Bounty Bob Strikes Back FAQ/Walkthrough version 1.0.0 (Commodore 64 game) copyright 2001 by Andrew Schultz(schultza@earthlink.net) Please do not reproduce this FAQ for profit without my consent. ================================ INTRODUCTION MOVING AROUND LIST OF ITEMS, POINTS AND LOCATIONS TABLE OF LEVEL INFO WALKTHROUGH LEVEL 1 LEVEL 2 LEVEL 3 LEVEL 4 LEVEL 5 LEVEL 6 LEVEL 7 LEVEL 8 LEVEL 9 LEVEL 10 LEVEL 11 LEVEL 12 LEVEL 13 LEVEL 14 LEVEL 15 LEVEL 16 LEVEL 17 LEVEL 18 LEVEL 19 LEVEL 20 LEVEL 21 LEVEL 22 LEVEL 23 LEVEL 24 LEVEL 25 TRICKS VERSIONS/CREDITS ================================ INTRODUCTION Man, this one is tough. You control Bounty Bob, who must walk over all squares with a stripe in them. This is accomplished by jumping or using transporters(many types listed below) or slides or climbing up stairs. There are also tools he may pick up so that he can kill aliens. There's a time limit to the effectiveness of the tool in killing the aliens, as first they turn green and smile and then they flash a lot before turning back again. You'll probably need a lot of save states on an emulator to finish this one, even with tips the game gives you at the end(you can skip over a lot of levels if you perform specific actions.) As usual there is some puzzle-solving, but it is overshadowed by the total need for accurate jumping, even if you can consistently re-try. Although it's interesting to see how to get through some levels just losing one life, and the tools Bob picks up along the way are entertaining, this game can get frustrating quickly. TERMINOLOGY --platform and island may be used interchangeably--they are places you have to step over to clear. --a square is a unit you can cover that is worth ten points. --x-island means an island with x squares. --covering a set of squares means that Bob has walked over each square in the set. --power-ups may be referred to by their actual names. --jumps are also used as shorthand--see the controls just below. Note that NJR=NRJ, DJR=DRJ, UJR=URJ, etc. I'm sure I've flipped these a bunch but hopefully they're different enough that you can recognize which is which. I also may use SJR or SRJ which are the same as NJR or NRJ but not to be confused with SJ. Hopefully this is not too Monty Python. CONTROLS Regular joystick or numpad controls Bob, and he jumps with the fire button. However, there are three different kinds of jumps. JUMP 1--NORMAL JUMP Execute by firing and going left or right. This gives Bounty Bob the most lateral movement. Frequently you may need to stand on an edge and hit the fire button to get to the platform on the other side. It's a standard jump and the same seen in earlier Miner 2049er games. It may be abbreviated NJ later in this document, with NJL and NJR being left and right respectively. JUMP 2--UP JUMP Execute by firing, waiting, and then going left or right. Basically Bob jumps in an arc. This is useful for that ledge just up and to the right that standard jumps won't get to. Abbreviated UJL and UJR. JUMP 3--DOWN JUMP Sometimes you'll need to go down a bit. When Bounty Bob is falling after a straight up jump, you can push him to the side and he'll move as in the descent of a normal jump. The DJ and UJ can complement each other and are useful for recovery. Abbreviated DJL or DJR depending on direction. JUMP 4--STANDARD JUMP Bob jumps straight up. Abbreviated "SJ." LADDERS Not really too tough to figure out. You have to be pretty much right under or over one to climb it, though. SLIDES Bob can just run over one of these and fall through, which is often useful as he will hit platforms otherwise unaccessible. However, Bob will often want to walk over them without falling. Let's say he approaches from the left. Inch him forward until the left part of the platform above the slide is covered. Down-jump quickly to get to the right. Now you can continue on. Of course, mirror-image instructions work if you approach from the right. Also beware that jumping and landing on or near a slide may cause you to fall through if you hit the sweet spot. MOVING PLATFORMS If you stand on the edge of a stationary platform, you may be tipped onto the platform. Momentum plays no role when you jump on a platform. They may bounce back and forth(usual) or go from left to right, disappear, and come back in the left. Their speeds may vary as well. BOOTHS Push up to enter a booth. Booths flash for a while, and you can enter them, but if you don't use one, they stop flashing. Then you need to poke around again. Also if you have just appeared in a booth and push up you will go to the next one. LIFTS Lifts lower slowly when you step on them and then go back up. If you jump with perfect timing you can slowly go back up, but it isn't worth it. If you go all the way down on the lift and try to use it again too quickly, you may fall a bit. Too far and you die. ELEVATORS Elevators push you up to the top quickly, but you must jump on. You'll want to do a lateral jump to get off the elevator to the side, or you can wait until you are at the top. MOBILE BOX Not the best name for it, but it's on level two and you move it around with regular controls until you hit jump. Then the box sticks until you re-enter and you must jump or fall out of it--in other words, you can get stuck. SUCTION TUBES These are tubes with numbers and arrows. If there is a number somewhere on the playing field, jumping will change the direction of the similar tube left, right and then no direction. The tubes will suck you up if you are under the part away from the arrow and deposit you at the other end. HYDRAULIC LIFTS These only appear in one level, but you can move up/down as you wish and line up your jump precisely. MOBILE SUCTION UNIT These appear in one level--there is a suction tube at the top of the screen, and when you grab a small tube, the suction tube seeks you out. If you are on the far left it cannot reach you. CANNON Thought you got rid of it in Miner 2049er, didn't you? Ha-ha! It's on one of the later levels, and you need to grab some TNT(not more than 3 sticks) and jump into the cannon. Move the cannon left and right with standard controls and jump to fire Bob. The cannon's even trickier to navigate here so watch out. POWER BARS If you eat a power/energy bar, you are able to run fast and jump incredibly far until the monsters start blinking. This is useful for jumping some large gaps but it may require extra judgement or trial/error as to where to place yourself beforehand. You usually need to use them wisely when they appear. ENEMIES ALIENS (NOTE: I use the terms alien and monster interchangeably throughout the document.) Your most common enemies. They move horizontally back and forth except for one very nasty level, and they may cover various ranges at various speeds. If you touch any sort of goodie, they turn vulnerable for a bit. Aliens appear slowly at the beginning of the level. This is awkward for several reasons: first, if you eat a power-up before they've all appeared, the later ones will not be vulnerable. Second, you can get a nasty surprise from an alien that kills you by appearing. There's also one alien that appears as a trap after you've gotten a power-up, which is lethal. Also, if you touch a power-up as you touch an alien, the alien may die but so will you. You can kill an alien while falling to your death but don't get credit for any square you land on. ACID RAIN More of a nuisance when you are at the bottom, acid rain manifests itself as several vertical lines which fall down from nozzles at the top of the screen. They'll be broken off for a bit then come back later. They are lethal even when you can kill monsters. PULVERIZERS Like acid rain, pulverizers kill you on touch. Pulverizers are especially annoying because they are totally random. Coupled with a monster underneath that is unaffected by the pulverizers, this can cause annoying delays. Note that jumping into a pulverizer even when it's up is death. If it touches Bounty Bob's hat, death. As they come down at random intervals the only really safe time to pass is just after one has gone up. Also, note that you will need to fall farther off a ledge than if you'd jump to cause a fatality. Header re-printed for readability. LIST OF ITEMS, POINTS AND LOCATIONS | |0|0|0|0|0|0|0|0|0|1|1|1|1|1|1|1|1|1|1|2|2|2|2|2|2| ITEM NAME |POINT|1|2|3|4|5|6|7|8|9|0|1|2|3|4|5|6|7|8|9|0|1|2|3|4|5| -------------+-----+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Noose | 2500| | | | | | | | | | | | | | | | | | | | |1| | | | | Radio | 600|1| | | |1| | | | | | | | |1| | | | | | |1| | | | | Handgun | 500|1| | | | | | | | | |1|1| | |1| | | |1| | |1| | | | Cup | 300|1| | |1| | |1| | | |1|1| | | | |1| |1| | |1| | | | Diamond | 2500|1| |1|1|1|1| | | | | |1|1| |1| | | | | | |1| | | | Joystick | 400|1| | | | | |1| | | | | | | | |1| | |1| | |1| | | | Small flowers| 200|1|1| |1| | |1| | | | | | | |1| | | | |1| | | | | | Cake | 600|1| |1| | | | | | | | | | |1| |1| | | | | | | | | | Shovel | 100| |1| | | | | | | | | | | | | | | | | | | | | | | | Kettle | 300| |1| | | | | | | | | | |1| |1| |1| |1| | | | | | | Paint Roller | 200| |1| | | | |1| | |1| | | | | |1| | | |1| | | | | | Detonator | 500| |1| | | | | | | | | | | | | | |1| |1| | | |1| | | Slingshot | 400| |1|1| | | | | | | | | | | |1| |1| | | | | | | | | Pitchfork | 200| |1| | | | | | | |1| | | | | | | | | | | | | | | | Knocker | 100| |2| | | | | | | | | |1| | | | | |F| | | | | | | | Dung |40/50| |1| |2| |1| | | | | | | | | | |2|1| | |2| | | | | Big bell | 1000| | |1| | | | | | |1| | | | | | | | | | |1| | | | | Pickaxe | 100| | |1| | |1| | | | | | | | | | | | | | | | |1| | | Cup # 2 | 200| | |1| | | | | | | |1| | | | | |1| | | | | | | | | Candelabrum | 1000| | |1|1| | | |1| | | | | | |1| | | |1| | | | | | | Goblet | 900| | |1| | | | | | | |1| |1| |1| | | |1|1| | | | | | Big flowers | 200| | | |1| | | | | |1| |1|1|1| | | | | | | | | | | | Iron | 300| | | |1| | |1| | | |1| | | | | | | | | | | | | | | Shotgun | 700| | | |1| | | | | | | | | | |1| | | | | | | | | | | Gong? | 300| | | |1| | |1| | | | | | | | | | | | | | | | | | | | |0|0|0|0|0|0|0|0|0|1|1|1|1|1|1|1|1|1|1|2|2|2|2|2|2| ITEM NAME |POINT|1|2|3|4|5|6|7|8|9|0|1|2|3|4|5|6|7|8|9|0|1|2|3|4|5| -------------+-----+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Shaver-open | 200| | | |1| | | | | | | | | | | | | | | | |1| | | | | Money | 2000| | | |1| | | | | | |1| | |1| |1| | | | | |1| | | | Rocket | 100| | | | |1| | | | |1| | | | | | | | | | | | | | | | Water can | 500| | | | |1| | | | | | |1| | |1| |1| | | | | | | | | Pin | 100| | | | |1|1| | | | | |1| | | | | | | | | | |1| | | Sauce Pan | 300| | | | |1| | | | | | |1| | | | | | | | | | | | | | Lock | 100| | | | |1| | | | | | | | | | | | | | | |1| | | | | Machete | 200| | | | |1| | | | | | | | | | | | | | | | | | | | | Candle | 200| | | | | |1| | | | | | | |1| | | | | | | | | | | | Bike | 200| | | | | |1| |1| | | | | | | | | | | | | | | | | | Hammer | 100| | | | | |1| | | | | | | | | | |1| | | | | | | | | Axe | 500| | | | | |1| | |3| | | | | | | | | | |1| | | | | | Key | 90| | | | | |1| | | | |1| | | | | | | | | | | |1| | | Lantern | 300| | | | | | |1| | | |1| | | | | | | |1| |1| | | |1| Top hat | 500| | | | | | |1| | | | | | | | | | | | | | | | | | | Beaker | 200| | | | | | |1| | | | | |1| | | |1| | |1| | | | | | Umbrella | 200| | | | | | |1| | |1| | | | | | | | | | | | | | | | Fire Extingui| 350| | | | | | | |1| | | | | | | | | | | | | | | | | | Wire cable | 700| | | | | | | |1| | | | | | | |1| | | | | | |1| |1| Whip | 400| | | | | | | |1| | | | | | | | | | | | | | | | | | Weird thing | 200| | | | | | | |1| | | | | | | | | | | | | | | | | | Anvil | 500| | | | | | | | |3| | | | | |1| | | | | | | | | | | Canary | 500| | | | | | | | |3| | |1| | | | | | | | |1|1| | | | Glyphs | 400| | | | | | | | | |1| | | | | | | | | | | | |1| | | Lollipop | 400| | | | | | | | | |1| | | | | | | | | | | | | | | | Custard pie | 600| | | | | | | | | |1| | | | |1|1| | |1| |1|1| | | | Bomb-square | 400| | | | | | | | | |1| | | | | | | | | |1| |1|1| | | Purse/Phone | 200| | | | | | | | | |1|1| | | | | | | | |1| | | | | | | |0|0|0|0|0|0|0|0|0|1|1|1|1|1|1|1|1|1|1|2|2|2|2|2|2| ITEM NAME |POINT|1|2|3|4|5|6|7|8|9|0|1|2|3|4|5|6|7|8|9|0|1|2|3|4|5| -------------+-----+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Paintbrush | 200| | | | | | | | | |1| | | | | | | | | | | | | | | | Panama hat | 900| | | | | | | | | |1|1| | | | | | | | | | | |1| | | Small wrench | 100| | | | | | | | | | | |1| | | | | | | | | | | | | | Bomb-fuse | 10| | | | | | | | | | | |1| | | | | | | | | | |1| | | Anchor | 400| | | | | | | | | | | |1| |1| | | | | | |1| | | | | Apple | 10| | | | | | | | | | | |1| | | | | | | | | | | | | | Sconce | 100| | | | | | | | | | | | |1|1| | | | | |1| | | | | | Miner hat | 500| | | | | | | | | | | | |1| | | | | | | | |1| | | | Oil can | 100| | | | | | | | | | | | | | |1| |1| | | |1| | | | | Top hat | 500| | | | | | | | | | | | | | | | |1| | | | | | | | | Fireman hat | 700| | | | | | | | | | | | | | | | |1| | | | | | | | | Knapsack | 1500| | | | | | | | | | | | | | | | | | | | |1| |1| | | Shopping bag | 200| | | | | | | | | | | | | | | | | | | | |1| | | | | Shaver-closed| 200| | | | | | | | | | | | | | | | | | | | |1| | | | | Pliers | 100| | | | | | | | | | | | | | | | | | | | |1| | | | | Stethoscope | 500| | | | | | | | | | | | | | | | | | | | | | | | |1| Necklace | 500| | | | | | | | | | | | | | | | | | | | | | | | |1| F = fake knocker on level 18. TABLE OF LEVEL INFO Total=90*Monsters(MO)+10*SQA(Squares)+Treas(ure). TiD=Time Difficulty(i.e. chance you'll run out of time.) TeD=Technical Difficulty(i.e. tricky or outright annoying jumps.) PuzD=Puzzle Difficulty(how hard is it to figure what to do to solve the level without losing a life?) The levels are rated 1-10. The ratings are definitely weighted toward one so even one is pretty tricky. LVL|NAME |MO|SQA|Bonus|Treas|Total|TiD|TeD|PuzD| ---+--------------------------+--+---+-----+-----+-----+---+---+----+ 1|Bob's Morning Calisthenics|16| 91| 2500| 5100| 7450| 4| 2| 1| 2|Utility Hoist |12|119| 5000| 1950| 4220| 2| 6| 3| 3|The Suction Tubes |11| 69| 5000| 6300| 7980| 2| 3| 5| 4|Bob's Playroom |12| 72| 4000| 7800| 9600| 4| 3| 2| 5|Jumping 101 |16|101| 5000| 4400| 6850| 3| 8| 8| 6|Grain Elevator |15| 88| 8500| 3840| 6070| 1| 5| 2| 7|Yukon's Penthouse |14|140| 4000| 2900| 5560| 2| 2| 2| 8|Luxury Transporters |13| 96| 8800| 2650| 4780| 3| 7| 10| 9|Bonus Level # 1 |18| 72| 3000| 4500| 6840| 1| 9| 1| 10|The Gravity Lift |16|109| 8500| 5000| 7530| 1| 5| 7| 11|The Super Slippery Slide |18|111| 7000| 5690| 8420| 1| 2| 9| 12|Acid Rain |15|136| 6000| 5520| 8230| 2| 9| 3| 13|Rest Stop # 1 |12| 79| 3600| 4700| 6570| 8| 2| 2| 14|Hydraulic Lifts |12| 74| 8500| 4100| 5920| 1| 7| 7| 15|Yukon's Revenge! | 4| 81| 5500| 8200| 9370| 10| 8| 6| 16|The Advanced Suction Tubes|12| 64| 6000| 4500| 6220| 2| 5| 8| 17|Bonus Level # 2 |22|110| 3000| 3900| 6980| 1| 1| 1| 18|Super Energy Food Bars |10| 79| 5000| 50| 1740| 1| 7| 4| 19|The Sliding Candelabra |12| 94| 8200| 4800| 6820| 1| 4| 3| 20|Mobile Suction Unit |16| 82| 7000| 3700| 5960| 1| 6| 6| 21|Rest Stop # 2 |22|110| 2500| 8400|11480| 7| 3| 1| 22|Advanced Cannon |14| 92| 8000| 7700| 9880| 1| 8| 8| 23|Advanced Pulverizers |10| 98| 5000| 4700| 6580| 1| 9| 4| 24|Mutants on the Move! | 6|141| 7500| 0| 1410| 2| 10| 3| 25|The Floating Transporter |16| 96| 9500| 2000| 4400| 2| 10| 8| 26|The End (allows you to choose any of the 25 previous) Total points=treasure + 10 * squares + 90 * monsters(although you get 80/90 points randomly for a monster, actually.) Note that I've tacked on points for the following levels. Level 18 has 14 energy bars for a total of 1400. Level 20 has 8 suction tubes for a total of 800. Level 25 has 8 energy bars for a total of 800. Also, there are no monster points for level 24. WALKTHROUGH LEVEL 1 The first level is not a bad introduction, and once you've got the hang of things, it's really not too tough. Go right to pick up the gun, then go left to booth number one. Don't worry about the alien at the bottom to the left. He's not guarding anything, so he's not relevant. Also, touching him won't give you time to pick off the alien waiting by booth number two. After walking over the island containing the two, go to the right edge(but not too close,) jump up and push right before you descend. Then go to the left and to another right-jump in midair. You should land to the right of the slide, but if you don't, do a down-right jump and fall through. Then jump right and you should take out two aliens. If not, wait for the other to come back, and get him. Clear the platform above and after eating the birthday cake, go down and jump to the island to the left. If you missed any areas to the right, get them before you pick up the diamond. Keep island-jumping, always covering every square. You'll fall down a slide, and after you clear the next two, you're finished. DRJ's and URJ's will make this level much easier, but you can get through it without them. Also, if you missed a spot, you can just climb down the ladder and go back up to the second transporter, although you will be cutting time very thin. LEVEL 2 The elevator is the nastiest part of the level. You can get stuck on it. You jump into the elevator and move it around with the joystick/arrow keys. When you push a button, it stops, and you have to get out. So if you stick yourself in the middle and push a button, you're toast. First of all, note you must do the upper right part last--or I must, as I haven't found a good way back to the elevator from it. A brief diagram is below to describe the jumps; the numbers describe the sequence. You cannot jump back up to 1, so be warned. +----+ | | 3 | | 1 2/4 *** +----+ *** *** 5 6 *** ***** Other than that, there's no clear order to how you do things although it's best to go in a U-shape. Start out by waiting for the alien to the left of you to walk away. Get the shovel, touch all squares, and use the elevator to go down. Jump when you're level with the teapon and SJL. You should get the monster and the teapot, so SJL again and go back, covering all of the platform squares. SJR twice to the elevator, move it up, and SJL/SJL/SJR/SJR before moving down. Jump to stop the elevator and walk out. Get the paint roller, go left and be sure to jump to get the monster on the platform, climb down and if you're short on time wait for the monster to pass before jumping to get the power-up. Also get the dung and fly right. Nail the monster there, get the power- up, climb and wipe out the two bottom monsters(the second by jumping.) Touch all of the lowest platform and then drop down and go all the way left to clear out everything. Jump back on the elevator and maneuver it to the left of the pitchfork. SJR/SJR/SJL/SJL and move the elevator up to the left of the slingshot. Again 2 SJR's, 2 SJL's. Now you're at the final part so follow the instructions above. LEVEL 3 There are a few traps in this level if you wish to complete it in one life that may make things more complex or even impossible. To avoid the first one, you need to step on the one-square island with a DJR. Another DJR(when you're about to land) should nail the alien to the right, but if it goes too far right you'll wind up in the suction tube before you can land. Touch all of this island before jumping into the suction tubes and you should nail the alien below--if anything is left, it must be left until last as you can jump to touch the "1" to reverse tube 1's direction, but it's much less awkward to start things off right. You can then clear out the bottom, picking up the power-ups, but save the pickaxe until last. You can easily fall off onto each moving platform since they go under the platforms a bit. Jump on the lower right platform through the suction tubes immediately, then climb down the stairs to nail the other monster. Fall through the chute when the platform is under the ladder, although don't worry if you miss--that only costs time. Now clean out any squares you haven't touched. Then jump to get the candelabrum and NLJs should get you almost all the way left. DLJ to get to the platform, and jump over the slide before falling through it, clearing everything out as you go. URJ's are probably the safest as you go back to the right. Once at the rightmost island you should be done unless you didn't clear the first part, in which case go back, jump up to get the 1, go up the suction tube that's changed direction, and DLJ to clear the remaining isle if need be. LEVEL 4 The only thing that's not that easy about this board is the platform. Fortunately you can walk onto it. Start by going left to get the power-up. Get the monster and go into the booth. I'll assume 2 is blinking. After you've gotten the alien up there, fall to the left. Then go back into teleporter 1 and fall quickly to the right. Mop up any spare squares in the area around teleporter 2 and then go right for the power-up and zap to teleporter three. After wiping out that alien, fall to the right. Then climb the ladder down. Go back to teleporter 3 and fall to the left, touching all squares on the top beforehand. Now it's off to the left side. Go back to teleporter 3, stand on the left edge, and let the platform pick you up. NJL to pick off the monster and after getting the money bag fall to the right. If you fall through the slide on jumping, no big deal. Next time you are on the platform wait until the monster is far to the left before jumping, get the powerup, and eat him. At any rate be sure to leave a square open to the right of the slide the first time you pass through this way--it's not necessary unless you want to get all the treasures. The second time over here(through teleporter 3, the moving platform, etc.) fall to the left and cover the final square to complete the level. LEVEL 5 "Don't worry, this isn't the worst level with a bunch of islands!" Although this level is hardly impossible it is definitely annoying. You'll need to jump over the monsters below as there's no really efficient way to kill them at any time in the level. Just hope you don't fall to the bottom, which wastes time. After you climb up the ladder, drop to the right, URJ, URJ(1 monster down,) URJ, ULJ(proceed quickly here and touch up covering the squares later,) ULJ, URJ, ULJ, DLJ, ULJ, URJ, DRJ, DLJ, drop left. If you haven't covered all the islands you've touched go back and do so. Once back at the ladder platform drop right, quickly URJ, URJ, DRJ, URJ, URJ, URJ, drop right, drop right, URJ, DRJ, URJ, ULJ, ULJ, and now you have the time to cover everything on the way back. Drop left, drop right, URJ, fall right, and ULJ's should work with occasional falls down to uncovered platforms. Make your way back up to the platform left of the sauce pan(a few ULJ's hould do it,) ULJ to get the sauce pan, and two more ULJ's with a SJ should nail two monsters. UJL, DJR, UJR, UJL, UJR, UJL, DJL, drop left and drop left. You can drop right and cycle around to clear any platforms not completed, and then UJL, UJL, SJ, SJ to get the machete, DJL, UJL, UJL, UJL, NJR, drop right and the rest is clean-up. LEVEL 6 This level isn't really bad at all if you know how to break it up. There is also a nice finesse that means you don't have to go through the grain elevator a lot, which is nice, as it's a bit annoying to use. Basically, UJR or UJL will not work with the grain elevator--you'll land where you started! Also SJR from the left side won't work. You'll need to be on the edge or on top before you jump. First order of business is to use the grain elevator. Just go to the top and DJR. Then fall through the slides, go left to get the pickaxe, and go back right. From here you can UJ to the one isle, SJR to get the bicycle power-up, UJL and jump again to take out the monster above if you want. Let's go left first. UJ on the left side of the grain elevator and SJL when you're above the third platform to get the key and knock out the alien. SJR back onto the elevator and SJL to get the pin and the other alien. At the top, DJR and then jump on the elevator again, using the SJL/SJR on each uncovered platform. Now for the right side. At the top of the elevator, DJR and then SJR continually until at the far right(cover all squares in this process.) Go down the ladder, touch all four squares, fall off onto the 3-island with the alien, SJR to get the power-up, and climb down to nail the final alien. From there, UJL twice before taking SJL's over to the slides. Be sure to to DJL and DJR as needed to cover each side of the platforms by the slide--when you fall through, you leave squares on the left and the right. For the second wave, Get back on the grain elevator, DJR, and fall off to the right. DJL/DJR and then SJR until you've covered all islands. Drop to the left, SJL a bunch, DJL/DJR at the slide platform, SJR and drop down. Then SJL to cover the slide platform, DJL/DJR, SJR a few times, and you are done with this level. LEVEL 7 Wait for all the monsters to appear. Then start whompin' the left side. Jump over the bottom monster to get the iron, then climb up. Don't worry about covering everything, but get to the top. You should be able to knock everything out. DJR to take out the monster on the very top of the two-width islands. Then DJR and fall through the slides(you will have to go back to cover the top one.) NJR to take out the monster in the center and go right to get other one on the bottom. Jump up for the power-up on the far right. Then jump onto the ledge, SJL, SJR, and climb up as before not worrying about covering everything until you've killed the monster at the top. Then cover the top, fall through the slides you haven't covered yet, and go back up to the right covering everything. Jump over to the left, cover everything, and climb down. From there, jump onto the stack of islands, covering each before you jump. With trial and error you should quickly find the place to jump where you can touch both squares when you land. Once you do, jump to the top that way and you'll be done with the level! LEVEL 8 So many monsters, so few power-ups. It's tough to do things right, but this level is possible to solve with only one life. Some of the teleporters seem to be red herrings and they all can be a nuisance to time although the bottom one is of course useful for getting back up. I guess "Luxury Transporters" is an apt name then since they are not all necessary. This may be the sort of level you can lose a life on even in your save state. The first step is to clear out the areas around teleporters 3 and 2 of monsters. Don't worry so much about touching all squares as you can come back and do that later. Pick up the power-up by 3, go right to nail the monster, and ULJ from the left ledge. It should take out the monster to the upper left, and then you can afford to wait a bit to touch the monster below him. Drop off to the right and get the next monster. You'll get another power-up which will enable you to get the monster left of teleporter two. You don't have time to get the aliens below yet so don't fall through. You may have to DJR so you can get to the island in the middle. Then a regular jump over to island 2. Next you'll want to take care of the mess by the 4/5 transporters. To do so, get to the 4 transporter and, if possible, get the power-up and nail the monster and go back to the 5. If you feel this is not possible, wait until the 3 transporter blinks and try again. Your object, when by the 5 transporter, is to fall to the right. To do so, DJR and walk right or else you will fall to the left. Don't worry about whether you can kill the bottom monster as you can jump over them easily. Now you want to go back to transporter 5. This time you'll jump on the one-square islands(UJR) and then NJR before picking off the two monsters on top. You will want to fall to the right as well so you'll need to NJR over the slides and back before dropping by. There's a power-up halfway down the slides and you should pick that up, too. Then drop immediately to the bottom and pick off the annoying monster(s). Use the teleporter to get back to #3 and clean up any squares not traversed in 2/3, and do the same for the #4 platform. Then go back up to #5 and fall to the left. If the monster is still there wait until it is at the bottom of the slides, as it will be far away by the time you land. Then go back up to #5, jump over the two islands, and do a UJR to the two-square island. Fall right and left. ULJ, SJ and then when the monster's moving left, ULJ. Clear off the platform and you should be done. LEVEL 9 This may be the most painful bonus level I've ever seen. Although it is perfectly clear what to do, you'll have a hard time doing it. Bob's feet must be off the ledge for SJR's and SJL's. Fortunately there are two possibilities for each one; almost falling off and toes over the edge. Either one will get you to the next platform if you jump and push left/right simultaneously. What's really annoying here is that if you die you have to start all over from the beginning and go over squares you've already covered, while in most other puzzles, tricky areas that can kill you once covered do not need to be re-visited. LEVEL 10 What's annoying about this level is that if you die you need to take evasive action when your next life starts. First of all, cover the platform you're on and jump out of the way QUICKLY. Wait for the monster below to go to the right, go left, jump over him, get the power up and kill him. Drop to the left twice then to the right and to the left. DJR and get the paintbrush. DJL from the left edge, UJR and three SJ's(from the left edge) should get you back to the platform where you should drop to the right, SJR quickly and SJL to cover the platform to the side. Now once you are parallel with the weird glyphs, SJR to nail them and the monster. The upper right is now clear. Fall to the left, jump up on the platform(the computer distinguishes it from the very bottom level) and nail that monster. If you don't cover everything don't worry as you will be back. Motor to the left, picking up the power-up, and SJ three times. After covering the top platform take the long stairs up and UJR twice before DJR'ing to nail that monster. Cover both squares over the slide without falling and then SJR and cover all squares on that platform before falling. Cover any squares to the right before going back up to right of the second lift. You will need to use the lift five times, seven or more if you are careless. Let's look at the five floors below it to the right, from top to bottom. 1, 2: you must jump right. Preferably UJR when you are still above them as that will lessen the possibility you will land on a monster with a "tie" resulting where you kill them and get the power-up but die. Tread carefully to cover the slides. 3: should be covered after 4. You can UJL left once the monster is gone, cover that platform, and SJR to get the monster. Again be careful around the slide. DJR/DJL should get the far right square. 4: should be the first one you cover. UJL first, get the bell, cover the platform, and SJR to nail the monster there. Again remember the DJR/DJL to get the far right square. 5: Unfortunately you cannot jump from the platform to the left. You'll just have to be patient with the lift. DJR/DJL. Get through these five and you should be done. LEVEL 11 Here you must remember not to hog the power-ups! Only one per slide descent for the most part, and of course the only way back up is through transporter one! The basic idea to solve this level with one man(as you should learn to do) is to use one goodie to make two drops. Once you do that, the rest is really quite simple. Even if you fall through some slides unintentionally, time will not be a factor. UJL, UJL, grab the phone, fall to the right through the chute. Go through the transporter, and walk right to fall through the chute. This is your two-for-one out of the way quickly. Now get the lantern with a UJR, DJL and walk to the left and fall through. Now, which chutes do we drop in after we've picked up a certain treasure? The list is below. UPPER LEFT PLATFORM rightmost treasure: fall down the rightmost chute 2nd-right treasure: fall through the 2nd-rightmost chute 2nd-left treasure: fall through the 2nd-left chute leftmost treasure: fall through the leftmost chute Fall through the middle chute at your leisure. UPPER RIGHT PLATFORM Fall through the leftmost and middle chutes at your leisure. leftmost treasure: fall down the second-left chute middle treasure: fall through the second-right chute right treasure: fall down the rightmost chute The only other trick about clearing platforms is to avoid the monsters(wait until they're moving back to the edge of the screen) or to touch all the squares(DJL and DJR's should help you avoid falling through chutes more than once.) LEVEL 12 Yeech. I don't like this level, even if it isn't the toughest one around. Try to move right immediately to get the gun and avoid the acid rain before the first drop gets to the bottom. Then SJ onto the lowest island, UJL and wipe out the monster(clear this platform) and UJR and UJL to get up to the next level. Take out that monster, UJL onto the 1- island, and SJ to wipe out that monster. Climb up after covering everything(wait to jump for the power up if acid rain persists to the right) then SJ, SJ, DJL, SJ to the very top. Take your time to clear the top with UJR's. If you jump through an acid nozzle be sure that a line of rain has just passed under where you would jump, as the rain comes out randomly and you may get some nasty surprises. Once you get to the far right cover it before dropping down. Jump off to the left, clear that platform, UJL, drop down to the left, SJR, clear this part carefully, SJL, and SJR when the monster runs away. Lean on the edge and drop left when it's safe, get the wrench and wipe that monster out. UJL, drop left twice, and run right. There are three islands to cover and they shouldn't be hard. You can actually jump to the area right of the pulley and once the alien passes, run up to grab the power-up and wipe him out. Level 12 is complete. LEVEL 13 For a rest stop, time sure is at a premium with the bonus counter going down so fast! DJR's after you climb down should work until you have a short drop right. Then jump for the beaker and head for transporter number one. Wipe that monster out, cover the platform, climb up, cover the platform(time your ascent to avoid the monster,) climb up again and nail the monster--don't worry about covering the middle platform as you'll be coming back this way. Get the kettle, jump and fall through the left slide. This is the safest as it assures you nail all the monsters. Once you're at the bottom get the flowers and cover any 2-islands you didn't get the first time through. Then go back through teleporter 1, and fall through the slide you didn't last time. The third time through teleporter 1, UJL a few times to reach the upper right and UJL when the monster moves left to knock him off. UJR onto the platform and UJR to get off it and wipe opt the final monster. Drop left, UJR, UJR, and UJL to complete the five islands and you've won. LEVEL 14 It's tough to figure out where to jump and in what order, but on the bright side, slip-ups are not too critical. There's plenty of time. You need to watch for the suction tubes at the top before you've wiped out the middle monster as they drop you right on the slides. Let's clear out the left first. Jump on the lift and move it so that you are to the left of the middle of the 3 1-islands stacked on top of each other. UJR there. UJR and then UJL back to nail the alien above. Now DJR to power up and quickly SJR(come back later,) jump up and fall through the slide. Then drop right and DJL to nail the other part of the slide. You may want to go close to the top and SJR to the 3-isle. Jump up to the 1-island, SJR and DJR and cover the top square before going down the slide. Go back as you did before but cover the platform beneath the sconce. Go to the bottom of the 3-isles and a UJR, DJR, fall right and DJR before falling down the ladder. Be sure the monster is moving away to the left when you do. Then get back on the lift and when just above the platform with the slide, UJR and then DJL if you need to cover all of that platform. Drop through, wipe out the alien and go right. Jump over the alien and go on the hydraulic lift. First, stand in the center as you move the lift parallel with the bottom of the 1-isle. SJL, and jump up to get the monster above. UJL but be careful here. If you fall through the slide, you're toast. DJL, drop left, drop right, DJR, UJR, UJR and fall through. Then UJL from the hydraulic lift onto the 2-isle not covered yet. Fall left and go back to the hydraulic lift. Then go up right from the 3-isle. ULJ, SJ, URJ, DLJ, ULJ, DLJ, fall down left, fall down left, and you are done with the level. LEVEL 15 Yuck. There's a lot of jumping to do and a lot of ways you can fall and have to re-start. Even the end is rather tough. There is serious time pressure if you slip up or are unclear on what you're doing. Jump over both monsters and SJ. UJL, SJ, SJ, scooting to the left on each platform. UJR, DJR, DJR, DJR, UJL. UJR, UJL, DJL at the edge. DJL and drop right. DJR until you get the gun, UJR, UJR, DJR, UJR, UJL, SJ, UJL, DJL, DJL, drop left, UJR, DJR, UJR, UJR and you should be on a 2-isle. UJR, UJR, SJ, UJL, SJR, and fall down a bunch before SJ'ing back up again. SJR, SJL, UJR, UJL, UJL(watch for the noster above.) DJL, fall left, DJL, UJL, UJL, DJL, UJL, then back. DJR, UJR, DJR, DJR, UJR, UJR, UJL. DJL, UJL, SJL, DJL, UJR, SJL, SJ. If you can along the way, wait for the monster to get under you and jump up to nail him. If not, time the second SJL to avoid the monster and SJ quickly, get the goblet and wipe him out. The very upper-left part is the only way that you can get up. Once you jump up, go left and right. Stand on the right edge and SJR. SJR at the edge again, jump over the monster, get the diamond and go back left. You have solved this. LEVEL 16 You need to be careful about the order in which you do things. The upper left should be last. You also need to futz with a suction tube more than once. It's a neat little puzzle and actually there aren't that many annoying details. Clear the lower left first. Climb up the ladder and fall down the chute. Go left, jump to get the money, and fall down. DJR twice and fall through again. Go back up, jump so that tube two goes left and tube three does too. In the triangle of six 1-isles, jump on the lower left one and UJL twice. Then jump up and wipe that monster out. Jump up through the tube and move left. Three SJ's should get you to a platform to cover. Jump up through the suction tube, cover that platform above, drop off to the right a bunch, then SJR to get the joystick and kill the monster. Fall through the slide(DJR or DJL if you don't cover on the original jump.) Then fall off to the right. Go back to the 1-2-3-4 where you change the directions. Change 3 to blank and 1 to the right. Go through tube 2 and up through tube 1. Clear that platform, drop onto the moving platform, and drop down/left. Fall back down as before and set 4 to face left. Clear off five of the six(except the lower right) and stand below the bottom right. Then SJ on it and drop right, then jump through the tube. Go left and at the right edge, do two quick SJR's. Jump up when the lower 2-isle is covered. Cover the upper 2- isle, jump left, cover the 3-isle and you're done. LEVEL 17 Hey, look! A bonus level where it's actually somewhat hard to lose a life! You get to kill all sorts of helpless monsters, get treasure, and oh wow, it's just so much fun. Just push up at the teleporter. Go left and then jump off each platform after clearing it each way. Remember you don't have to get too close to the edge to clear each one, and you can't fall off the ones on the left side anyway. Once you're at the bottom, go off to the right. Jump to pick up the cup after you fall to the first platform for full points. Also for full non-bonus points do not clear the bottom platform. Jump down and clear everything else including the ground floor and then jump back up. However, this will cost you a bit of time as well. You can also jump up to get everything, but that takes a lot longer, and you risk being killed by the very fast monsters on the bottom. LEVEL 18 There's a nuisance here that you need to move left quickly if you haven't killed the monster at the bottom. Also there is a trap on the right. Picking up the power-up to the right releases a monster that will kill you. To use the suction tubes, you need to fall off the platforms to the left. Jumping won't do it. It's tough on your faith to fall off but you will get recycled back to the bottom. You also need to exercise some caution when eating bars, and things can be sticky when you just want a normal jump. If you like, eat the two bars and wipe out the monster to the right. He's not really relevant unless you get killed. Use the transporter to get to the top. Fall off to the right and take the long jump left. Don't worry about clearing everything as you'll be coming back. Then fall off the platform on the left. Then jump up-left after going back up the transporters. Be sure the monster is moving left when you do. Grab one energy bar, fall down the chute, jump across from the right edge and fall down the chute. Cover everything quickly as you jump to the right and fall off into chute three again. Go back up the transporter and UJL. Get the second energy bar, take out the monster, and fall down the slide. Jump right and UJR over the first slide(wait until the bar has worn off) and SJ for the bar, get the monster and drop off the slide, go left and take a big jump, and fall left after covering everything. Now use the transporters and pick up the very upper left bar. Again go down the slide and jump over. Fall down the far left slide, getting the far left bar before. Then take a big jump, another big jump, wait until the effect wears off, UJR, then jump left to the final platform. All four should be touched now and there's time to clean up now. LEVEL 19 The first order of business is to take care of all the monsters. After that the level is pretty easy with some slightly irksome island- hopping. First, you'll want to wait for all monsters to appear. Get the power- up, and go right until you get the three monsters. Then get the detonator, jumping to nail the alien above, before getting on the grain elevator and jumping left to get the two monsters(jump from the lower platform and you should touch the one above.) Go to the top of the grain elevator and DLJ. Get the rightmost power-up and fall through the rightmost chute. Now hit the "1" so the suction tube faces right. Drop down it when the monster is away and UJR to the candelabrum and drop under the chute there. Go back up the grain elevator and use the goblet to wipe out the monster in the upper right. Then go through chute 1, get the iron, wipe out the monster and fall either through the leftmost or third-left chute. Either one will allow you to kill off the monster on the 3-isle. With the monsters gone only slip-ups should stand in your way. Let's clear off the left side first. SJ below the lowest 1-isle. UJR, UJR, UJR, UJR, SJ, SJ, UJL, SJR, UJL, UJL, and a UJL and falling right is a neat trick--if it doesn't work, re-track and drop left from the 3-isle before a SJL. SJL, drop left, SJR, DJL, DJR, DJR, fall right and down. Left side is done! From the right, jump on the lowest platform from the grain elevator. DJL, DJL, UJR, UJR, and UJR to fall through the middle. Go to the second-bottom and now DJL's until you're touching the slide. UJL, UJR, UJR, UJR and DJR if you wind up on the slide. This should do it. LEVEL 20 Wait for the monsters to come toward you a bit, and drop off and motor left. If you are lucky they will both be wiped out. Cover the very bottom right later. Now DJR, fall through the center slide, UJR, UJR, UJL, and drop right twice. UJR, jump down, SJL and DJL. Fall right and jump right so that the suction tube will pick you up. This time get the beaker and fall through the diagonal slide. cover that platform, fall left, SJR, fall left twice, SJ up, UJL, fall down, UJR, fall right and clear the square you didn't at the start. Move left and get the suction tube. Now let's get the far left. When you're very close to the diagonal slide, UJR and then SJR to the 3-isle. DJR, DJR, UJR, UJL, then SJR where you get the axe. Drop down, SJ, climb down and you should be in time to nail the monster. If not, wait and UJL. Cover everything before dropping through the slide. Use another suction tube. Fall through the far left tube and a URJ, DRJ, URJ, URJ, SLJ, DRJ, DRJ should do the trick. You'll probably run into some suction tubes along the way, in which case you should just re-track. Being efficient with suction tubes can distract you in others! LEVEL 21 The noose kills you but gets you 2500 points. This is another break of a level but it still has pitfalls. This rest stop isn't too bad but you need to be quick. Use the transporter to avoid the very fast monsters and go left. Just worry about speed here. UJL, drop left, and then keep dropping right. Then use the transporter, and do the mirror-image action. Now there is a chance to clean up--it may be worthwhile to cover the slide without falling down. Then, when you are near the bottom, jump up to get the platform below the slide. Do the same in mirror image and you are done. LEVEL 22 You never want to have more than 30 TNT at one time. # of TNT = sticks you've grabbed * 10 and it is not reduced to zero until you launch the cannon. So you can have 10, 20 or 30 TNT's. For 30 you need to time the cannon-fire so you land on the platform. You can jump up from the ground to get the 20-TNT, but you can't jump from the lower platform to get a 30-TNT. First thing to do is jump so suction tube 1 faces to the left. Then get one stick of TNT, nail the monster and go right. Enter the cannon and line up under the money bag. Fire when the platform is about to go over the money bag from the left and wait for the platform to come back. Jump up to knock out the monster above, drop right on the lift, and jump left to nail the two monsters. UJR and wait for the lift to drop. This time, take 20 TNT's(two 10's) and from the very right, fire, and clear out the platform you land on. Then take 30 TNT's(20 and 10) and after the top platform bounces from the right, fire so Bob hits the diamond. Clear the platforms to the right and then carefully approach the left. You can jump to the 2-isle and then walk off the edge of the platform and get on the moving platform automatically. Land on the left platform and then fall off to the left. Get on the platform to the right and UJR twice. Fall off to the left and clear off that platform. Now go back and get 30 TNT's and clear the top right, being sure to jump over the monster and come back to kill him. Go down the slide and fall off to the right. All should be clear except the bottom right. This is trivial although you need to use the 1-isles to climb up. LEVEL 23 Grr, the pulverizers are annoyingly random, although there is a minimum delay between times they push down, and you will need to move quickly and it is best to follow the monster closely and hope for the best. Remember not to follow too closely as you are faster. This is the toughest level to get acclimated to and is the start of three quasi-random final levels. You'll probably need to jump over the monster as it ends its trip right, and then you will need to jump up twice to hit the 1. This will bring both suction tubes toward the center. Be sure to use each of the powers-up to knock out each of the monsters so that if you die you can navigate the pulverizers more easily. You'll spend a lot of time on the lift, and in fact you won't have to deal with the four pulverizers on the bottom after the beginning unless you let the lift sink to the ground. Also you want to make sure the lift is back at the top before jumping into the suction tubes. To do so, jump toward the side when you are on the edge of a platform away from the lift. It looks like you'll fall to your death but the suction tubes will save you. Fortunately the methods to complete the left and right sides are the same except for the bottom platforms. The second-top platforms are not too bad; Jump ULJ/URJ when the lift is slightly above them. Kill the monster and run under the pulverizer after it's finished. For the second-bottom, jump quickly UJL, DJR back onto the lift, and UJL to pick off the monster there. The top platforms are of course easy to clear off after you've gotten the second-bottom even if you didn't get the monsters at the top in the process; just be sure monsters aren't around, and even if they are, jump to the other platform, DJ onto the lift, and UJ back. Jump over the monster if necessary. The non-symmetrical bottom platforms are a bit of a problem. It's easy on the left; see the second-top platform for that. On the right you will need to stand on the edge and wait for the monster to come by. Jump up when he does and hopefully the pulverizer will come down soon after. Follow the monster, jump over it, power up and eat the monster. That should do it. LEVEL 24 You must tackle each part of the level in three parts: top, middle and lower. I will assume that the right side is the same as the left, although at the bottom the left side is slightly longer. You can assume that clearing the right side has mirror-image instructions to clearing the left even though the left is slightly more spacious. One problem with this game is that there may be random factors that stick the right middle monster in a place you don't want to see him; the right side of the middle structure. Monsters running around randomly may cause tedium, and you may have to give up a life here to clear the middle part out. Jump down to the left. When the alien is away, jump down again. When it climbs to the top and moves across, go down the slide and jump onto the island. Try to jump down and cover the bottom, and here's the tricky part; cover the top when the monster goes down the slide. It may be useful to stand in the middle of the stairs. If a monster makes a break for you, climb down and be ready to jump on the island. Climb down to the middle. You'll basically want to clear the left edges while the left monster is in the middle and the left middle while it's on the edges. The island provides safety. It's tough to make the switch to the right, but be prepared to jump very quickly once you're on the lift. You can also climb up top and VERY carefully jump the two gaps--just be sure to take your hands off the keyboard when you jump or you will take a slide back to below where you were. The lower part is probably the easiest. Standing on the middle-height platform and waiting for the alien to come up is the best way to make a move that will cover the lower left quickly. It may be tough to get on the structure and to wait, and you might have problems switching to the right, but patience should bear you out here. LEVEL 25 This one is also difficult to execute but in fact rather easy to describe. Go immediately left--if not, you'll have to wait a while to jump over the alien there. Then take the transporter. It leads to a descending platform, and you should be prepared to jump immediately. I now submit strategies for going through each platform in the order I think it should best be done. I only look at platforms to the left as this level is completely symmetrical. A rule of thumb for this level; Each platform has a square(or set of squares) towards the edge that you must cover with it as well. If not you are hard up for solving the level. While it is possible to get the bar for the platform on the other side and make a bunch of huge jumps, it's not easy. Fortunately you can pick yout spot to jump. Although there is a strategy to this level you have to account for the monster patterns so precisely that the nitpicking is almost as bad as the randomness. A suitable end, in some ways. First, a rule of thumb; to cover the square on the far left that is not by the slides, jump from the second-right square on the middle platform, unless you're at the bottom--it is the far right then. This means you won't have to worry about precision jumping and tiptoeing around a slide. The first order of business is probably the very top. Jump immediately left or right(make sure monsters aren't there) and jump over the monster to get the treasure. Get the monster, and UJL twice. Then UJR twice to get back where you were. Now head to the third-top. It's best to jump when you're just below it horizontally, and you'll want to try to time the descent so it starts just before the monster moves back to the left. Jump up to nail the monster above and jump way left from the second-right to touch the square not on the slide. Drop down. Head to the second-top, which should be a breeze without a monster there. A normal jump should get you to the left, and just cover the squares right of the slide before falling. Be quick about this; after you fall, go back to the right and jump up to nail the monsters on the lowest platform. This will make the lowest platform much easier. Next is the fourth-top. It's a bit tricky to judge but if you can jump from the center UJL, you will wind up right of the energy bar. Get the monster and jump left. The fifth-top is straightforward with the monster gone but again jump from the second-right to get the pesky square the slide doesn't touch. The very bottom platform is trivial if you've wiped out the monsters already. If not you may wind up getting the bar at the monster at the same time, and there's no easy way to figure out the timing. ULJ would seem to be the best try here. TRICKS The following is taken with generous permission(and a small correction) from gamewinners.com. There are messages that appear at the end of the game if you get far enough. They will tell you how to warp your way past certain levels. This is handy because you don't have to go through all twenty-five levels at once. Level 1 Get the flowerpot, then press 1 + [F7] to jump to level 4. Level 2 Kill all monsters, jump onto the rolling hoop, then press 3 + [F7] to jump to level 22. Level 3 Get the goblet, then press 4 + [F7] to jump to level 15. Level 5 Get the tea pot, then press 8 + [F7] to jump to level 8. (Note this can be combined with the level 1 trick to reach level 8 fairly easily.) Level 10 Get the pitchfork, then press 4 + 5 + [F7] to jump to level 14. Level 16 Get the pie on the left, then press 9 + [F7] to jump to an level 19. End of FAQ proper ================================ VERSIONS/CREDITS Thanks to Al Amaloo's wonderful www.gamewinners.com site for having codes to get to levels as you've seen in the tricks section. 1. ftp://arnold.c64.org had the image, which combined with... 2. http://www.zophar.net allowed me to save states with... 3. the VICE emulator, a HUGE help in solving this game. 1.0.0 11/11/01 sent to GameFAQs, complete with likely the usual sort of bugs that crop up in this sort of game. Ahh well.