DR/DR/UR/UL/UL and when the bad guy
comes down the stair climb up twice. Then face DR. Release the bomb when
the bad guy is running back down. If you kill him, no big deal, but if
you don't you should be able to fake him out. Climb down the first DR </pre><pre id="faqspan-5">
ladder and fall on the gold piece when you could climb down the
ladder(saves a bit of time) and then at the ladder, A-3-Q-7(fall) which
is quicker than tumbling off the ladder. Go DL twice. Once the monk
passes in front, run at him and follow his path, then go back up the
stairs. Bumping into a wall can be fatal but by now you're pretty
dexterous with the controls for that, right?

 Back up a few stairs and there'll be a monk to the left quasi-guarding
some gold. Stay UL of the ladder and run UL when he does--then go DL
once finished looting and come back, following him DR. You will have to
wait a bit before finishing the DR trip. Then go up the stairs. Use a /
bomb--don't worry about the bad guy getting blown up. Step UL until the
explosion, then DR and dig the UR-most square. Drop in and get the
goodies. You don't need the gas but it's fun.

 Switch to | and then drop it on the square with the ladder when the
bad guy is over. This should get the timing right and blow him up. Now
climb UL up the ladder, tabbing to the cross bomb, and bang into the
wall if necessary to release the bomb. Go down one rung and wait, then
head UL for the switch. Space to turn it, UR to the edge, UL and hit
another switch. DR to the gold and DL. Once you fall you can go back up
the ladder.

 Here you've managed to remove four bad guys without actually killing
them. Handy! And you can even get the six gold pieces that seemed
suspended before. The trick is not very deep; all you need to do is to
head UL and go DL/UR to change lanes.

 Now at the end, go a square UR of the platform. Dig UR. The blind monk
will fall in but the reason you dig this square is that he will turn
away when he gets out--further UR and he will continue, turn around and
fall back, leaving you one more obstacle.

 There's more gold to collect going UR, UL and then DL/1DR/DL/UL to the
switch. Turn it--there's some luck here but note the general map of
squares that appear. Make sure you get on the platform across and don't
fall in--I can lose focus--also I've had a finger slip from S to X here
a lot.

      X
       X
        X
     ! ! X
    ! !
   !
    !
X   !
X !
 X
  Y

 ! = squares that appear when you flick the switch

 Y = square to dig after you've gotten the rest of the gold.

 Don't worry if you seem to botch the switching--just try to make sure
bad guys are on the edges and you'll almost certainly get at least two.
I saved all four by switching when one was in the right. It's also
important to note it's easy to fall in, so that's more important to
focus on.

 So once you've flipped the switch and dug, drop DL. Here, activate the
tripwire, then step on the grate. Then walk over the monsters and fall
DR at the plexiglass. Step on the grate and the bad guys will be immune
to the bricks closing on them, i.e. they won't die or regenerate. This
is a really big one since their reincarnations would occupy the annoying
first turn in the final run-down, which will hamper your progress.

 From there you can fall DL at the down bit after you get the gold.
Four more gold before you can fall DR again from the lowest point of the
level.

 Now in general here you'll want to blast with a \, move out of the
way, switch while you wait for the explosion, move in, blast with a /,
move out of the way, etc. But if you've done well(i.e. used the double-
switch on the four monks or used the mine-plate-plate to pot the three)
then you may just need one cross bomb placed at a monk's feet as near
the end of this platform you can duck to the sides. DR/UR into the
teleporter.

 My best time is 2:18.

  --TIMES--
RcRunner   2:43
Milk Toast 2:59
Scott      3:02
Andrew     3:19
Dan        3:20

     4-5-19. E-MC^2

 Given that it's the last one in purportedly the most complex of the
worlds, this level doesn't live up to the previous endgames and in fact
seems shockingly easy. The bad guys cycle predictably and there are
plenty of mines to dispose of them if you so choose. The TNT is(to be
charitable) decorative and in fact you can beat 1:48 without using the
bombs, but the most efficient way through the level, where you get the
extra life too, requires four bombs.

 A good start is 9-1-1-3-3-9-9-9-7-7-3. This gets all the gold above
and calls to mind a recurring theme: you can usually drop off a ledge,
even if it seems like a cop-out.

 Your first trip, clear out the gold on the right. From where you
climbed down the stairs, SAAT: 3-S-9-A-1(fall)-S-3(fall)-W-9(fall)-9.
Now you just have time to place two bombs DL--don't watch the bombs or
listen for noise but rather the bomb status--then fall(9). Now a 2-<1
dig will get you to the gold in the DR. Drop UR for the last of them.

[if the digging is too hard then you can just drop down twice for the
far right bomb then the next time drop on the bomb you couldn't get.]

 You should have gotten a bomb at the bottom and if bad guys harass you
just run at them then place the mines as you run away. In the corner
there's a handy recharge of mines which will serve you well the next
time you drop. Go up the stairs.

 The next task is to get the extra life, or at least the gold by it.
For the gold, go DR of the TNT, dig UR, fall UR and then DR.

 If you wish to get the extra life, dig UR when DR of the TNT, drop two
bombs in, 1-W and fall in. Dig UR and then DR gets the gold. Here you
can even watch to fall DL but goading the bad guys down isn't too bad.

 The third trip involves going up the long stair but detouring for the
gold UR of its second rung and then, instead of going up the one-rung
stair, you want to SAAT: 1(fall)-7-Q-7(fall)-1-3-1(fall) and 7 into(how
convenient) the teleportal. Bravo, you did it!

 My best time is 1:34 without using bombs.

  --TIMES--
RcRunner   1:48
Milk Toast 1:52
Scott      1:58
Pablo      2:12
Nina       2:17

 5. EXTRANEOUS COOL STUFF

   5-1. HIGH SCORE ANALYSIS

 Here's the who's who of default high scorers. RcRunner appears twice
at times. Milk Toast appears to have quality over quantity, though.

Andrew:      0 1st,  6 2nd,  8 3rd, 19 4th, 16 5th,  49 total
Dan:         0 1st,  2 2nd,  1 3rd,  3 4th, 13 5th,  19 total
Doofus:      7 1st, 17 2nd,  9 3rd,  3 4th,  2 5th,  38 total
G-Man:       0 1st,  2 2nd,  6 3rd,  6 4th,  3 5th,  17 total
Kenny:       0 1st,  3 2nd,  6 3rd,  8 4th, 13 5th,  30 total
Milk Toast: 44 1st, 21 2nd,  8 3rd,  2 4th,  4 5th,  79 total
Nina:        0 1st,  3 2nd, 12 3rd, 14 4th, 18 5th,  47 total
Pablo:       0 1st,  6 2nd,  6 3rd, 17 4th, 14 5th,  43 total
RcRunner:   49 1st, 25 2nd, 25 3rd, 11 4th, 11 5th, 121 total
Scott:       2 1st, 17 2nd, 21 3rd, 19 4th,  8 5th,  67 total

   5-2. SPOILER CHEATS

 Thanks to Al Amaloo and his excellent GameWinners site and for his
magnanimity in allowing me to take what I would like. The ones here do
ruin the game a bit, but they're fun.

http://www.gamewinners.com/DOSWIN/blloderunner2.htm

.. is the link.

[Alt] + T before level starts = the way to freeze the monks. This is the
big one--but there's a way to get all manner of power up or skip around
levels. Type 'glazed donut' at the options menu and then experiment with
various key combos.

   5-3. HIGH SCORE CHEATS

 Now this is probably more fun if you have a friend whom you want to
shock ith an impossibly good score than if you just want to get first
place on a tough level.

 For all 102 levels there is a fixed format for the strings and times.
The file you want to find i:

c:\program files\loderunner2

Open it in your favorite hex editor(I like AXE) and the format is as
follows:

0x00 to 0x08: don't mess with these bytes.

For any one level there are 188 bytes. Here's how they break down.

0x00-0x07(first 8): not relevant
0x08-0x2b(36 bytes): first place
 0x18-0x21(10 bytes): name
   Make all unused characters 00's.
 0x1a: should be zero
 The next bytes seem hard coded and I don't wish to putz with them.
They go:
01 02 00 00 00 e8 fa 6e 00 00 00 00 00 44 fb 6e 00 c5 91 45 00
 [in general bytes 0x22 to 0x37 should not be tampered with.]
 0x38-0x3b: bytes for the time, from least significant byte to most.
Basically you'll only want to tamper with 0x38--give it the hex value
you want. Basically if you see 23 01 00 00 here it means the time was
16777216(=2^24=1000000 hex) * (00 hex) + 65536(=2^16=10000 hex) * (00
hex) + 256(=2^8=100 hex) * (01 hex) + 1 * (23 hex) = 256 + 2*32 + 3 =
291. But you can use Windows Calc to figure out these details.

The other places are in the same basic format and it should be intuitive
where to place if you have a half-decent hex editor and minimal
experience. So I'll just list the offset.

0x2c-0x4f(36 again): second place
0x50-0x73(36):third place
0x74-0x97(36):fourth place
0x98-0xbc(36):fifth place

 If you don't want to add location values I hope your hex editor allows
you to set column width although you can also search for certain names
and hex values(again, it should if it's half-decent.)

 The level times are put in the file in the order you'd expect: the 24
Jungle World ones, the 19 Wacky World ones, then the 20 from Gear World
and 20 from Mona World before the 19 from Industrial World.

 Oh--don't blame me if you set the best time as more than the second-
best, play the game, and Windows crashes :).

End of FAQ proper

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

 6. VERSIONS

1.0.1: sent to GameFAQs 7/4/2003. Touched up some early levels when I hadn't
been in the swing yet.
1.0.0: sent to GameFAQs 3/14/2003. All 102 levels done, some donuts(and
basic info, probably) still elude me, meaning one more update may come
around. But there's enough to get through the game, beating the default
best time on each level.
0.9.4: sent to GameFAQs 3/13/2003. 96 of 102 levels done--all but the
final 6 in Industrial World. Very pleased with progress.
0.7.0: sent to GameFAQs 3/11/2003. 72 of 102 levels done--all but the
tough ones, which people would probably WANT this FAQ for. Heh.
0.3.0: sent to GameFAQs 3/9/2003. The basic stuff/strategy is included
and I have roughly 30 of 100 levels done. A bit incomplete but I just
wanted to break 6000 KB and this did the job. Planned finish by 3/31.

 7. CREDITS

The usual reviewers' gang at GameFAQs: bloomer, daremo, falsehead, MaxH,
RetroFreak, Snow Dragon, ursil(whose review helped too,) VGRevolution
and others I know I forgot. I should write a shell outline to take care
of this as it is getting a bit long.
Al Amaloo for his offer to use his cheats as reference if I need them.
eBay.com and hoots-loot(one of the most prolific sellers on there, great
for old games) for getting me a copy of this game cheap.
Doug Smith for thinking Lode Runner up in the first place.