Walkthrough for Flashback: The Quest for Identity (SNES version)
by Mike Jenista
[email protected]
August 2005
Version 1.00



Contents
--------

I. Introduction
II. Controls
III. Conrad's Moves
IV. Items and Objects
V. Enemies
VI. Walkthrough
VII. Passwords
VIII. Legal Mumbo-Jumbo



I. Introduction
---------------

Flashback is an excellent game among other such greats as Blackthorne and
Oddworld.  One of the particularly good features is the graphical achievement
in both animation and background, not to mention the great ambience in general.

You don't know who you are, but you are in danger!  After a nearly fatal chase,
you find yourself alone in the deep jungles of Titan, a moon of Saturn.  In
your quest for identity (get it?), you will discover not only how you came to
your present circumstances, but also the sinister plot that threatens Earth!

I will of course spoil all the surprises in this walkthrough, starting with
your name: Conrad.  I simply can not go through this whole guide without using
the main character's name!



II. Controls
------------

The basic controls are not too difficult to master, but they do require a
degree of patience.  Don't start mashing the buttons in panic because Conrad
will most likely do something you did not intend, and then you lose precious
seconds while he goes through the animation.

Left/Right: move left and right, which can be walking, running, sneaking, or
       rolling depending on Conrad's stance (although if you begin running,
       you can actually let go of the directional pad without stopping, so
       long as you hold down Y).

Up: stand up, jump (hold to climb up a ledge), activate elevator up (with Y).

Down: crouch, climb down (with Y), let go of ledge, activate elevator down
       (with Y).

Y: A versatile button!  When your gun is drawn, this is the button you use to
       fire, but when your gun is concealed, the Y button is used to talk, run
       (hold it down while walking), activate various environment elements,
       and if you hold down Y and press Up, Conrad will do a small forward
       leap (GREAT move).  Also, if you see an item on the ground, press Y to
       pick it up.  Lastly, if you want to climb down a ledge, hold Y on the
       very edge and press down.  HOLD Y if you don't want to drop right away!

B: use selected inventory item.

A: draw or conceal gun.

Select: open/close inventory screen.

Start: skip animation sequences.



III. Conrad's Moves
-------------------

This is a list of the various moves you can perform and how to do them.

Running Jump: While running, press Up.  This will NEVER have the same effect as
       the running leap!  In short, you can not use this move to make up for a
       lack of running space to perform the Running Leap.  However, you can
       grab ledges as Conrad falls after a running jump.

Running Leap: If Conrad has enough room to get up to speed, he will
       automatically perform a leap towards the first ledge he comes to, and
       he will hang on.  Usually you want to climb up after this, but if you
       hesitate, Conrad will let go.  If you are running and you see a ledge
       that you DO NOT want to leap for, simply hold down the directional pad
       in the direction you are going.  This will suppress Conrad's urge to
       leap.

Running Roll: While running, press Down.  There is a particular point during
       this move where Conrad can fit under low passages.  You should know
       the timing well for a few parts of the game.  The key to this move is
       to keep holding Y the whole time so that you come out of it running.

Hop: Hold Y and press Up to hop forward four spaces.  This is great for
       avoiding various floor hazards or passing small gaps.

Gun Crouch: If Conrad has his gun out, he can stay crouched by simply pressing
       Down (press Up to get up again, duh...).

Gun Roll: From Gun Crouch, press Left or Right to roll and end up still ready
       for action!  Note that if you roll off a ledge, Conrad will stand up
       and then redraw his gun, wasting lots of time.  A great move is to
       stand just far enough from the edge of the screen that a roll will take
       Conrad to the very edge of the next screen.  This means you will get
       a fast shot in before anything happens.  This only works if you have
       enough room though.

Gun Sneak: When your gun is drawn, press Left or Right to sneak.  Not any
       different from walking other than that your gun is out.  Press Y to
       get ready to shoot again (you won't shoot right away).

"The Drop": When your gun is drawn, sneak off of a ledge.  Conrad will land
       with his gun ready in the crouch position, making this a GREAT move
       since you can immediately begin to fire.

Notes:  The first is about running.  When you are running, you can actually
       release the directional pad and remain running.  If you release Y, you
       will stop, or if you are still holding the directional pad, Conrad will
       simply slow down to a walk.

       Another note is about hanging from ledges.  As long as you hold Y,
       Conrad will not fall, and you can press Up or Down to let go or climb
       up.  This will come in handy if you want to hang down onto a new screen
       or tease an enemy without wasting time by jumping back up (or falling
       too far to jump back up at all!)

       Also, when you need to perform some kind of jump and you want to have
       your gun out as soon as possible after the jump, press A during the
       animation of Conrad recoiling and he will immediately draw his gun
       when finished recoiling.  Several moves can actually be performed this
       way one after the other, but don't try to "chain" a bunch or you will
       probably end up ordering Conrad to do something you didn't want to do.
       I usually only use this to draw my gun as fast as possible after
       falling or climbing up or whatever.

       The last note is that when Conrad is performing a move, he can be
       invulnerable.  In particular, climbing up, standing/crouching, and
       drawing your weapon can prevent Conrad from being hit.  Use this
       experimentally in tough situations to see if you can figure out a good
       sequence.



IV. Items and Objects
---------------------

To use the selected item, press B.  To put items down instead of throwing them,
crouch and press B (if the item is throwable at all).  Also, if you need to
give an item to someone, select it, stand next to the person and press B.  The
same goes for using an item on an object, such as a key in a key slot.


Items

Holocube - This item will play a small message that Conrad recorded for himself
       before he lost his memory.  Watch the message to learn about your friend
       Ian and New Washington.

Stone - Stones can be thrown or dropped and are usually used for tripping
       distant tripbeams or activating autoguns.

Key - Keys are used in a Key Slot to open a door or floor or whatever.

ID Card - Use this in a Card Slot to open a door or something similar.

Tele Control - When you get your own later in the game (the one on Titan is
       not usable without the telereceiver) you use this to teleport to
       wherever your telereceiver is.

Telereceiver - Throw your telereceiver or drop it so you can teleport to that
       spot.  This gets you down long drops, across hazards, or back to a point
       you can no longer reach.  REMEMBER TO PICK IT UP AFTER YOU TELEPORT!

Magnetic Cartridge - Charge it and use it in a Cartridge Slot.

Credits - Collect these for various uses.  Mostly to trade for other items.

Papers - You need to buy these and use them to pass through certain points.

Gun - This is your gun.  You don't need to select it to use it, but you will
        lose it once so you need to pick it back up.

Shields - You have four of these.  Each time you take a hit, you lose a shield.
       You can recharge them in an Energy Generator (select shields and use
       them on an Energy Generator), but you can never get more than four.

Force Field - When you press B, a force field will appear in front of Conrad.
       It is only temporary, though, so have a plan of attack all ready to go.
       This field will stop bullets and alien weapons, but enemies can walk
       through it, so don't try to stop flybots or stunbots with this.  Most
       enemies have a very predictable firing pattern, so you can time your
       force field accordingly.
       As a bonus, if enemies are in front and behind, TWO force fields will
       pop up, one behind and one in front.

Mechanical Mouse - There are two versions of this.  There is the one that will
       not explode if you try to pick it up (it is moving and will trigger an
       "item bubble" when it passes Conrad, so you know you can pick it up)
       which you can also put back down for your own use.
       The second is a stationary one that you can pick up, but once you put
       it down again, it will start roaming and blow up when it touches
       an enemy, OR YOU.  I don't like using these exploding ones, but the
       other one is fine.

Atomic Charge - In the final stages, you receive this.  You use it to blow up
       the alien homeworld, yeeha!

Diary - Read this to gain info on the alien homeworld's defenses.


Objects

Key Slot / Card Reader / Switch - These all do the same thing, which is open
       something when you activate them.  Switches you just press with Y, but
       you needs keys and ID cards to use the others.  Switches also sometimes
       deactivate things or activate them.

Energy Generator - Put shields in these to recharge them.  You also need to
       recharge a couple other items in these.

Save Point - Press Y to save.  You won't get a new code, but if you die you can
       continue back at the save point.  Good news?  Infinite continues.  Bad
       news?  You'll probably need that many for some parts.  I recommend
       backtracking to save points often, ESPECIALLY on later levels.

Tripbeams and Sensors - These activate things, either permanently or as long as
       something is tripping the beam.  They make little beeping sounds when
       they are being tripped.  They constitute basically 90% of the puzzles
       in this game.

Lifts - Press Y and then Up or Down to activate the lift up or down.  Sometimes
       you need to activate the lift to get it out of your way though.  I also
       recommend drawing your weapon and crouching if the lift is going to take
       you to a new screen (you need to activate the lift first, then quickly
       draw and crouch).

There are a number of very specific items that you need to pick up and give to
someone in the New Washington level, so I won't bother to mention them here.
See the Walkthrough section for details.



V. Enemies
----------

There are a few ways to harm enemies.  First and foremost there is the gun,
       with which you should always lay waste.  However, if an enemy is very
       close, Conrad will try to pistol whip him instead of shoot, unless he
       is crouching.  Conrad will try to shoot if he is crouching.  The pistol
       whip works okay, but it takes a lot longer to perform than a shot, and
       so if you miss, you're bound to get hit by return fire.  I would only
       advise using this move in a few situations that I outline in the
       walkthrough.
       The final way to damage enemies is through trickery, say by leading
       them into bombs or tricking them into hitting each other (this can be
       quite easy with dumber enemies like flybots and flashmen).  In the
       walkthrough I mention a few places where this is the easiest tactic.


Stunbots: These are little pods on treads that will deploy a little arm to
       stun you.  The arm can't hit you if you are standing in the same space,
       but the stunbot will sense this and blow itself up.  You can only hit
       them from a crouched position, and only when their arm is deployed.
       Wait for it to come out and then blast it off.

Flybot: A floating sphere that shoots a little jolt of electricity when it gets
       close.  It can only fly at a head level, so if Conrad crouches, he can
       escape a flybot.  They usually take several hits to kill, but each hit
       will stop one in its tracks.  If you get the timing right, you can get
       the next shot in before the flybot starts moving again.
       I should warn you that flybots are dumb and smart.  They are dumb in
       that they are heat seekers, so you can easily lead them around and
       get your hits in, AND if you are standing in the same space as a flybot
       it can not hit you and WILL NOT MOVE.  From here, you can simply pistol
       whip the crap out of it (it won't look like you're hitting, but you
       are).  However, they are smart in that if you crouch, they will not
       hover directly over you but rather to one side so you can not just
       stand up and hit it.

Mutants: Mutants look like cavemen, but with laser rifles.  They are stupid
       (which means they will shoot each other if you duck under their shot)
       and pretty weak.  Only a few mutants in the game take more than one
       shot.  On Expert mode, they actually are much smarter and won't shoot
       each other as easily.

Flashman: A pretty cool enemy.  Flashmen stalk around and carry a gun like
       Conrad's, but when you hit one, he will activate his belt and flash
       a distance away to try and surprise Conrad (they also flash over pits
       sometimes).  This is not really a concern though; after you hit one,
       observe the direction he is going to flash in (the way he is facing),
       then point your gun in that direction.  If you think he will flash very
       close to Conrad (the distance of the flash is always the same), then
       roll in the opposite direction of the flash, turn, and shoot.  Never
       hesitate to get in position for your next shot because flashmen ALWAYS
       flash after a hit.  You have plenty of time to get ready to shoot them
       without waiting to see where they end up.  The number of hits varies,
       but is usually two or three on Normal difficulty, and something on the
       order of four to eight for Expert.
       The thing to remember about flashmen is that if you shoot them and they
       fall off to a lower level, they will 'play dead.'  Leave them there if
       it will help you to fight other enemies, but don't be fooled by their
       little game.  They're not dead until they disappear in a flash (another
       reason I call them flashmen).
       Given the various context clues of the game, I am pretty sure that
       flashmen are some kind of cyborg... but I think flashman conveys the
       sense of flashiness they have, so I'm calling them flashmen.

Police: The cops in this game have small shields and jet packs.  What they do
       is jet up and away, then they shoot down at you from an angle.  They
       don't miss!  If you know the timing really well, you will be able to
       block their shot easily with your force field, then hit them on their
       way back down.  They are really not very smart, but if you use your
       force field at the wrong time, they will hit you.
       Don't bother shooting as they jet up, that's when they activate their
       shield to block your shots.
       Also, they will try to stalk you down and fire, so always get in the
       first shot so you can start the rhythm going.

Aliens: The toughest enemy by a long shot.  They can hit you in two ways.  First
       is their disc or whatever it is they throw at you.  This will hit you,
       but they have to crouch to hit you when crouched, which works to your
       advantage.  The second way they hit is in their glob form.  If they
       morph (and sometimes even when just globbing past) while next to Conrad
       they will damage him.  The key to these guys is to always stay crouched
       and roll around until you get a good distance between Conrad and the
       alien as they morph up and get ready to shoot.  When they start morphing
       up, they will have to also then crouch to be able to hit you, and you
       have plenty of time to get ready BUT you can not hit them while they
       are going through the motion of crouching.
       A note of caution is that aliens can also travel on the ceiling.  This
       does not mean that you should only try to fight aliens in tall passages
       where they can not do this because they never unmorph while on the
       ceiling, and they can waste lots of time up there.  Also, they usually
       do unmorph once they hit the ground, which means that if you let an
       alien drop down at you, then roll away as he unmorphs, you will be able
       to easily turn and shoot as he becomes vulnerable.
       The really bad news about aliens is that they usually come in large
       groups or in close quarters.  It can be difficult and frustrating to get
       in good shots, but wise use of your force field and some luck should
       prevail in the end.

Roborat: A little exploding mouse that meanders back and forth across a stretch
       of floor.  They explode when you walk on them, but rolling over them
       can sometimes work.

Space Cayote: I call them this because they are hideous and awkward, and deserve
       such a name.  There are only two or three of these in the entire game
       anyway, and they are relatively easy.  Just shoot them.  They might get
       you once because they are quick, but you should easily waste them.  They
       are only found on the alien homeworld, and always take one hit.

Bombs: These are placed on the ground and the ceiling.  On the ceiling, they
       will drop and explode as you get close.  They can be easily avoided
       and in some cases even safely detonated.  Just try not to run onto new
       screens too much as bombs are placed on the edges of screens for just
       this purpose.

Sentry Guns: A sentry gun will lower and fire whenever its sensor is tripped.
       You can duck and roll under them, and they are invincible.

The Green Death: There are these bubbly green mists all over the place that will
       kill Conrad with a neat little movie which I call The Green Death.  You
       should always avoid these, but there are a few that can be run over or
       jumped through without dying, and I will note them in the walkthrough.
       Usually, you just have to find the switch or tripbeam that turns them
       off.

Flash Mines: These are little green flashy spots on the floor.  If Conrad
       lingers on these, he flashes into oblivion.  Don't linger on them!  You
       can run over them or hop over them easily.

Eyeball: These are non-lethal and I am pretty sure you can't kill them... they
       just act as tripbeams for sentry guns and such.


There are a few areas with many enemies or special circumstances that require
particular strategies for victory, but I will leave those strategies to the
walkthrough section where they belong.



VI. Walkthrough
---------------

This walkthrough has the Expert Difficulty in mind, so if you are playing on a
lower difficulty, there may be fewer enemies and they will take less hits to
kill.  Other than that, everything is the same.

Also, my maps are not precise.  They are pretty decent, but you should only
use them to get a sense of where things are and what's coming up, NOT to judge
actual distances or anything.

Here is a key to the maps:

S = save point
E = energy generator
i = switch, key slot, or other console
s = stone
k = key
] = door

##
==  = a lift; the #'s are the full length of the lift while the == represents
##    the starting position of the lift itself.

Y = mutants       F = flashmine
x = stunbots      G = Green Death
z = flybots       * = sentry gun
V = flashmen      A = alien
P = police        b = bomb

Each map will also have its own extra key for specific items.



Level 1 - Titan Jungle

      A        B        C        D        E        F
   ___________________________________
  |      _____   ______  _x_____   __Y|
1  |        |__ _____|____   || |____  |
  |        | ___  _____x____||  __]__Y|_________________
  |=t   _  |h_   _  |      |s____     |##_________      |
2  |##_s_|_   |______|      | _mY]x_ __|==______|____    |
  |__==__|_____##___|      |_x______  |_____ __|||||___I|
  |  ##        ##                _ ___|_   |_Y_______== |
3  |  ##_       ##  __x_    i____ _    |   ___        ##E|
  |S_    _____F==F_||||    |||||_____Y____G_________F_F_|
  | _______]i__##                       _    _       _ $|
4  |__x_i]  | E|__      _i__G___x        * _k *   __   _E|
  |Y_  ____|__Y____Y___|||||||||___Y_$____||_$_____Y____|
  |  _     ||           __          _E|
5  |___   __||   ______O    ______  ___|
  |*__YY________|||||||____||||||_____|

m = magnetic cartridge         I = injured man
t = teleporter                 O = old man


Starting in B1, Conrad wakes up in the Titan Jungle.  Titan is a moon of
Saturn, which effectively places Conrad far from Earth.  He knocks the holocube
away as he awakens.  Drink in the beautiful graphics.

B1 - Climb down to B2.
B2 - Grab the holocube from between the tripbeam, then climb up and go to C1.
C1 - You can entice the stunbot to deploy his arm by standing up at the very
       edge of the ledge.  Quickly crouch and shoot to kill him.  You can
       either use Running Jump (starting from B1) to jump the pit, or use the
       middle walkway to use Running Leap.  Get your gun ready and roll onto
       the next screen.
D1 - Immediately shoot the mutant across the pit.  Then use The Drop on the
       second mutant.  The door here is open because you removed the holocube
       from the tripbeam in B2.  Jump down.
D2 - Go left into C2 and grab the stone.  Throw the stone onto the tripbeam on
       the right side of the screen (stand three spaces from the edge of the
       top ledge and throw for a direct hit).  Then use The Drop.  I always
       get hit no matter what I do, but you should have four shields anyway,
       so you can take a hit or two here without sweating.  When you've kiled
       the stunbot and the mutant, grab the Magnetic Cartridge which is right
       where the mutant was standing.  Climb down.
D3 - Hop over to the middle platforms, climb down to the lower one, then use
       The Drop from here to kill the mutant.  Proceed right.
E3 - Ignore the mutant above (you can hit him from the top left platform, but
       it's hard and not necessary) and just climb over to F3.
F3 - Hop over the first flashmine to trip the beam.  The lift will lower and
       you can climb up to charge the Magnetic Cartridge and recharge your
       shields if necessary.  Backtrack to C3.
C3 - Use the Magnetic Cartridge in the slot to extend an energy bridge. Quickly
       get out your gun and crouch to shoot the stunbot as it deploys its arm.
B3 - Hop over the flashmine to the lift in the middle.  Take it up to B2 and
       then go left to A2.
A2 - If you picked up the stone you used in D2, put it on the tripbeam.  If not,
       grab the stone in the middle of this screen and use it instead.  This
       lowers the lift in the upper left, which has the Teleporter on it.
       Grab it, then pick up the stone to deactivate the tripbeam and take the
       lift on the bottom of the screen down to A3.
A3 - You MUST go this way to make sure the lift in B3 stays up.  I suggest
       using the save point now, then backtrack your way to F3.
F3 - Get ready to roll into E3 and blast the mutant.  Go up to E2 when you have
       killed him.
E2 - Trip the lower right beam, then hop over the other so that you can climb
       up to the next floor.  Now trip the right beam to lower the lift so you
       can take it up to the top.
F2 - There is an injured man here.  Give him the teleporter, and he will use it
       to teleport to safety (mutants shot him).  He leaves behind his ID Card
       so make sure to grab it.  Backtrack to B3 and jump down from the left
       side to B4.
B4 - You MUST climb down to the middle ledge rather than walk off it.  Once you
       are poised above the mutants, use The Drop and take them out.  You may
       get hit once, but you can use the Energy Generator nearby to make up
       for it.  Proceed right.
C4 - Press the switch to deactivate The Green Death, then hop over the tripbeam
       so you don't reactivate it.  Get your gun out and roll to the next
       screen, then immediately roll back.  Then stunbot will come looking for
       you, so blast him when he does.
D4 - Use The Drop on the mutant, then grab the 100 credits on the floor.  Watch
       out for the acid!
E4 - Take the key (not a vital item, but it saves you a few seconds), and then
       the 50 credits on the floor.  Roll onto the next screen and kill the
       mutant.
F4 - The remaining credits are up on the top right ledge, 500 of them.  But you
       will trip the beam to get up there, which activates the sentry guns
       at E4.  Backtrack to B4, being careful of those sentry guns.
B4 - Recharge if needed, then go left to A4 and use the key to open the door.
A4 - Save in A3 if you want, then use The Drop on the stunbot.  Use the ID
       Card to open the door and use The Drop to kill the mutant below.  You
       have to be quick to turn around or he will get you first.  Now CLIMB
       DOWN from the left side of the pit to A5.
A5 - Throw one of your stones towards the sensor below to activate the sentry
       gun and kill the mutants.  Then use The Drop to land crouched and roll
       to B5.
B5 - Avoid the acid.
C5 - Give the Old Man all your credits and he will give you the Anti Gravity
       Belt.  Now you can jump down the pit to the next level.



Level 2 - New Washington

(walkthrough after all five area maps for this level)

Asia

      A        B        C        D
            __________________________
           |   |             |      | |
1           |X=_]C______==_________L_]_|
   ________|##||||||||i##==__||||||||||
  |   |  |    |     |    ##  |
2  |   |  |    |     |    ##  |
  |   |  _______PPI_]__i_##__|
  |   |_________    |    ____|
3  |              ___|Y_f_|||||
  |_____________##__||||||||||
           |||||##|||
4           |||_E==|||
           ||||||||||

X = To Tram          f = fuse
L = Lady             C = checkpoint
I = Ian



America

      A        B        C        D
   ___________________________________
  |  |||||||||cafe||||||||||||        |
1  |                        |||  ##__J_|
  |____________W_________==_____==|||||
  |  _____S| _V_    |    ##|||
2  |____  ____|    _V|__  ##__|
  |___________z_____|||==|||||
   (cyborg hideout) |  ##  |||
3                    |####ii[ |
                    |##||R1|||
                    |##      |
4                    |==i_____|
                    |||tram|||

J = Jack            R1 = Restricted Area 1
W = waiter



Europa

      A        B        C        D        E
   ___________________________________
  ||||||||||jobcenter cyber    cyber  |
1  |==_iiiii___C___##    tower    tower|
  |##__ES_T|||||||==____________##____[________
                             |  ##|||||        |
2                             |##==ii__[__S_    |
                             |##||R3|||_Y  ___Y|
                             |##      |        |
3                             |==i_____|Y_____  |
            _________________|||tram|||Y__k__  |
           |__         |   | |||            [__|
4           |Y_     b__Y____b_|||  _  __  _Y___Y|
           |Y_b_   ||___s______]__]__||________|
           |||*____________  |
5           |Y_____  |  | ____|
           |_________  |_P_$k|
                    |__      |
6                    |___P__  |
                    |_z___]_i|

R3 = restricted area 3      C = clerk
T = teleporter (fixed)


Africa

      A        B        C        D        E
   __________________________
  |##___[_B|__      |titan tr|
1  |##        |      |        |
  |##___M____]__##_________Q_|_________________
           |  _ ##|||          _   [  |  _b__  |
2           |##[_==__[__##      _ __|_____|__   |
           |##||R2|||||==________[_______]___==|
           |##      |  zk__  |               ##|
3           |==i_____|  __ __z|  _Y_____i_|Yk|##|
           |||tram|||________]__[___==i_]_]__##|
                             |      ##|
4                             | RC   ##|
                             |______##|

B = boss                      M = Man
Q = guy who needs parcel      R2 = restricted area 2
RC = Research Center


Central Computer Emergency

      A        B        C        D
   ___________________________________
  |  __________________ F_F _________i|
1  |__|||==_____-___ _ |_|||_|||   ____|
  ||||||##|||||||||G|_____-_______|||||
  |==___##|||||||||||| ____  |
2  |##_________    ______##___|
  ||||||||||||FFF_||||||##||||________
                    ||||##||||centcomp|
3                    ||||##||||        |
                    |___==______abc___|

- = low-lying cables    abc = the three terminals


Conrad falls down an airshaft into a skeezy part of New Washington (actually,
the whole place is a little skeezy).  You lose the Anti Gravity Belt, but you
will gain a better item soon.  Starting in Asia A3, you must find your friend
Ian.

Asia
A3 - Run right.
B3 - Make sure you are not holding the directional pad so that Conrad will
       perform a Running Leap to the ledge.  Do another Running Leap to the
       top ledge.  Go left and up to A2.
A2 - Get out your gun and roll onto B2.
B2 - Shoot once, then roll back.  Wait for the two cops to come onto A2, then
       roll again onto B2 but this times roll twice so you are really far in.
       Now turn and shoot the cops as they walk back to this screen.  They
       will fall off and not be able to return fire!  When Ian gets up from
       behind you, that means the cops are dead.
       Talk to Ian, then sit in the chair.  Ian will pump you full of
       memories, revealing how you discovered that there were aliens posing as
       humans, and that there is a plot against Earth.  You knew you were in
       trouble, so Ian saved your memory (in this machine, presumably) and then
       you got captured, but escaped.  You got lost in the chase and your
       captors had done something to you.  Now you must pick up your
       investigation where it left off, except you must be very discreet...
       Talk to Ian again, he will tell you that you must win the Cyber Tower
       game to get to Earth, but you will need the proper papers.  His friend
       Jack will supply forgeries for you.  Also, Ian will give you the force
       field!  From now on, this should be the item you have selected unless
       you need to use a key or trade something.  Head right.
C2 - Do a Running Jump to land in a good spot in C3.
C3 - Use The Drop on the mutant (he has a force field too!), grab the fuse, and
       then do a Running Leap to get to the proper ledge.
C2 - Use the fuse to fix the switch and use it to call down the lift.
C1 - Use the switch to call down the next lift, take this up and go left.
B1 - Get the map from the man at the checkpoint if you like, and use the switch
       to call the lift that takes you down to the Tram.  Stand where the Tram
       stops and press Y to get on.  Press Y at the America station to get off.

America
C4 (Tram) - Go up.
C3 - Press the right switch (these switches are actually important, they insure
       that Conrad can always call the lift from top or bottom)
C2 - Trip the beam, then take the lift up.  Go left.
B1 - Talk to the waiter, he tells you Jack is outside.  Go to D1.  Also take a
       moment to look out the window of the cafe at the jungles of Titan from
       which you just came...
D1 - Jack tells you the forgeries cost $1500!  Holy Smokes!  He tells you to get
       Work Permit and you can make some cash at the Job Center.  Go back to
       the Tram and take it to the Africa station.

Africa
B3 (Tram) - Go all the way up and left.
A1 - Talk to the first man, and he will lower the lift for you.  He tells you
       to go to Window A, but here comes a little joke.  Now you have to go
       through the "Red Tape" of bureaucracy.  Window A tells you to go to
       Window C, then Window C tells you to go to Window B, who will finally
       open the door so you can see the Boss.  Give the Boss your ID Card, and
       he will furnish you with a Work Permit.  Ah, the Civil Service of the
       future... good to know it's still in perfect crappy order.  Take the
       Tram to the Europa station.

Europa
D3 (Tram) - Head up and left to the Job Center.  You will pass by the Cyber
       Tower gameshow on your way, but it's not yet within your grasp.
A1 - Recharge shields and save.  To read a mission, press Y to use the mission
       screen.  To activate the mission, select your Work Permit and press B
       on the mission screen.  This sets up the next event sequence.

Mission 1 - Errand Boy
Go to Asia D1, the Titan Travel center.  Talk to the Lady and she will give you
       a package.  Now take this to Africa C1 to give to the man behind the
       desk.  Watch out!  There is a policeman waiting for you at Africa B1
       just before you go in to see the man.  Take him out, get paid, go get
       your next mission.

Mission 2 - VIP Escort
Bummer it's not a lady that needs protecting.  Head to Africa B2, the Restricted
       Area Number 2.  The door is now open.
C2 - The VIP is here, but leave him for now.
D2 - Climb over these walls to trip a beam that will open the bottom door but
       close the one you just came through.
E2 - Hop over the bomb, then hang and fall to the floor below.  You will trip
       a sensor that opens the door as you hang.  Now go get the VIP and he
       will follow you back to this lift.
E3 - Climb up to the thin wall, then use the Hop to jump down in front of the
       mutant, draw, turn and fire.  You will need to use your force field
       well to avoid taking any hits.  Grab the key when the mutant is dead,
       and use it in the key lock on this screen.  Now roll onto the next
       screen and take out the mutant there.
D3 - Go down and left.
C3 - Go all the way left and climb up the far side of the ledge.  The flybot is
       coming, but if press A during the climb animation, Conrad will draw and
       you can fire before it gets close.  KEEP FIRING.  It may look like the
       flybot is not getting damaged, but soon he will explode into a little
       cloud of circuits.  Go to the right edge of the upper platform and
       climb up, but this time crouch since you don't have time to fire.  Draw
       your gun and roll back and forth until you manage to catch the flybot
       going away from you as you finish a roll.  Stand up and fire at the
       flybot, which should not be able to turn around fast enough if you do
       this right.  Again, just keeping blasting away.  Take the key when it's
       dead.  The doors will automatically open.
E3 - Use the key on the lock and escort the VIP to the lift in D3.
D4 - Walk into the middle of the Research Center, where the VIP thanks you,
       pays you, and teleports you back to the Job Center.  Thanks!  (To
       teleport back at the end of all future missions, just put your gun away
       when you see the Mission Complete screen and receive payment).

Mission 3 - CY-B021, Where Are You?
A Cyborg has gone haywire and the City fears violence.  They want you to take
       him out, but they don't know where to find him, so they can only
       give you a picture.

Europa
C1 - The man outside the Cyber Tower show (I never can figure out what that
       coin slot is for...) tells you he has seen that guy before in the Cafe
       if you show him the picture of CY-B021.  Go there.

**** UPDATE ****
Mark Armstrong, obviously a dedicated gamer, has alerted me to the raison d'etre
of the coin slot:

``Anyhow, I just noticed something - in your walkthrough, you mention that in
New Washington you have no idea what that coin slot is for. I thought I'd
tell you, because I'm the kind of guy who sort of kinda maybe obsesses about
that sort of thing if I can't figure out the use for something in a game: if
you select your credits and use them on the coin slot, then move one step
left and hit Y, you will get a sheet of instant photos of Conrad (and lose
two credits). I found no use for these whatsoever, and they in fact
disappeared from my inventory either in Cyber Tower or the level after, but
there you go.''

If anybody knows what these photos could be for, let me know!

*****************

America
B1 - The waiter tells you to get lost, but the guy on the end of the bar says
       that CY-B021 has a friend in the police, go meet him at Restricted Area
       Number 1.  Although this may sound fishy, the cop won't attack you.
C3 - Talk to the cop, who tells you that CY-B021 wants to deal for his safety.
       Go meet him at the Cafe.
B1 - The guy you talked to is gone.  Get your gun out and crouch at the edge of
       the screen, then roll into A1.
A1 - Immediately turn and fire at the mutant who tries to ambush you.  The
       little panzy who tried to set you up begs you not to shoot him, and
       tells you the cop has the key to CY-B021's hideout.
C3 - Now the cop tries to attack you, but you should be able to waste him.  Take
       the key and return to the Cafe.
A1 - Use the key on the lock to open the floor.
A2 - Save, then go to the middle platform on the right edge of the screen.  Draw
       your gun and sneak onto the next screen, immediately getting ready to
       fire (I would crouch too).
B2 - CY-B021 is here, and with a friend (two flashmen).  However, only CY-B021
       will attack because of where you are.  He will jump down, and you can
       shoot him.  DON'T MOVE.  He will flash off screen and then back, right
       back to where you can shoot him.  He will repeat this, but sometimes
       he walks back on instead of flashing; no big deal, he still walks far
       enough for you to shoot him.  He takes many hits, but when he is gone,
       go back to A2.
A2 - HOP over the little pit, then use The Drop to land facing right with your
       gun out.  Stand up immediately because that flybot is coming.  As soon
       as it appears, start blasting.  Kill it and go right.
B2 - Kill CY-B021's pal at your leisure, and you win the mission.


Mission 4 - Emergency at the New Washington Generator
This mission is very different.  You will be given a circuit board to replace
       the malfunctioning one in the Central Computer for the Generator.
       You will only have ninety seconds to reach the Computer and fix it
       (you can see your time remaining by pressing Select and then Y on the
       Inventory screen) before the entire Generator blows up and takes New
       Washington with it (but without a cool movie of this happening, which
       saddens me). Trust me, this is not hard if you just relax.  Follow my
       directions as closely as possible for maximum speed.

Europa
A1 - Take the teleporter to the Central Computer area.  Your time will begin
       when you arrive.

Central Computer
A1 - Walk over, climb up, then initiate a run.  Sustain this run all the way to
       C1, but as you enter that screen slow down.
C1 - Walk to the edge, then Hop over and Hop again, now start running.
D1 - Run to the switch, press it, roll left.  When you hit the ground, run
       again and get ready to roll.
C1 - Running Roll under the sparking wire, and then let go of the buttons as you
       go to the next screen to avoid hitting the wall.
B1 - Climb up the wall, Hop over the pit, start running but also immediately
       perform Running Roll.  Continue to A1.
A1 - Go down.
A2 - Run left, take that lift down, run right.
B2 - As you get to the edge, Running Jump and you should grab the far edge of
       the pit.  Climb up and run again but do not hold the directional.
C2 - Since you ARE NOT holding the directional, Conrad performs a Running Leap
       as soon as he gets on this screen.  Climb up to trip the sensor that
       brings up the lift.  Climb down as soon as you hear it coming, then
       take the lift down.  (For the love of God, ignore the stone in the
       corner!)
C3 - Run right.
D3 - Make sure you have the Circuit selected, then go to Terminal C and press B.
       You may have to repeatedly tap B or move one space because sometimes
       you are not in the EXACT right spot or something.  When you fix the
       computer, you will teleport back.

Mission 5 - Mutant Colony? I Eat Mutant Colonies for Breakfast...
This mission is a little tough if you are not very precise.  Apparently,
       Restricted Area Number 3 has very bad security because it has become
       overrun with those hideous mutants that plague the upper canopy of
       the Titan Jungle. The City fears an attack of some sort (probably for
       BRAINS!!! or is that zombies...?), so they want you to wipe the colony
       out.  Funny how the lousy cops in this future world only want to shoot
       at civilians and never protect the innocent.

Europa
A1 - Recharge and head to D2, the Restricted Area.  The door is open now, so go
       on in.
E2 - Save.  Use The Drop and your force field to take out both mutants.  If you
       take a hit, kill yourself and try again.  When you get it perfect, do
       a Running Leap back up to the Save and use it.  Now you won't have to
       repeat that little part if you die (and you will).  Climb down the LEFT
       side of the pit.
E3 - Hang, then drop.  As you recoil, use the force field to block shots, then
       get your gun out and shoot.  You need to use pretty much the same thing
       on the next mutant below, but you need to move faster since he will see
       you as you hang.  To do this, begin the climb down move, but then let
       go of Y and press the Down button.  This will make Conrad just drop
       rather than spend any time hanging.  You should be able to block the
       shot then draw and fire.  Take the key on this platform, then go down.
E4 - Use The Drop to take out the left mutant, blocking the right mutant's shot
       with a force field.  Then turn and fire.  Go left.
D4 - Open the first door with the tripbeam, then use the key on the lock.
C4 - Pick up the stone and drop it on the tripbeam to hold the floor panel open.
       This next move is tricky.  Climb up BUT IMMEDIATELY climb down.  You
       need to block the mutant's shot and avoid the bomb.  The bomb won't
       hurt you because you're climbing, but for some reason the mutant can
       hit you, so you must get a really good force field timed to block him.
       Now climb back up and kill the mutant easily.  Now crouch at the exact
       spot you need to roll onto the exact edge of the next screen.  From
       here, get out your gun, roll, and get ready to fire.
B4 - Shoot the mutant.  Stand up and hop over the bomb, but HOLD Y AND UP.  This
       will make sure you grab the ledge.  Now climb up and kill the mutant as
       you should be used to by now.  Stand one space away from this bomb, and
       Hop over it.  Climb up to trip the beam, then climb down, Hop over the
       bomb, then HOP down to the area below.
B5 - Since you hopped, you won't fall to the mutant below, and you can use The
       Drop on him instead.  But if you trip the sentry gun sensor, you must
       simply roll down to take him out.  When he's dead, climb back up, and
       roll onto C5.
C5 - Just wait for the cop to fly up and use the usual cop strategy.  Climb
       down and take the key and credits.  Backtrack to the small area in the
       lower left of this screen (make sure to roll under the sentry gun since
       it will definitely be on by now).  Drop down.
C6 - Use the regular cop strategy again, no sweat.  Now go down and use the key,
       but watch out!  A flybot that was hiding comes at you.  Just duck and
       roll about until you have enough distance to stand up and shoot it.
       Teleport back with your wad of credits.

Europa
A1 - Save, then walk out of the Job Center.  The guy in B1 tells you a man named
       Jack is waiting for you (just in case you never talked to Jack, I guess)
       so go see him.

America
D1 - Pay Jack $1500 for the Papers, then take them to Cyber Tower.

Europa
D1 - Give the Papers to the man in front of the gate.  You will be immediately
       deposited into Cyber Tower.



Level 3 - Cyber Tower

      A        B        C        D        E        F        G
   ________
  |        |
1  |_V____##|
  |||||||##|
  _______##
  |  __[V==|
2  |i_   _  |
  |z_##___V|
   __##______________________
  | |##||  ____V_______z___  |
3  | |==]_  __z_V_____zS____  | -->        E        F        G
  |_______________##_______V_|
   _______________##_________
  |_b  |      __| ##|V]    [_|
4  | _  __E____|_[_==|  ___   | -->
  |___VV______bb|##____|||z_i|
   ______________##____________________________
  |__S_____||||||##|| _      _V_ _ _ ___ b| b  |
5  |  _____*||||||##|| ___  V_|||b|b|b||| __ _  | -->
  |___________##|==___V______|||||||||||_b_b__b|
   ___________##_______________________________
  |___  |  |||##||_ __               ___   _E__|            G
6  || ___|  _i|==]_V_|__________              __| -->
  |*_____##||||||||||||b||b||||____V________V|||
   ______##______________________________________________________
  |__   |##|||   ______    [_____b    |       __    |     |__i___|
7  | |_  |##|||  ___S___zV   |  ___    |__    ____  _|_  ___V__|  | -->
  |___##|==_]_______|______z| ___________V______V__[_]__|||||||__|
   ___##_________________________________________________________
  |  _##|_         z|__                 start                    |
8  |  [==_]    __  __   V__   ____V_b              ____        z__| -->
  |_z_i|i_z__z||_b___________|||||||_____E_b_____z||||V____z___b_|


I know what you're thinking: "Haven't I seen this movie?  Doesn't it turn out
that no one is ever supposed to win and when I do, I won't get the prize?"
Well, yes and no.  Many movies have been structured around this plot, but in
this case, the government of New Washington and the producers of Cyber Tower
are legit, and they will reward you with a ticket to Earth if you survive
eight floors of flybots and flashmen.  And there are LOTS of them.  LOTS.

This is my second-favorite looking level.  The whole thing is wrap-around and
looks pretty sleek.  It also gets more narrow as you go into higher levels, so
enjoy the small feeling of suspense, because this level is actually very easy.

Level 8

E8 - Rather abrupt, wasn't it?  Well, get ready to fight.  Head left first
D8 - Stay on the edge of this screen.  The flashman will get hit by the bomb
       and then when he comes down, he will keep flashing off screen and then
       back on like a dummy.  Take him down this way.
C8 - Kill flashman.
B8 - Walk in to this screen and shoot the flybot as it descends to you.  Then
       walk back to C8 and climb up, return to B8 and the other flybot will
       come up to this level and you can shoot it.
A8 - Kill the flybot, then PRESS THE SWITCH to open the opposite door.  If you
       don't you'll be one sad kid when you get to the other side.  Backtrack.
F8 - Kill the flybot, then climb up and shoot the flashman as he climbs up.
       He'll play dead, but you can deal with that.  Go to G8.
G8 - Kill the two flybots here plus the one from A8 which enters from the right.
       If the flashman is here, kill him too and then go to A8 and up the lift.


Level 7

A7 - Climb up and go left to G7.
G7 - The flashman will walk away.  Use the switch to open the floor and then
       go lure him back into G7 and kill him.
F7 - Get out your gun and roll from the right trip beam to the one in the
       middle of the small cage.  It opens the left door and closes the right.
       No big deal, just kill the flashman.
E7 - Kill yet another flashman.
D7 - Climb up.
C7 - Open the door and shoot the flashman down as he comes at you.  Now use The
       Drop to be ready.  Keep shooting him, because he doesn't have room to
       flash away!  Now kill the flybots, and go to B7 to save.
B7 - Save.
A7 - Go up.


Level 6

A6 - Go up and right into B6 to press the switch that opens the door.  If you
       don't, you'll have to backtrack A LOT.  Now come back, crouch and roll
       to the left under the sentry gun.  Walk all the way to the wall, then
       crouch and roll right.  You will stop right under the ledge.  As soon
       as the gun shoots, start the climb up and you should make it before
       getting shot.
E6 - Hop over the trap door to use the Energy Generator if you need to, then
       go down and kill your pal flashman.  He may have stalked off to the next
       screen.  If so, go and get him.
D6 - Kill whoever is here.
C6 - Hop over the trap doors and climb up to the ledge.
B6 - From up here, the flashman will come to get you.  Crouch on the edge, and
       as he is climbing up, you roll down.  Then you can get ready to fight
       him as he climbs down, or you can just quickly use the lift.


Level 5

B5 - Roll left under the passage.
A5 - Fight the flashman and flybot here, then climb up the ledge.  Crouch and
       roll to trip the beam.  This opens the floor panel and shoots the sentry
       gun, so you need to roll.  Climb up and save.  Now stand on the edge of
       the screen and HOP into the next one.
E5 - Because you are a genius and holding Y, you will hang from the first ledge
       instead of hitting the floor in a fatal fall.  DO NOT CLIMB UP.  Drop
       and hop over the bomb, then climb up to the next platform and do a
       Running Leap to go under the bomb and grab the ledge.  No sweat!
D5 - Shoot flashman.  He will flash toward you, but stand your ground.  What you
       want is for him to stop on one of those thin walls, then shoot him so
       he falls into a pit and plays dead, effectively leaving you alone.  If
       he flashes to close, you can try hitting him or hopping away, but you
       will probably take hits, no big deal.
C5 - Get down to the floor and fight the flashmen.  If any go off to the right,
       let them stay there.
B5 - Go up.


Level 4

B4 - Go right.
C4 - Climb up to trip the beam, then climb back down.  You want to fight the
       flashman on this longer section of floor.  The best thing is to use the
       screen edge strategy, but you should manage.  Kill the flybot, then use
       the switch to open the door and Run Leap to the ledge.
A4 - Wait for the flashmen.  One will get blown up, but the other you need to
       shoot.  Just continuously fire and you should end up with both on the
       ground playing dead.  Climb down and kill them.  Then climb up and go to
       B4 again.
B4 - Trip the beam on top to open the trap door.  Then go back around and RUN
       into the B4 again so that Conrad trips the beam and does a Running Leap
       over the bombs.  Climb up and take the lift.  Almost done!


Level 3

B3 - Nothing to say but kill everyone.  Some of the enemies will come for you,
       others will wait for you.  The flashmen take a zillion hits.  Just save
       when you are done and take the lift in A3.


Level 2

A2 - Wait for the flashman to come down and kill him, then the flybot.  Use the
       switch to open the door for the other flashman and then go down to the
       floor to fight him.  Proceed to the final floor.


Level 1

A1 - If you're expecting a fight of some sort, forget it.  Just roll back and
       forth a thousand times to get in all the hits you need on this last
       flashman.  He'll die and Conrad will win his ticket to Earth, courtesy
       of Titan Travel, which I guess is the show's sponsor.



Level 4 - Earth

Earth Streets

      A        B        C        D        E
   __________________________
  |        ||||   |||___]==|||
1  | | P_x___]P__##|   |  ##  |
  | |x_==__|||||==____]C_##__|_________________
  |    ##_   |  |         _P_||P_         taxi |
2  | P_ ##z__E|  |_  ___P_x_[P__z __x____i_     |
  |____##xz____x_[__|________|||__z_|||________|

C = checkpoint


Paradise Club


      A        B        C        D        E        F        G
   ______________________________________________________________
  |    __    __ z  z|_zx_==i_[kz| _   |    |i_x__##|## ____V_E|  |
1  |    _x          ||   |##_z__]_##   |    |    |==_==_____##*|  |
  |_S___________z___|__________z_==_V_|_z_V[x___________|__==i[G=|
                                                        |_z_ _ ##|
2                                                        |##|_Sx##|
                                                        |##|||||||



Secret Base

      A        B        C        D        E        F        G        H
   _______________________________________________________________________
  |##|    r___   __i|  __ _____x_     ||||||||||||  ____||||||||||||||||  |
1  |##V  __|zz|_  |##|__||^_iS_E|_  _| [____        z__b___b_  __b___z[__  |
  |##|_ _[___k]__|##| G_x_________==_i|||||___V___z_V___||||GG||||||||||__|
  |##|_ __[_   __|##|_i__  [__k_ |##  |
1  |## _    |r__*i|##|* ____ *  |_]##  |
  |==_______i[_E_G==|____________x##__|

r = roborat       ^ = trap door


So if Cyber Tower is the second-best looking level, which is the first?  Earth!
Yes, I think the Earth level looks absolutely sweet, and I'm so sad that half
of it is underground where we can't see Earth in its futuristic splendor.

Anyhow, there are two main areas, but I think of the second one as two smaller
areas anyway, for a total of three.  I think the idea here is that Conrad is
looking for trouble, figuring that trouble and alien conspiracies go together.
However, there might be some subtle point in the game where "Paradise Club" is
mentioned, because that's where Conrad finds the trouble.


Earth Streets

C1 - Give your papers to the man at the checkpoint to open the door.
B1 - Take out this cop as usual.  If you shoot him off screen, he will come
       back, unless he's dead, so wait a second or two OR listen carefully for
       return fire.  If you hear none, he's dead.  Now roll onto the next
       screen and roll back fast all the way right.  Shoot both the stunbot
       and the cop as the pursue you.
A1 - Climb down, but don't hold Y or Down and you will go a little faster.  Then
       quickly walk to the lift and activate it down, but don't let up yet!
A2 - Turn and shoot the cop, blocking his return fire.  At the bottom, roll left
       and turn back to shoot the stunbot that it hiding behind the low wall.
       Then turn your attention to the cop, and finally to the flybots.  You
       may notice that sometimes the flybots hit each other.  This is a good
       thing, and actually my strategy in a few places.
B2 - Roll in, shoot the stunbot, then open the door and take out the cop.
C2 - Sneak in, shoot once, then go back.  In B2, a cop or two will follow.
       When they stop coming, get to the edge B2 and run back into C2 and roll
       over to the right.  Stop, crouch, turn, draw, using your force field to
       block shots.  You should pass the stunbot that you can't see (unless his
       little arm deploys) and the cop.  Get them both, but beware of the third
       cop who may or may not have gone to the next screen.  If he comes back,
       you'll need to take some time to get him.
D2 - Crouch and take out the cop, then roll back to deal with the flybot in a
       better area.  Then shoot the stunbot, then HOP over the pit (to avoid
       dealing with the flybot that is hiding down there).
E2 - Press the switch to call the taxi.


Paradise Club

The taxi takes Conrad to the Paradise Club, presumably at Conrad's request.
       This makes me think that we should have heard that name somewhere, but
       I am too lazy to go back and check all the cut scenes.  In any case,
       Conrad wants to investigate this place, which is quite clearly a strip
       club, but since it is daylight, it's not open... or is it?

A1 - Save.  Go right and kill the low flybot.  Save again, then climb up.  Just
       keep climbing and the stunbot will not harm you.  Now from the left edge
       do a Running Jump and you will hang on the ledge in B1.
B1 - Climb up, then walk to the other edge and climb down.  Hang, then let go
       to land safely.  Why do this?  It is the only way to get the flybots'
       attention without getting hit.  It's wacky, yes, but whatever.  There
       are a couple ways to get their attention and then take a hit or two on
       the way down to the street, so if you don't like fancy, go ahead.
       Anyhow, kill the flybots, then climb back up to that ledge, shoot the
       glass above the door, then Running Jump to grab the edge and climb up
       to the opening.
C1 - Roll in, shoot the stunbot, roll back to avoid the explosion.  Take out the
       flybot, then take the lift down and kill the other flybot.
D1 - Trip the beam to open the door, kill the flashman and the flybot.  Use the
       lift (it is not quite noticeable at first, but easily marked on my map)
       to make a platform under that hanging light.  Now climb onto the light
       and shoot the glass.  Kill the flybot, then hop over and take the key.
       Climb down.
E1 - Kill all of these weenies.
F1 - Go through.
G1 - Use the key to open the door, then entice the flashman to come down to the
       floor.  You may have to go back to F1 to keep him moving.  Kill him,
       then the flybot.  Go up and left to E1 where a stunbot guards a switch.
       Kill it, then press the switch to deactivate the Green Death in front
       of the lift.  Go back to the lift, but roll from F1 to G1 to avoid the
       sentry gun.  Go down.
G2 - Kill the stunbot and flybot, then climb up to that light to activate the
       secret passage and call the lift.  Save and take the lift down.


Secret Base

Actually, this isn't the secret base just yet, but a well-guarded and booby-
       trapped passage to the Secret Base.  Why would a strip club have such
       excellent security?  Well, if there was an alien conspiracy being run
       from the basement of my strip club, I'd want to protect it too.  In any
       case, this is a difficult area.

A1 - Try to shoot the flashman as you descend.  He'll probably climb down and
       go off to B1.
A2 - Kill the flybot, climb up to A1.
A1 - Hop over the pit, then crouch and roll into B1 so that Conrad is just on
       the edge of the screen.
B1 - The flashman will probably be here and you can kill him now.  DO NOT walk
       to the key during any of this.  When he's gone, take the key, which
       opens the panel above you and lets out two flybots.  They are probably
       in A1, so go there and get them down.  What you want to do is roll like
       you are going to stand up and shoot them, but instead of shooting,
       just wait for them to get close and then crouch.  What will happen if
       you do it just right is that one will try to zap you and the other will
       keep going... right into the zap!  Then the first will keep zapping
       and blow up the second.  Now you can deal with the remaining flybot.
       This opens the doors to the little cage you are in.
       An alternative strategy for the flybots is to let them hit you, then
       while you are invincible, stand up and try to get into the same space
       as they are.  If you succeed, you acn pistol whip them without any
       danger.  This only works if they are in the same space though.
       Now go to A1.
A1 - Climb up to the ledge, then run to B1.
B1 - Use a Running Jump to get over to that switch.  Press it to open a secret
       door below.  Return to A2 by climbing down the right side of the pit.
A2 - You should be hanging over a ledge in front of a door.  Wait for Conrad to
       stop swinging before you let go, then drop to open the door and go into
       B2.
B2 - I don't know how to avoid taking a hit here, so just roll down and take a
       hit from the mouse and/or the sentry gun.  Whatever.  If you are low
       on shields you can go all the way down to the key lock, open the door,
       and then use the Energy Generator first.  In any case, once you are
       safely under the gun and the roborat is gone, press the switch and
       turn off the Green Death.  Now roll left, wait for the gun to stop,
       and make your way down to that lift.  Don't bother saving.  Take it up
       and proceed to C1.
C1 - Climb up, then walk one space.  Crouch and roll from here, and you will
       go through the first trap door, but not the second, so you can use the
       switch to turn off the Green Death, then save and use the Generator on
       the next screen.  When you're ready, fall through the trap door and
       kill the stunbot.  Go down.
C2 - Open the door with the switch, then use a Running Jump to get over there.
D2 - Grab the key and go back the way you came, then go into D1 (what I mean is
       don't go down into the area below; it's useless and there are some bots
       down there).
D1 - Use the key in the lock, kill that stunbot, then Save.  You need to do a
       Running Jump to get over to the left side of the trap door.
E1 - When you're ready, come here and kill this flashman.
F1 - Kill the flashman and the two flybots, THEN GO BACK AND SAVE.  The next
       part is EXTREMELY DIFFICULT.
       Before I begin, let me tell you that on Normal mode, this part is hard,
       but on Expert, it is very very very very hard.  You have to do
       everything perfectly to survive.  So my little walkthrough here is
       designed to get you through with only a second or two to spare.

       Okay... here we go.  Climb up onto the ledge, and start to run.  As soon
       as you do, a Green Death appears and starts to follow you.  What you
       need to do is start running, then do a Running Jump when you step on the
       bomb.  It won't get you.  Keep running into G1.
G1 - Again, do a Running Jump as soon as you step on the bomb, but this time,
       let go of the buttons so that Conrad stops after his landing.  Walk one
       space forward, then hop over the bomb then walk onto the next screen.
       You need to do this sequence VERY FAST but without running.
H1 - Get your gun out and start shooting the flybot.  Instead of firing as fast
       as possible, what you need to do is shoot, wait for his shield to pass,
       then shoot again, etc.  This will increase the speed with which you hit
       the flybot greatly, and on Expert, he takes about fifteen hits so you
       need that time.  As soon as it blows up, crouch and roll right through
       the opening door.  If you were VERY fast, the Green Death will appear
       just as you are rolling away.  Anything slower means death.

       Anyway, once you make it through that hellish experience, you will see
       Conrad sneak through the air shafts until he spots some aliens and
       disguised aliens talking.  They are discussing how they have finally
       advanced human technology and civilization far enough to make a suitable
       world for their homeworld to conquer.  Thousands of alien warriors will
       teleport in and wipe out the human vermin, wait, who's that?  A human
       spy, eh?  Throw him in the dungeon and we'll take care of him later!



Level 5 - Earth Base


      A        B        C        D        E
                     __________________________
                    |xkV]        _V_      __[==|
1                    |_  G__    __| _    ____|##|
            ________|tqV| _____|  _G__xi[__ |##|
           |jail|||||||||_E____|___ r_|z z| |##|
2           |_]____]VV____  ____i  | r_|z z| |##|
   ________||||||||||kSg________i_[_|_]_____G##|
  |        |      |||||||||      _____||||||||||
3  |      |_GG _ _ __]__   |x______[_A_[__A___  |
  |_T____||||z|z|z|||||_S___]___________A__x___|

T = teleporter               q = telereceiver
t = telecontrol      g = gun
r = roborat


This is the shortest level, and it is super short.  The only problem is that if
you don't know what to do already, it can be a PAIN.  However, with this guide,
it will seem like a silly fifth level, especially after that ordeal you went
through in the Paradise Club.

Conrad is in the Prison of the Secret Base.  He wakes up, and two flashmen come
to kill him (perhaps they just want to rough Conrad up a bit so he'll talk?)
but Conrad has other plans...  Vive le Conrad!

B2 - Crouch and roll past the flashmen as they open the door to your cell. Keep
       rolling or run to the right until you fall off the first ledge in C2.
C2 - Your gun is in front of the save.  If you are fast enough, you can pick it
       up and get ready to shoot the flashmen before they get you, but
       otherwise, once you get your first shots in, this should be a cake walk.
       When they're dead, save, unless you one or no hits left, then I'd advise
       starting the level over.
       Grab the key the flashmen dropped.
D2 - Use the key on the keylock here and also press the switch there to open
       the door in the lower right.  Save again in C2.
       Now wait for the roborat to be at the right-most side of its path, then
       start climbing.  It will stop under you, but if you keep climbing the
       explosion will miss.  As you climb up to the next ledge, the second
       roborat will be heading back, but you should be able to turn and Hop
       over to the other ledge before he stops to explode.  Climb up.
D1 - Stand on the edge and draw your gun after climbing up.  Stay here and do
       not move.  The flashman will come down to you, and you can shoot him.
       But stay put.  Because you are on the very edge, he can not flash
       behind you.  If he flashes at all, it will be either close enough for
       you to pistol whip him or far enough for you to shoot him.  STAY PUT
       until he is dead.  If you're not on expert mode, there is no flashman
       so just walk past that moving Green Death to the space just to the
       right of it's lower right position.  From here, crouch, draw, and roll
       into E1.
E1 - Shoot the stunbot, then roll back into D1 to avoid the explosion.
D1 - Because you started from a safe spot, you will roll back to a safe spot.
       Now stand in that same spot, wait for the Green Death to move up to the
       ledge, then start climbing.  Keep going and then walk left quickly to
       beat the Green Death.  Now keep going left and down so you can
       recharge in the Energy Generator in C2.
C2 - Recharge, then go up to C1.
C1 - Stand right in front of where the Green Death appears, and wait for it to
       disappear (the flashman above is triggering it by walking around, so
       you should be able to time it really well).  Then sneak off the ledge
       so you perform The Drop and shoot the flashman.  He has no room to flash
       so he will die easily.  Pick up the telereceiver and the telecontrol.
       Carefully climb up past the Green Death, back to D1.
D1 - Climb up to the top ledge, then throw the telereceiver to the right; it
       will land on the floor in E1, right where you need to use the key you
       are about to get.
C1 - This is easy.  When the Green Death turns off, walk forward and start a
       climb.  When you get up, crouch and roll.  You will stop right on top
       of the key.  Pick it up, then use your telecontrol right away to zip
       to safety.  If you are smooth, you won't get hit by the stunbot or the
       flashman.
E1 - Use the key on the lock, then throw your telereceiver down the pit.  Now
       use your telecontrol to zip down.
E2 - As soon as you appear, flybots and a moving Green Death will come at you.
       Just run to the left, into D2 and falling into D3.  Stay there until
       you hear the Green Death moving in the screen above, then stop.  Now
       use your telecontrol to return to your telereceiver.
       The flybots are still here, so kill them, then take your telereceiver.
       Or you could just take the telereceiver and roll back down to D3.
D3 - Drop down onto the tripbeam to open the door holding the alien.  Kill him
       to open the next door.  (Don't go left, it's just a stunbot).
E3 - Kill the alien here, then drop down and shoot the stunbot, hopefully
       before the alien down here shoots at you or something.  Kill the alien
       and proceed.
C3 - Save here.  You don't need to worry about recharging your shields.  Leave
       your telereceiver on the floor next to the Save point.  Now go up and
       through the door.
B3 - What you want to do is lure the Green Deaths into C3.  All this takes is
       to teleport back.  They will appear (red for some reason) then head
       back into C3.  Go back up (LEAVE THE TELERECEIVER WHERE IT IS!) and
       follow them.
       Now that the Green Deaths are going to the left, you have the time you
       need to do this.  Hop over the first pit, then walk right so you fall
       directly over the flybot.  This is the key; by landing on top of him,
       he can't hit you.  Get out your gun and pistol whip him.  Teleport back.
       When you come back (watch out for the Green Deaths!).  Do the same
       thing to the second flybot, although he is on the right side of his pit
       so you should walk left off of the same little ledge as before.  Again,
       teleport out.
       Now, the third flybot is too far for you to hop over before you get
       killed by the Green Death, but if you just fall down the first pit,
       then climb back up, the flybot will rise up.  Shoot him, but make sure
       to leave yourself time to put your gun away and teleport to safety from
       the Green Death.  It may take two trips like this to kill the last
       flybot.
       When it's all clear, just pick your way past the Green Deaths to A3.

       You may be wondering if you can just run past all this.  You can, by
       throwing your telereceiver into the third pit, and then trying to climb
       out and into A3 before the flybots get you.  The problem with this is
       that they follow closely, and if you are not fast in A3, the flybots
       will zap you and you fall to your death off that cliff.  It's not a
       very precise method, but it does work if you try enough times.

A3 - Climb up to the top ledge so the Green Deaths don't get you from behind.
       Throw your telereceiver down or hang and drop from the ledge.  Stand
       under the teleporter and press Up.

       Conrad will be whisked away across the galaxy by this poweful machine
       and find himself in a strange hangar bay on an alien world.  This is
       the homeworld of the evil creatures that threaten Earth, and Conrad
       is looking to put a big ol' nasty fly in their ointment.



Level 6 - Alien Homeworld


       A        B        C        D        E        F        G
                     ____________________________________________
                    |                ______A__   |___________   _|
1                    |start      ____     [_##|i__[     ||||||  _||
                    |_____________A______||##|||||_____-__E|A_i|||
                                      |    ##|||
2                                      |  __==|||
            __________________________|___e__ *|
           |##_ ___||__   |i ||||m         A __|
3           |##|_A  --_]_M_]____]_G__     _A__ A|
           |##||___||||i]____|___-___________s_|
           |==  e   |
4           |      __|
   ________|__%___[i|__________________________
  |E##_  |||___         _e            |||  ==| |
5  ||##|____]_____E____A  ##_A__________i]_  _S_|
  ||##|||||||||  ||||||  ##||||  ||  |||||  ||||
                    |||  ##  |
6                    |  __==__|
   _________________|__[  _A_|
  ||||||  _____  _  || __%_  |
7  |  -_]__b_______  ||_    _A|
  |__[_A______k_T|_s______S__|

e = eyeball             M = Man
% = space cayote        m = mechanical mouse


You've made it to the alien homeworld!  They won't let you just wander around
upsetting their plans for the conquest of Earth, so it's time to be vigilant.
You can't save for a while, so this level can be frustrating, but I have found
some shortcuts, so let's do this thing.

After teleporting in, Conrad steps outside of the hangar onto this mysterious
and hostile world...

C1 - Go right.
D1 - Kill the alien, then go up and right.
E1 - Kill this alien as well (both of them take many hits), then press the
       switch below to open the door.  Go right to G1 to recharge your shields
       if you lost any. Then backtrack to the newly opened door and take the
       lift down to E2.

You have two choices from here, so I will now split up:

STRATEGY 1
----------
E2 - As the eye turns away, drop down and crouch to avoid getting shot, then
       roll down the hole.
E3 - There are three aliens here.  IGNORE THEM and get down to the next screen
       as fast as possible.
D3 - If you moved very fast, the aliens will not be following you.  Climb up
       to the top ledge and grab the mouse.  You will activate the Green Death
       in front of the door when you do, but it's okay.  Take the mouse down
       to the area below and leave it there.  It will trip the wire to open
       the door, and then the one to close it.  When it's open, throw your
       telereceiver through, then teleport to it, bypassing the Green Death.
C3 - Climb up, press the switch, then carefully climb down (wait for Conrad to
       stop swinging before letting go).  In the lower area, shoot the door to
       open it.  Then press the switch over there.  An alien appears and shoots
       the guy that was hanging out there.  It will come down for you, so kill
       it.  Then go up, get the atomic charge (YEEEHAA!!) from the dying guy.
       Now comes a TOUGH part.  Roll under the passage to B3.
B3 - Immediately head for the upper ledge.  DO NOT STOP.  If you are very lucky,
       the alien will morph and unmorph on the middle ledge.  If he does, trip
       the far wire to call up the lift, then TELEPORT over to avoid tripping
       the other switch (which sends the lift down), and take the lift down.
       If the alien follows you up to the ledge, you must crouch on the very
       edge and use the roll back and forth technique to kill him.  You can't
       teleport to the lift while it is in motion (since the receiver will also
       be in motion), so forget about trying to ignore the alien if he comes at
       you.  This part is very tough, but perserverance will triumph.
       If you have to kill the alien, go ahead and pick up the diary and read
       it.  It is the diary of Phillip Howard Clark, the guy who gave you the
       atomic charge, and it will tell you all about the master and auxiliary
       brains that control the planet.

STRATEGY 2
----------
The advantage to this strategy is that you can backtrack to recharge shields.
The disadvantage is the time it takes, which can be frustrating.

E2 - Leave your telereceiver on the ledge, then drop down and roll right down
       the hole to E3.
E3 - Immediately head for the floor, then go left.
D3 - Wait for the aliens to come for you, then go back right.  You should leave
       one or two behind, allowing you to divide and conquer.  These aliens
       take fewer hits than the first two, but it is hard to fight multiple
       aliens at once.  The best thing to do is to wait for them to be close
       to each other so that they will stand up at nearly the same time,
       allowing you to shoot both and keep them close.  When they split up,
       you usually end up getting hit as they unmorph next to you.
       If you ever get close to dying, teleport away, take the lift up, charge
       your shields, and come back to E2.  The aliens will probably come up
       the ledge into this screen, so fight them on the lower floor.  They
       may get hit by the autogun.  Go down and finish off any aliens that
       are still left, leaving your telereceiver in the same spot in case of
       more hits.
       Anyway, after killing all of them, pick up the stone in the corner of
       E3 and drop it on the tripwire in D3 that opens the door.  The little
       mouse will keep the Green Death deactivated.
C3 - Same as in Strategy 1, except that when you are done, if you took any hits
       you can backtrack to recharge.
B3 - Again, same as in Strategy 1, but if you leave your telereceiver anywhere
       in C3 or before, you can still backtrack and recharge.  Take the diary
       if you kill the alien.

Now you should be heading down to B4.

B4 - Throw the receiver down to the right ledge and teleport.  Use The Drop to
       surprise the space cayote, kill him, then use the switch to open the
       hatch.  Fall down.
B5 - Charge your shields if you need to.
C5 - That alien will come for you pretty quick, so go back to B5 and fight him.
       The other one will just morph and unmorph.  You CAN hit him, but it is
       really tedious to try.  I would just leave him until later, but you can
       stand there and shoot at him forever if you want.
       Throw the telereceiver down and teleport.
C6 - Kill the alien, then go down the hole (the door here will close in the
       next section of the game and not reopen), making sure to use The Drop.
C7 - Shoot the cayote, then go down and kill the alien.  THEN SAVE!!! YAHOO!
B7 - Ignore the stone, go left but use the top ledge to avoid a bomb on the
       next screen.
A7 - Roll under the passage, kill the alien (no sweat because your save is so
       close!) and head right.
B7 - Pick up the key, then stand under the teleporter to get out of this area.
       Head back to C7 and save, then backtrack up to C5.
C5 - With the lift up now, you can shoot the alien a little easier, but if this
       is still too hard, throw your telereceiver left, teleport, then Running
       Leap to the ledge under the eyeball, jump down and go into D5 to fight
       the alien.
D5 - Nothing, just go right.
E5 - Use the key to open the door and advance to the last level.



Level 7 - Alien Homeworld Continued


Upper Base

      A        B        C        D        E        F        G        H
                              ___________________________________
                             | |___==______   _*_   _||||___r____|
1                             |_[   ##||||||  _||_##_|  [S__GGG_==|
                             |||_____-__E|A_i||| ##| _|||||||||##|
                                               | ##|__  |  __[i##|
2                                               | ##|__##|_%##bb  |
                                       ________|_##|  ##|__==||  |
                                      |  _bb     ##|  ==|@   b   |
3                                      |  _||   __==|____|_A_e____|
                                      |  _||_______[AA_i|||||  |||
                                      |__  |mm |            |  |
4                                      |__A_##_A|            |  |
   ___________________________________|||||##|||____________|  |__________
  |E==_  |||___         _e            |||  ==|     ___              |  ## |
5  ||##|____]_____E_____  ##____________i]_  _S______||______________[__== |
  ||##|||||||||  ||||||  ##||||  ||  |||||  |||||||||||||||     ||_____||_|
                    |||  ##  |
6                    |  __==__|
                    |__[  ___|

m = exploding mouse       r = roborat
@ = auxiliary brain       e = eyeball



Inner Core


      A        B        C        D        E        F
   ___________________________________
  |##|    _|__    __|_   |##B___  |m##|
1  |##|    _|__ && __|___ |##||||_  |##|
  |##_____S___________[__[==i|==]i__==|_________________
                             |##_________[___[___G_G_i$_|
2                             |        |        |        |
                             |________|________|________|

&& = master brain       m = exploding mouse
B = bomb dropper        $ = central core shaft


Okay, here it is, the final stretch.  This level is not hard if you do a lot of
backtracking, saving, and recharging.  Also, even if you didn't pick up the
diary in the previous level you will have it now, so take a look.

E5 - Running Jump to the ledge, go up.
E4 - Kill these two aliens.  Be wary of that middle wall; if you roll too close
       you will stand up and lose precious time.  After you kill them, go back
       down, left to B5 for recharging, then save in E5, then go back up.
       Leave your telereceiver here.
E3 - Climb up, then run and leap from the edge to avoid bombs and land safely
       on the next screen.
F3 - Go up all the way to F1.
F1 - Press the switch to stop the autogun, which ALSO sends down the lift, but
       it doesn't matter because of the teleporter.  Go into E1.
E1 - Climb down and press the switch, then teleport to E4.  Ignore the alien.
E4 - Again, recharge, save, and come back here.  Leave the telereceiver and go
       to E3.
E3 - The aliens from the next screen will come for you, so climb down the ledge
       and hang for a second (you won't be able to see Conrad, so really wait)
       and then drop down.  Roll around and kill the aliens as they come down
       to get you.  Teleport away, recharge, save, and come back to F3.
F3 - One of the aliens will drop a key.  Use it on the switch to open the hatch
       and climb up to the lift.  Take it up.
F2 - Go up.
F1 - The door is open from the switch in E1, so save and go to G1.
G1 - Walk past the first Green Death as the mouse deactivates it, then throw
       the telereceiver to the right and teleport past the other two.  Go down.
G2 - Use one of the keys you have to open the door (maybe they all work... I
       always get it right on my first try), then use The Drop on the space
       cayote.  He won't hit you if you land on top of him, so roll right to
       fall down on a lift.  Stand on the LEFT edge of the lift, and send it
       up.  Immediately draw and crouch so that you can hit the space cayote
       as soon as the lift stops.  The lift will trigger the bombs, but they
       are too far away to hit you.  When all danger is gone, throw your
       telereceiver down into G3.


AUXILIARY BRAIN FIGHT
---------------------
Immediately crouch to fight the alien.  Pay attention to the bomb dropper on
       the ceiling.  After you kill the alien, head to the right and stand up.
       Use your force field to block the fire from the autogun on the left,
       and just fire as much as possible.  As the auxiliary brain's shield
       oscillates, you will hit it.  When it becomes a pile of sludge, the
       bombs stop and the autogun deactivates.  Throw your telereceiver down
       the new hole and teleport into G5.


G5 - Go left and save in E5.  Then go all the way left to A5.
A5 - The door is now open.  DO NOT TAKE THE LIFT UP.  Instead, climb up onto the
       wall.  You want the lift down if you intend to win the game "right."
       Charge your shields if you need it.  Take the farther lift down.

After a short and ominous animation, Conrad has finally reached the planet core.
He is close to the end of his journey...

A1 - Save!  Go right.


MASTER BRAIN FIGHT
------------------
You have to shoot the brain six times, alternating which side you shoot from,
       and you have to kill the aliens that spawn to protect the brain.  What
       I do is go up to the left ledge, LEAVE MY TELERECEIVER, shoot the brain
       and go down.  Now you should kill ALL aliens before going to the right
       ledge.  More will spawn, but not too fast, and they always take one hit.
       Anyway, after you shoot, always go down and fight the aliens that have
       spawned, and you can teleport to the left edge instead of climb, which
       shaves off a lot of time.
       After you kill the brain, aliens stop spawning, so when there are no
       more, you're done.  Take your telereceiver and go to C1.


C1 - Trip the wire here to open the door back to A1.  Backtrack to the Upper
       Base, recharge in A5, go back down to the Inner Core, and save.  In
       fact, after killing any further aliens, you will want to do this exact
       same thing.
       The switch calls down the lift, take it up and proceed right to avoid
       the bomb dropper.
D1 - Go up to the ledge and trip the wire.  An alien shoots at you, but can't
       hit you through the wall, so he comes in to fight you.  Don't wait for
       him, immediately take the lift back down and fight him on the floor
       where there is room.  DO NOT stand at the rightmost part of the floor
       because when you roll back, Conrad will stand up (because he rolled too
       close to the wall).  Stand one space away from the wall before crouching
       and you will have just enough room on both sides of the floor to fight
       the alien.  Take his key when you kill him, and open the door.  Go down.
D2 - Go right.
E2 - Kill these two aliens.
F2 - You have two options.  Either backtrack ALL THE WAY to H5 of the Upper Base
       and leave your telereceiver there, or suck it up and be a man.
       Either way, run onto the first green death and jump.  You will not be
       killed by either.  Go over to the right, where "an inner voice" tells
       you to leave the atomic charge here.  Do so, then press the switch to
       send it down to the core of the planet.

       Now, if you are tired of playing, you will have left your telereceiver
       in H5 and you can teleport back (where the door is now open).  Go to
       the right edge and take the hidden lift up to win the game.

       If you are ready for one last challenge (which ramps up the climax since
       you already killed the master brain and spent a bunch of time doing
       lame stuff since), run left onto the Green Death and jump.  If you do it
       just like before, you will not die (you can also leave your telereceiver
       on the left side of the screen and just teleport... this will not feel
       like "cheating" at all).
       Now run like the dickens!  The key idea here is to NOT jump at all the
       ledges on the way.  You can either hold the directional button to
       suppress the Leap action or you can roll while you run to avoid the
       leaping action.  But as you run onto C5 of the Upper Base, you DO want
       to leap, so only hold Y, then keep holding it while pressing up to do
       two hops to get to the other side.
       Make sure to use a Running JUMP in E5 so that Conrad jumps over the pit
       instead of leaping for the ledge.  You may grab the edge of the pit
       instead of making it all the way, but that's okay, just climb up and
       keep going.
       When you get to H5, head to the far right and take the hidden lift up
       to win the game!

There is a touching ending, then the credits roll while all the cut scenes from
the game replay (even lame ones like the recharge sequence).  Enjoy the list
of game developers with French names rather than Japanese for a change, and
bask in your Expert Flashback Player Status.



VII. Passwords
--------------

Easy Difficulty:
New Washington - JWLYX
Cyber Tower - RSVP
Earth - DXCPT
Earth Base - SLMN
Alien Homeworld - ZTHRK
Alien Homeworld Continued - CRLQXZ

Normal Difficulty:
New Washington - BGSFM
Cyber Tower - PRWG
Earth - WNPQVX
Earth Base - NMRYL
Alien Homeworld - SNTHN
Alien Homeworld Continued - KLZHT

Expert Difficulty:
New Washington - JNGLQ
Cyber Tower - HNYTM
Earth - KVNF
Earth Base - DWNGH
Alien Homeworld - STBRM
Alien Homeworld Continued - RDBQLR



VIII. Legal Mumbo-Jumbo
-----------------------

Copyright 2005, Mike Jenista

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