LYNX CHEATS / TIPS /
To skip level:
Option 1 + Option 2 while running into a donut or through the
Donut shop. This
will fill your quota and return you to the Police Station.
the quota, then hold Option 1 + Option 2 at Officer Bob's parking
space. Game play will resume at level 99 with random quotas each time it is
the double gasoline pumps on Highway 12. Park exactly between both pumps and
refuel at double the normal rate.
LANDLORD as a name. Press Option 2 to tee off, then press Option
2 again when the ball is in flight.
MJ23 as a password. A player with Michael Jordan's attributes will be
Edit pause message:
game play, hold Option 1, and press Option 2.
one of the following passwords to begin game play at the corresponding level.
Enter one of the following passwords to begin game play at the corresponding
level with maximum power-ups and shooting ability.
Up(8 times), Down(12), Left(15), Right(19), Option
1(27), A at the title screen when the Batman
logo appears. The following cheat functions are now available.
game play and press Option 1.
game play and press Option 2. Note: He is still killed when he falls of a
Once the cheatmode is activated, it is
cancelled if you press the jpoypad or option 1 on the title screen. That
pressing restart during a game, so let the game return to the title screen in
its own when a game ends.
is no indication that cheatmode is on. If it doesn`t work, turn off the power,
then try it again. You are probably hitting a diagonal on the joypad, which
would count as a press for each direction.
Bonus energy and batarangs:
the large red box with a bow on level one. Stand on the right edge of the top of
the box. Motorcycles
will break of the right side of the box. Jump down and enter the box to receive
ten batarangs and extra
kill the Penguin Duck Combo?
at the end of level 1 is to hit the duck head, not the penguin. Watch what
happens when you hit the duck in the face. Just get on the platform, bend down,
and throw those batrangs. Don`t miss the energy at
the right edge of screen after you kill the duck. The duck must be hit in the
head several times. When a hit registers, the duck closes its eye. 10 or 11 hits
yourself from exploding mirrors:
standing in front of Shreck`s store before it`s windown explode, look around.
There is one thing in particular that would block flying glass.
1. Most important is keep moving. Don't sit still in
one place or you will be pounded. Do not use your baterangs or acid
vials in the first stage when you fight the clowns, goons, machine gun weirdos,
etc. They can be destroyed by
jumping over them and/or punching them. This is most important. When you reach
the duck, you should have 70
batarangs and about 13 acid vials.
2. To defeat the duck, stand on the top ledge and
TIME your shots. This is most important. Do NOT jump off or down
the ledge you are on otherwise the penguins bombs wil hit you and take off a lot
of life. The most important thing to
defeat the duck is watching the ducks pattern and timing your shots.
3. After you defeat the duck, walk to the right and get your life vial.
*You have a much better punching range when you duck
down and punch.
*After getting past the first sewer cover where you
encounter the fat clowns, go past the second street lamp and find
a power up there. Also there are power ups
behind the first two street lamp(posts) as you encounter the knife women.
Also 2 powerups inside the Gift Box. (enter it from the right).
The idea here is to keep moving , but be very cautious.
Your worst enemy is the shotgun cops. Because their bullets
will make you fall to your death if the bullets hit you while jumping. (Look and
shoot before you leap.Watch out for
the boxes when crouching to shoot cops. It is better to take a few bullets than
to be blown up by a box.)
1. Grab all power ups.
2. When you are about to jump from a ledge, fire a batarang to the right. If you
hear someone dying, fire another.
This will stop the shotgun cops from blowing you out of the air. Note that this
must be done quickly. If you stand in
one place to long, another shot gun cop will come from behind you. Don't worry
about the normal police shooting you.
Their bullets don't take off much.
3. Don't shoot like a wild man. Don`t shoot at every goon either. Shoot the
shotgun cops. You can punch or jump
over the rest. However, if you are about to jump off a ledge, then shoot the bad
guys to the left or right of you.
4. Beware the yellow crates on the ground for they explode. What you do is jump
on one and then jump to safety.
In about 2 seconds it will explode.
5. When you fight catwoman, you will need at least 30 batarangs and 10 vials.
Again timing is important. What you
should do is jump a lot as this will not let her whip hit you. All the way
to the right, you will find a life power up.
Get it if you are low in health.
Run! Shoot the big
penguins as quickly as possible. You can avoid the other enemy shots. Use the
vials at the end
of the level. (the glowing stuff is toxic waste. Touching it gives Batman a
*The total of penguins you
have to kill at the end of the level is about 50. Make sure you pass the open
pipe facing to
the right so the penguin counter will start. There are a few semi-safe spots,
and the vials are very useful there. You can
also kill penguins behind the pipes.
*Look for mr. Shreck in this level. He is going for a
dip in the toxic waste.
1. Your first order of business should be to avoid the penguin and head for the
power generator at the end of the stage.
You must duck and punch the little box on the ground (the one with the lightning
bolt on it) until the generator blows up;
this will stop the cage from lowering the Ice Princess into the murky depths.
2. The Penguin will slide and attack you while you're
doing this, but you should shrug him off by jumping over him and
hitting him with a Batarang or acid vial to send him momentarily into the pool.
The Penguin will not die until you've
destroyed the power generator, so don't waste too much time attacking him at
first. Once the generator explodes, send
him a few well-placed acid vials or Batarangs.
Select the female driver with short
blond hair at the character selection screen. Select the green car, and keep
this vehicle highlighted. Hold Option 1 and press A and the car
will turn black. This car will be invisible to radar and normal vision during
Select the male driver with blonde
hair at the character selection screen. Select the tan car, and keep this
vehicle highlighted. Hold Option 1 and press A and the car will
turn red with a black top. Unlimited ammunition and rapid fire weapons will be
available during game play.
Press Option 1 + Option 2
while on foot.
Hold B while selecting an
alternate view, hold Option 2, then release B. Your view will be
locked in this position until B is pressed again.
Press Option 1(2) at the tank
customization screen with the red flashing bars, then hold Option 1 and
press Pause. A 3D version of the game with 2000 levels may now be played.
First off: how to get to the easter egg game:
Go to the tank customization screen, press OPTION 1 twice, then press and hold
it, and also press the PAUSE button,
which will do the reset.
This is best done right when turning the unit on... if it didn't work, turn it
off and try again.
~~ The Map Screen: ~~
This is a HUGE game. There are
different kinds of terrain, spread out among 2000 squares (50x40). Also, every
one of these seems to have a different layout of walls and enemies and power-ups
and other stuff. On the map screen, these items are shown:
>> Terrain Type
>> Tanks to Destroy
>> Fuel Canisters
>> Other Canisters
>> Radiation Level ["Z-Rate"]
There is also a multi-colored bar just under the radiation-level.
That seems to be a chart of different radiation-amounts
for each color, increasing to the right.
~~ Tank template screen: ~~
Here you choose your tank type (A-F), or restore a previous tank.
>> ZT.Restore - Input password of previous game
>> ZT.Build - Creates
standard tank (can adjust after
>> ZT.New -
Select parts yourself to create tank
You have the same parts available to you whether you use ZT.Build (which places
the parts for you) or ZT.New (where
you do it yourself).
Watch out that three of the tanks (A-Shanker, D-Sprick, F-Gigan) have an OVER
capacity of either detectors or scanners. Unless
they are hiding something from us, there can be only 12 spaces of scanners and
10 spaces of detectors used. This
is wasted space on the tanks, then. But,
they might have lots of what you want...
~~ Tank build screen: ~~
Even if you choose ZT.Build, all of the items available to you are not placed.
Be sure to go back through the list, adding/upgrading where possible.
>> A MOTIVE
UNIT MaxPw: 0400
Eff: 0.75 Wader Class
>> B MOTIVE
UNIT MaxPw: 0400
Eff: 1.0 Ellel
>> C MOTIVE
UNIT MaxPw: 0500
Eff: 0.75 Zorbach
>> D MOTIVE
UNIT MaxPw: 0500 Eff: 1.0
>> A JO-KA
1.0 Flat Terrain
>> B STERIUM
DRIVE Accel: 2.0
Hilly Terrain 4s
>> C EPICYCLIC
DRIVE Accel: 4.0
>> A FUEL
Core 90J Cpcty
Disposable 2v val
(a standard level will need a few of these)
>> B FUEL
Cpcty Slow Charge
4s val 20
(this one seldom drains completely in one level)
Fuel is moderately interesting. If
you have lots of fuel space, and you have a B cell available, you should
certainly put it in. But watch out -- you don't often find these, so if you run
out of gas, you will have to replenish it with a 9-pack (A). Just try to leave a 2v space open for a replacement, so you
don't lose a 20-pack.
>> A BTX
Impact 1000 Range
>> B RADX
MISSILE Radar Track
600 Impact 1500 Range
4s qty 30
>> C LZX
Guided 800 Impact 2000 Range
?? qty ??
>> D CAMX
MISSILE Camera Guided
1000 Impact 2500
Range 6h qty
>> A ZAPP
Impact Drain: 100
4s qty: 70
>> B PULSE
RAZER Range: 1500
600 Impact Drain: 175
4s qty: 70
>> C ION
2000 800 Impact
4s qty: 70
>> D GAMMA
RAZER Range: 2500
1000 Impact Drain: 300
4s qty: 70
>> A MIN
Defense Low Drain
2v val 9
>> B WIDE
SHIELD 9k Protect
Half Defense High Drain
2h val 9
>> A BEARING
MONX Relational 360
Reliability.99 Drain: 252 4s
>> B ABS
+/- 20 ISO
Calibrtd Drain: 200
>> C EXPOSURE CNT
Optimsd X-Ray Auto
De-Flux Drain: 100 4s
The A (Bearing Monx) measures angles in degrees just as in trigonometry, with 0
degrees pointing to the East (that is, to the right) and proceeding
counter-clockwise (90 degrees is North, 180 is West, 270 is South). The B (ABS
CO-ORD) measures location in Cartesian terms, with the origin (0,0) at the
lower-left. The range of positions
is 0-200 on either axis.
>> A FUEL
DETECT One Point
RO Display Drain: 150
>> B PICKINZ
DETECT All Types
RO Display Drain: 200
>> C TANK
Limited RO Display Drain: 300
>> D ZEEK
DETECT One Point
RO Display Drain: 200
>> E MAP
Display Drain: 150
A (F)uel - displays all fuel
canisters within a given range
B (P)ickinz - displays all 'other' canisters within a given range
C (T)ank - displays all tanks within a given range
D (Z)eek - displays all zeeks (see below, Enemies) within a given range
E (M)ap - puts a pop-up overhead map of the entire level (including walls!),
with your tank as a filled-in square, and other
tanks as empty squares. Tank
positions are not updated automatically, but you can keep the cursor over the
M-icon and repeatedly double-click.
>> A DATA
Translat Range: 30
>> B PICKINZ
SCAN Icon Gen
Mount Advice Range: 30
>> C TANK
Accurate Range: 50
>> A CONTROL
-- Activate by A Cursor Pod
8h L/R=Direction U/D=Gear
~~ Game screen: ~~
After selecting 'OK', you are dropped into the seat of a powerful tank.
On the right side of the Lynx display is your button assignments.
By default, OPTION 1 switches between Select mode and Move mode, and 'a'
and 'b' are assigned to weapons systems that you have installed. OPTION 2 is the
place button. All but OPTION 2 can
Scattered across the edges of the rest of the display are all the items you
placed earlier, with the current quantity loaded, if applicable.
~~ On enemies: ~~
To begin with, there are four types of enemies that I
have dealt with:
TANKS: No surprise here, I hope.
3D, polygonal. I have so far only seen them shoot missiles.
Not too bright, as I have often found them facing a wall or in a corner.
are the annoying little bouncy-guys on each level. (I found the name when a
couple of those guys chewed
up my armor, and the end-level display said "zilled be zeek.") 2D,
bitmapped. The pictures are
different on every kind of
terrain type, but they are all nasty and hard to kill.
After five minutes in a level, you will often find a little group
MISSILE-BOMBERS (for lack of a better name (they may
actually fall under "Zeek," but I don't know)): 2D, bitmapped.
These meanies fly around, and when they are near, launch missiles at you.
They can even fly across walls and stuff.
UNA-BOMBERS 2D, bitmapped.I don't know where they come from, but they come
directly at you and blow up. They must lead rather depressing lives.
Best way to get rid of these guys? Missiles,
usually, will do the best job. But, you often have a small supply of those, and
they are kind of hard to aim. You have a greater quantity of razers, and can aim
them fairly well, but they will "bounce off" often, it seems.
Watch out that you don't back into an enemy,
particularly a zeek. From what I
have experienced, that's the end for your armor!
It also seems that you can blow up oncoming missiles,
when you use the razer. I am not
sure if missiles will do this.
~~ On better control: ~~
First, here are some tips on entering passwords:
Even though passwords can reach over 15 sets, it could be much worse.
Putting the code in, the order of characters is
Yes, there are a lot of characters! However,
there are some things in the coder's favor:
* The code is retained from the last code you put in.
You can edit/ fix a bad code, or recover a partial one if you hit the
* The 'B' button -- this flips case!
a->A, R->r, etc.
is also good for getting to/from numbers quick, (e.g., if you are at 'a', you're
super-far from any numbers. But hit
'b,' then back up, and you are in the numbers.
* Every time you add a letter, it is
copied from the last one. (e.g., if your code currently is rC, and you hit right
at the C, which adds a char, the string will be rCC.
Thus, for a code of rC2C-eWC, do the r, hit over, find a C, then
replicate this until the last repeat of C, then go back and fix the rest...)
* The OPTION 2 button -- goes to end-of-input.
So, if you accidentally hit the accept 'a' button, you can jump back to
the end of the password, to finish it. Don't
forget the OPTION 1 button, acts like a delete key. Level passwords are
of only CAPS. Hit 'a' to finish...
There are two modes of operation during the game:
Select mode and Move mode.
To switch between the two modes, use the key currently assigned to 'CONTROL'
(OPTION 1 is default). 'PAUSE' is
only way to stop the action in either mode, regardless of what is activated,
like a scanner or even the map detector.
You start out in Select Mode, the more complicated of
the two, so I'll cover that first.
~~ Select mode controls: ~~
JOYPAD MOVES CURSOR.
If the cursor is on an item in your inventory, its name will display.
Also, if this item can be
linked to a button (see below), the word "key" will display with the
cursor. 'a' or 'b' or OPTION 1 --
double-clicking any of
these on a "key" item will make that button activate the item (these
are: Control, Missiles, Razers, Scanners).
If the cursor is over a Pickinz or a Fuel, it will
activate that item (i.e., it will
bring up that HUD or use that fuel tank), leaving button assignment the same.
(Does this go for shields, too?)
If one of these buttons is pressed while the cursor is
over the viewscreen, it will activate its associated function.
OPTION 2 while on your inventory will drop a canister
in front of your tank, and change the cursor to the item you chose.
You can move the item somewhere else in the highlighted region, or drop
it by pressing OPTION 2 again while in the viewscreen.
If the cursor is over a canister on the viewscreen,
this button will pick up the item inside, giving you an icon for it, as well as
a highlight area where it is allowed to be placed.
Here's a little hint: You can drop anything in
inventory, just not if there is a canister already right in front of you.
If one of your banks of missiles or razers runs out,
you will need to reassign you keys to non-empty ones, as it will not be done for
you. Fuel and shields do this
~~ Move mode controls: ~~
Joypad -- control direction of the tank.
Up -- accelerate forward.
Down -- accelerate backward.
Right -- turn right
Left -- turn left
'a' or 'b' or opt.1 -- activate its associated function
(Be sure to double-click to activate a scanner on
OPTION 2 -- the original sheet says this "toggles
music on/off"(not tested yet)
>> Do the controls seem a bit sluggish?
Double-press any direction on the joypad, and see the results.
Your tank really
starts to fly around!
~~ "double"-joypad -- speedy control. ~~
UP -- if
speed is over 20, go to turbo (speed 99) for duration of keypress.
A 'T' replaces the '+' in the control panel.
immediate full-stop, regardless of current direction or speed
turn quickly to the right
turn quickly to the left
Always pick up the tank "droppings" -- left
by dead tanks. It's usually at
least a used missile bank, but sometimes it's better,
like a new drive-train and stuff.
And, lastly, here is an unexpected way to get stuff:
When you input a code, you still get the choice of
equip that you would have had you chosen ZT.Build or ZT.New.
means you have all your stuff, plus MORE that is allocated.
Bug? Maybe, but it makes for
Bill And Ted's Excellent Adventure
Egypt 1700 B.C. C68K BD02 W1T1 0G0D
Egypt 1500 B.C. B87C RXDF X1EY 0ERE
Rome 60 B.C. 4000 0002 ZF6P 0H1S
Europe 1700 A.D. Y1YS FJDG 8GBX OMKP
Rome 70 B.C. 4A33 7L03 I4C5 6WZ1
Texas 1880 A.D. 4000 00DD Z43L 6WNA
San Dimas 2691 A.D. C8S9 AG07 7HH9 71D2
get past creatures, run.
*Keep the scare stone on at all times while in Egypt 1500.
*The ankh is helpful for water travel.
*In Egypt 1500 BC, in two player mode, both of the characters have to be in the
boat when you travel
to the Great Pyramid.
*Lions of stone may stay of stone with the sound of a harp.
*Egypt's Paradox deals with the pillar in Egypt 1700 BC.
*Don't try to talk to any of the walking guards in Rome. They have a very bad
*Get a boost from the fountain.
*The lion of the dungeon is fond of a certain Roman instrument.
*The guards in the sanctuary building dislike a certain European musical
*Due to a glitch in the games, it's best to collect the notes in Rome 60 BC in
the pattern of FOREST /
SANCTUARY / CITY. If they are collected in another order, you will end up
with 79 notes, instead of 80.
The game automatically thinks that you have already picked up the 80th
note, thus making the needed
note disappear and never to be found.
*Something black will get you past Rome's Paradox.
*In Europe, hesitating will be the death of you.
*Dracula's tomb holds something of magical importance for you.
*The axes in Europe can only be crossed when they swing and temporarily stop in
*Texas' Paradox deals with gold and time forgot.
*Check the skulls.
*In Texas, the train ticket is used for a ride on the tracks.
*Dynamite and Billy the Kid are a pair made for escape.
*'HELL' is a perfect name for this extremely frustrating level. Wait for the
path stones to flash twice
before moving to another one.
Ted's Excellent Adventure solution
of all, collect all the notes you can get and find the gold nugget. Now go to
the guarded building and give the
nugget to the guard. Enter and find the man that tells you about the staff.
Return to the telephone booth and travel
to 15OO BC. Use the scare stone. Find all the notes you can get
(remember to count by sixteens!).
Enter the valley and find the paper note about the fake staff. Travel back in
time and put the note at the pillar.
Go to the South-East of Egypt and find the royal ankh (You must wade through
shallow water). Travel to 15OO
again and find the boat at the South-West part of Egypt. Use the royal ankh.
Find your way through the water
(it's like an invisible maze). First go to the place where you found the ankh in
17OO BC. Enter the temple and find
the secret passage which leads to
the harp. Return to your boat and go to the pyramid.
Go into the pyramid and open the door by walking over the red spots on the
ground. Then, when past the wall/door,
walk over the four other red spots and take the staff. Find the two keys and
open the corresponding doors. To
get rid of the two creatures guarding the room,
just lure them out of there and then run away. When you return to
the room they will be gone. To take
the staff, use the harp. Return the
staff to the man to get the flute.
flute in 17OO BC at the North-East to scare the animals
over there. Then find all the notes
that are hidden under
the trees to find a phonebook-page. Travel
First, enter the dungeon. Find all
the notes and the two keys: Blue
and black. Remember to visit Caesar
at the north
of the arena when you have enough notes. Outside
the arena you must once again find notes. When you think you
have all of them, go to the statue. Push the four pieces
around the statue in place and the push the statue.
this again and
then go stand in the middle yourself. After
you get launched, find all the
notes around the house, but
don't enter it. When you got all
walk into a roman to get kicked out of the garden. You are now outside.
West, to where a roman is guarding the entrance of the city. Now go down
and find your way through the forest.
Somewhere in the forest there is the
next page of the phonebook. You
must collect all the notes in the forest
you must also find the little building. Enter
it and find the way
through the maze until you find an apple.
building and go to
the guard. Give him the apple and
enter the city. If everything is right
you now have 8O notes.
Travel to Europe.
In Europe, enter the mansion. To
avoid the furniture, stay on the
green dots on the floor. This may
take some practise!
Find the white key
and then find your way to the backyard. Use
the black key to open the
gate. Go to the North-West
of the screen to find a red key. Use it to enter
the small house nearby. Avoid
dracula and take
the magic wand
his coffin. Return to the mansion
and find the organ. Use the wand to
shrink it down so you can carry it. Return
to the phonebooth (The wand
causes the furniture to stop). Travel
back to Rome. Do
with the statue and
this time enter the house while using the organ pipes.
You can now safely walk thru the house to the backyard to take
Return the lyre to Ceasar and
you will get another lyre. Enter
dungeon and use the lyre to scare away the
lion that guards the white lock.
Use the white key to open the lock and take the page of the phonebook.
Travel to Rome 7O BC and enter the dungeon.
Use the black key and put
it back where you found it (Bottom-right).
Now travel to Texas. Collect
all the notes you can get. Somewhere,
hidden under a skull, there's
Go to the station and buy a ticket. Walk to the train and use
the ticket. Now use the train to
find the remaining notes.
You must also
find the golden nugget, hidden under yet another skull.
Travel back to
Egypt and replace the golden
nugget at the place where you first found it.
Now travel to San Dimas 2691 AD! Yeah,
most radical, dude!
Be careful on the step-stones as you can only jump from one to another
if they are in the middle-position. Again
as many notes as you can
and find the dynamite. Return to Texas. Use the dynamite to
Return to San Dimas. Go to the place
where you usually get
overwhelmed by enemies and use the harmonica. You
can now safely enter the
next part of San Dimas. Every time
you pick up a note in this part, a
block will disappear
somewhere else, thus letting you reach other notes
after which you will be rewarded with a golden key.
Return to Europe.
Collect 16 notes. Use the golden key to enter the previously
unaccessable house at the swamp. Here
you will find a
mandolin. You can
use this to enter the previously locked part of San Dimas. The Grim Reaper
welcomes you, and
you're now ready to play his game. As the exact route
isn't easy to explain in a
solution like this, I'll just tell
do. The objective of this part is to collect yet another 16 notes.
Sometimes it is necessary to shove blocks over the
lava in such a way that
you can go to other parts of
the playing field. The
princesses have got
the last note. If you
succeed in rescuing them you should have 144 notes
by that time. To get back to the
entrance of the playing field,
from the place where your rescued the babes.
The go south and walk
clockwise (ie: south, west, north).
When you are standing against the
north wall, walk west to the
corner and go counter-clockwise. Once in the
corner you must go west, south, west and north to the exit.
You'll have to find the correct tiles to jump on all the way
you must return to the phone booth. The
Grim Reaper is guarding it, but
when you play your guitar he
suddenly realizes that he has LOST! Enter
booth and travel through time to finish the game!
Landing upside down:
Upside down landings are allowed on level 6. Pressing Option 2
+ Left or Right to perform a barrel-roll. Keep the plane
upside-down and press Up while over an airstrip to land. After landing,
the cockpit will open from the fuel tank and you may take off again by flying
you fly as high as possible in level 7, you will see a Runway in the sky at
about the middle of the level.
afterburners as you enter the canyons on level 4 (BELL)to receive a
"Gutsy" bonus of 30,000 points.(“you`ve got guts!”) Activate the
afterburners again immediately before entering the second set of canyons to
receive a "Lunatic" bonus of 65,000 points. (“You`re Crazy!”)The
bonus points are added to your score after landing. If you do both, it will only
display the Lunatic Bonus. (points for both)
BLUE LIGHTNING - CODES & DESCRIPTIONS
Level 1 -- AAAA You fly
through enemy lines destroying as many planes a spossible.
Level 2 -- PLAN: It
is your job to fly through hostile territory and make low-level bombing runs
against ground targets, pouncing
on tanks and convoys with your guns and missiles.
Level 3 -- ALFA: You must
engage and destroy convoys as they move through dangerous snow-covered
and other terrain.
Level 4 -- BELL: Fly
your plane through dangerously narrow desert canyons and take out tanks while
avoiding hitting the canyon
wall and other mesas.
Level 5 -- NINE: You
are to fly over an island chain where enemy radar installations are hidden and
destroy them. Also, take out
battleships, subs, aircraft carriers, tanks, etc.
Level 6 -- LOCK: It's your
duty to deliver secret documents to airstrips deep in the enemy territory.
Destroy anything you can and
land at airfields to deliver documents. While flying, look out for missiles,
tanks and spy planes.
Flying Trick: When landing
at the airstrips, turn the jet upside down and push the nose down.
The jet will then land upside-down
and the cockpit will open up through the gas tank.
The jet will also takeoff from this position, but levels out when
Level 7 -- HAND: Once
again, you must fly deep into enemy territory and take out some hidden radar
installations. While flying,
bomb railroads, sink ships and destroy planes.
The Mysterious Sky Runways: There
are two strange runways in the sky at about the middle of this level.
To find them, take your
jet up to it's highest possible altitude, after take-off, and fly there until
you come to an area where the clouds part and the sky is clear.
Now, move your jet down just a little and sooner or later, two floating
runways will appear. There is no
way of landing on these,
they`re just for looking at. They
are a glitch that was accidentally left in the game.
Level 8 -- FLEA: Fly
over enemy cities and mountains in the dark of night without being detected and
without firing a shot at
anything and bomb the last of the remaining radar installations.
Watch out for enemy planes, as they will be firing missiles
randomly through the skies to shoot you down.
Level 9 -- LIFE:
For the last time, you are to fly over the battlefields and destroy enemy
tanks,without accidentally destroying friendly tanks.
All the friendly tanks are colored blue, but your computer is color blind
and will lock-on to them anyway. So,
be careful when firing missiles.
Four player mode:
the Comlynx connection to link up to four Lynx systems together. Several
attempts may be needed
for a successful connection, and game play will be slow.
Clear BMX path:
your bike approximately one pixel above the location where the grass meets the
dirt to avoid
all obstacles including the hay bales.
If you`re going really fast when you cross the finish
line and jump just a little after crossing it, you will
end up crashing into something you can`t see way to the right.
your last surfer towards the bottom of the screen during the final few seconds
of the surfing event.
Your surfer will land on the pelican that flies across the screen until time
It is possible to do an UREAL 360 (5*360`s) for 1200 points (as opposed to 600
for a quadruple 360)
Faster footbag spins:
hit the footbag with your head, then immediately spin to spin faster than
Option 2 while skating in the Half-pipe event to rescale the screen.
/ PEOPLE CONVERSATIONS
(In order of conversational logic)
Say there son, move back a bit.
Get offa me, the crowd can't see!
I'd like to do one for my fans...
Viva Las Vegas!!!
Big Love, Big Heartache.
I'm a hunka' hunka' burnin' love.
Blue, Blue, Blue Suede Shoes...
Aaaaain't nuthin' but a hownd dog!
Wanna be in my next movie??
I like to shop in Michigan malls.
Fast cars and fast food...
This is my real hair?
Is someone calling me?
Time to return to my spaceship.
DRUNK AT TABLE:
Do I look very depressed?
Have you been winning here??
It's just not fair....
Pat Quinn told me not to...
... I thought I hadda' ...
All I needed was one more seven...
Maybe If I'd taken one more card?
You call this having fun?
Steve Szpytek warned me about this.
Next time I'll set a budget.
This table understands me...
I should have stayed home.
Maybe my luck has changed..
Oooohhh, I need aspirin.
This is the greatest!!!
Better than Moose Lodge 101.
Best convention ever!!!
Much better than McCormick Place.
Have you seen the Atari booth?
Wanna see my secret handshake?
Where is your hat???
What did your barber do to ya?
Where is the waitress???
They don't like counters here.
Steve Ryno can sure play slots!
Can you always win? Always??
Can you lend me some dough?
Can't seem to find a taxi...
Isn't bungee jumpin' hazardous?
So many games, so little time.
Where can I convert some yen?
Have you photo'd the volcano yet?
I'm going to need some film.
Do you like the Mariners???
Godzilla vs. Mothra is the best!
Bambi meets Godzilla was good.
Are you interested in HDTV??
Is George Bush feeling better???
Does sushi mean 'dead fish'??
Do you own a Harley-Davidson?
Who is Sergio Leone???
Atari, Atari, Atari Forever!!
How do you get to Caesers??
WOMAN IN RED:
Casinos are sooo exciting!
I'm just naturally friendly.
Yes, I do come here often.
These shoes are killing me!
Aren't you a bit young to be here?
Are there pit bulss in here?
I can't decide what to play next.
I'd like to try some slots.
Roulette is the game for me.
Who is this Robb Mariani?
Louis is just wonderful!
Cliff Falls has the best voice!
I just love Scrapyard Dog!
Do you see a clock anywhere?
Whhooo doggy! I love casinos!!
Darn right I'm from Texas!!!
I been lookin' for a new Eastwood.
Hang 'Em High, son!!!
Jumpin' Jehosafat, A Blackjack!
Keep an eye on these shifty dealers.
Home, Home on the range...
I'd vote for Schwartzkopf!!!
What a Ren & Stimpey look like?
Excuse me, are you the Wadester?
Oil ain't everything, son.
What say we round up some fillies?
Let's go get some prime rib.
Can ya' steer me toward the circus?
OLD WOMAN: Can I help you young
Ehhh??? What's that???
You really ought to speak up.
What's that you say???
Are you Larry Siegel???
Where is Craig Erickson?
Where is Robert Urich now?
Do I hear Elvis singing?
My joints tell me it's going to rain.
How fast can a Jaguar go?
Which is faster, Viper or SR1 Turbo?
Such a nice young man.
Which way to Bally's???
ComLynx cable to network with one to three other Lynx systems. Select versus
mode to play the
game in a hidden multi-player mode.
Top speeds when using manual transmissions:
Gear: (7-speed) top speed:
Gear (4-speed) top speed:
RIDGEWAY Odo Side
SHANGHAI 0.3 Right
PORTFOLIO(w/pic.) 0.7 Right
CYBERBALL 1.0 Left
ATARI CORP. 1.2 Right
[atari logo] 2.1 Left
ST (w/picture) 2.7 Left
Total lap dist. 2.9 miles
GRIZZLY FLATS Odo Side
ATARI CORP. 0.8 Right
SLIME WORLD 1.3 Left
SHANGHAI 3.2 Left
[atari logo] 3.7 Left
Total lap dist. 3.7 miles
SKULL VALLEY Odo Side
WARBIRDS 0.2 Right
RAMPAGE 0.9 Left
AWESOME GOLF 1.5 Left
PORTFOLIO(w/pic.) 2.3 Right
Total lap dist. 2.7 miles
GREAT BEND Odo Side
SHANGHAI 0.5 Right
AWESOME GOLF 1.4 Left
SLIME WORLD 2.3 Right
ATARI CORP. 3.0 Left
RAMPAGE 3.5 Right
Total lap distance: 3.8 miles
PALM SPRINGS Odo Side
ATARI CORP. 1.0 Right
PORTFOLIO(w/pic.) 1.2 Right
ST (w/picture) 2.0 Right
TT (w/picture) 2.4 Right
[atari logo] 3.3 Right
Total lap distance: 3.7 miles
DEATH VALLEY Odo Side
KLAX 0.2 Left
STUN RUNNER 0.6 Left
ST (w/picture) 0.8 Left
RAMPAGE 1.1 Left
CYBERBALL 1.4 Right
MS. PAC MAN 1.9 Right
[atari symbol] 2.7 Left
ATARI CORP. 2.8 Left
SHANGHAI 3.3 Right
PORTFOLIO (w/pic.)4.1 Left
Total lap distance: 4.2 miles
REED POINT Odo Side
LYNX (w/picture) 1.0 Right
CYBERBALL 2.2 Left
Total lap distance: 3.1 miles
LOGAN SPEED Odo Side
GEO DUEL 1.0 Right
MS PAC MAN 2.3 Left
STUN RUNNER 3.5 Left
Total lap distance: 4.7 miles
WOODLAND Odo Side
KLAX 0.2 Left
BASEBALL HEROES 0.6 Right
STUN RUNNER 1.0 Left
PORTFOLIO (w/pic.)1.2 Left
MS PAC MAN 1.4 Left
Total lap distance: 1.7 miles
EAGLE BEND Odo Side
KLAX 1.1 Right
CYBERBALL 1.8 Left
AWESOME GOLF 2.3 Right
TT (w/picture) 2.9 Right
[atari logo] 3.8 Right
Total lap distance: 4.0 miles
VICTORVILLE Odo Side
CYBERBALL 0.5 Right
SHANGHAI 1.3 Left
BASEBALL HEROES 1.8 Right
MS PACMAN 2.4 Left
KLAX 2.8 Left
GEO DUEL 3.7 Right
ATARI CORP. 3.9 Left
Total lap distance: 4.0 miles
PHOENIX Odo Side
STUN RUNNER 0.9 Left
RAMPAGE 1.1 Left
ST (w/picture) 1.6 Right
LYNX (w/picture) 2.2 Right
[atari logo] 2.5 Right
ST (w/picture) 2.7 Right
ATARI CORP. 3.0 Left
TT (w/picture) 3.1 Left
AWESOME GOLF 3.6 Right
SLIME WORLD 4.2 Right
Total lap distance: 4.4 miles
FARMINGTON Odo Side
WARBIRDS 0.9 Right
RAMPAGE 1.8 Right
LYNX (w/picture) 2.8 Left
Total lap distance: 2.8 miles
MIAMI Odo Side
TT (w/picture) 0.3 Left
LYNX (w/picture) 0.6 Left
BASEBALL HEROES 1.0 Right
GEO DUEL 2.0 Right
AWESOME GOLF 2.5 Right
WARBIRDS 2.9 Left
Total lap distance: 3.1 miles
BLACK CANYON Odo Side
RAMPAGE 0.3 Right
ATARI CORP. 0.7 Right
BASEBALL HEROES 1.3 Right
CYBERBALL 2.2 Right
Total lap distance: 3.0 miles
MOUNTAIN VIEW Odo Side
LYNX (w/picture) 0.1 Right
TT (w/picture) 0.4 Right
GEO DUEL 0.8 Left
(atari logo) 1.6 Left
CYBERBALL 2.4 Left
ST (w/picture) 2.7 Right
Total lap distance: 3.2 miles
COLDWATER PASS Odo Side
WARBIRDS 0.4 Left
LYNX (w/picture) 1.0 Left
PORTFOLIO 1.4 Left
AWESOME GOLF 2.1 Right
SLIME WORLD 2.8 Right
TT (w/picture) 3.0 Right
Total lap distance: 3.2 miles
DARLINGTON Odo Side
BASEBALL HEROES 0.9 Left
MS PACMAN 1.9 Right
STUN RUNNER 3.1 Right
ST (w/picture) 3.6 Right
Total lap distance: 3.7 miles
Fractal: The code for entering the program is MAND. After entering, a picture
will start to form on the screen. DON`T touch the
buttons until the picture is done!
When it is done, you can move around and zoom in. (takes time)
B button: It will create a box outline on the screen which you can move around.
When pushed again, the image will zoom away.
A Button: Willl also create a box outline. Pressed again, it will zoom away.
Option 1: Create and vanish the box outline.(always take the outline off the
screen after you`re done with it.
Option 2: This will create the box outline and starts the color cycling on the
screen.(one push: forward, another push: backwards, third:
stop cycling.To change the color of the cycling go to the Index)
Pause button: This will cause the MANDLEBROT / JULIA SET EXPLORER INDEX to
appear on the screen. Here you can change depth,
color and cycle rate of the fractals and create own pictures.
CYCLE RATE: 04
You can change anything you want. It will not hurt
game. But before you change any of the X,Y,XJUL,YJUL settings, look at all the
different images that can be found in the pictures on the screen. You can change
the palette and cycle rate without messing up the
programmed images. Note: There are two different programs to play with in this
game. To see the other images other than
MANDELBROT: go to the index and push OPTION 2. It will change from MANDELBROT
EXPLORER to JULIA SET EXPLORER.
JXMJ LESSON 2
ECMQ LESSON 3
YMCJ LESSON 4
TQKB LESSON 5
WNLP LESSON 6
FXQO LESSON 7
NHAG LESSON 8
KCRE NUTS & BOLTS
AJMG NICE DAY
HMJL CASTLE MOAT
KGFP TOSSED SALAD
WZIN FORCED ENTRY
UNIZ OORTO GELD
IGGZ GO WITH THE FLOW
UJDD PING PONG
BQPZ MISH MESH
PEFS SCAVENGER HUNT
BQSN ON THE ROCKS
VQNK SEEING STARS
GKWD I.C. YOU
LMFU BEWARE OF BUG
UJDP LOCK BLOCK
OVPZ MONSTER LAB
HDQJ THREE DOORS
LXPP PIER SEVEN
JYSF MUGGER SQUARE
IGGJ I SLIDE
PPHT THE LAST LAUGH
CGNX TRAFFIC COP
UBXU STRANGE MAZE
YBLT LOOP AROUND
BLDM HIDDEN DANGER
TIGW SLO MO
GOHX BLOCK FACTORY
NLLY BOUNCE CITY
EKFT REVERSE ALLEY
NMRH FOUR PLEX
FHIC INVINCIBLE CHAMPION
GRMO FORCE SQUARE
JINU DRAWN & QUARTERED
EVUG VANISHING ASCT
SCWF WRITERS BLOCK
LLIO SOCIALIST BLOCK
OVPJ UP THE BLOCK
VCZO BLOCK BUSTER
JPQG JUMPING SWARM
EWCS NOW YOU SEE IT
BIFQ FOUR SQUARE
IOCS METASTABLE TO CHAOS
YNEG SHORT CIRCUIT
ECRE BALLS -O- FIRE
KZQR TORTURE CHAMBER
KRQJ TIME LAPSE
NJLA FORTUNE FAVORS THE…
PTAS OPEN QUESTION
ERGW OVERSEA DELIVERY
HXMF BLOCK BUSTER II
FPZT THE MARSH
OSCW MISS DIRECTION
PHTY SLIDE STEP
FLXP ALPHABET SOUP
BPYS PERFECT MATCH
SJUM TOTALLY FAIR
YKZE THE PRISONER
MYRT MIXED NUTS
QRLD BLOCK`N` ROLL
FTLA ALL FULL
HEAN LOBSTER TRAP
HXIZ ICE CUBE
FIRD TOTALLY UNFAIR
ZYRA MIX UP
LYWO TRUST ME
LUJT PARTIAL POST
RGSK MIND BLOCK
Crystal Mines 2
Enter KIMI as a password, hold
Option 1 + Option 2, and press B. The sound of a machine
gun will confirm
correct code entry. Level 1 will appear on screen. Press A to display the
next level or B to display the previous
level. Press the D-pad to begin game play at the selected level.
One million bonus
Successfully complete level 28.
Standard level passwords:
Level Name Password
1 Down In The Dirt TSLA
2 Logan's Run UEPT
3 Blocks And Bombs MTFQ
4 Wren's Nest IRTR
5 Out With A Bang ZCXP
6 Tanya's Tangram DPRX
7 Monster Go Boom OIGT
8 Dan's Deadly Maze YHYR
9 Rocky Horror VYHK
10 It Grows On You ITCU
11 Easy Trap Of Doom QCFK
12 Rock And Roll BXNG
13 Bombs A' Plenty MOXA
14 Catacombs IDWJ
15 Red Herring RFVC
16 Behind The Lines GHSI
17 Impervections SKHU
18 Blasting Zone TRFN
19 A Wrinkle In Time LQRE
20 Bolder Dash AURV
21 Mud Wrestling TYGU
22 Buried Alive FUIX
23 Crystal "Mines" QFXV
24 Can't Touch This XVXU
25 Felony Arson KYPO
26 Sandbox Bullies HBTR
27 Stake Your Claim SFEB
28 Dry Vein HXRE
29 Quiver TRVJ
30 Boulder Mania FQCS
31 Pipe Hype ZOIH
32 Stuck In The Mud LHJV
33 Rat Race GVYU
34 Split Infinity EMTV
35 Switch Swatch OHXY
36 Minefield GSTB
37 Chimney Sweep UXRC
38 What A Blast! PWYH
39 Hardrock Headache XQCE
40 Nuke Zone PNGU
41 Down Is Up DZDI
42 Lucky Number PIPH
43 Of Gravity... PKAV
44 Shape Up TBUM
45 Gravity Wise CXRI
46 Slime Pit QIPZ
47 Candlestick HBJP
48 Bouncing Boulders NXKU
49 Cloudbuster IGPY
50 Whirlwind INUK
51 Block Mania LPHD
52 I Get Around NEBX
53 Hot Pursuit JVNL
54 Runny Stocking CAQS
55 Cakewalk KEHL
56 The Sewers EMSE
57 Crystal Factory ZLAE
58 Drop A Rock MSXV
59 Magic Mirror JXTD
60 Cache SOVS
61 Rock Concert GHGV
62 Crystal Tomb QVOZ
63 Make My Maze ZCEL
64 Pardon Me COYH
65 Take Control HJHT
66 Castle Mania DONQ
67 Rad Drops VBHF
68 Crystal Cannon JSMJ
69 Tick Tock HTRA
70 Crossroads WBHD
71 Rain Dance MVJX
72 Jungle Gem ANZI
73 Zero Gravity EDLA
74 Boulder Exchange PCMN
75 Monster Mania YJKJ
76 Which Way? RAIQ
77 Mud Boggin' ZRWH
78 Safe Cracker ECMO
79 The Howling AOTP
80 Trial -N- Error SVWK
81 Squeeze Play VRBO
82 Jailhouse Rock SVYA
83 Dodge Ball KRFH
84 Sidewinder CNQR
85 Ghost Of A Chance YNXR
86 Plumber's Helper CWQU
87 Change Machine YXFJ
88 Triple Threat SRDW
89 Out Of Order PDSQ
90 Robo Rooter QKOA
91 Riddle Me This CKLQ
92 Cheque It Out KHBA
93 Joel's Conniption MZKM
94 Saturn V DYDO
95 To Boldly Go IDIC
96 Who Knows? WVOM
97 Pipe Dream NJCU
98 Volcano Vacation WUQR
99 Pipeline Puzzle BSZB
100 Asylum RERF
101 Slime Jar WNON
102 Around The World IVLC
103 Crystal Trap PJOL
104 Central Square RGEI
105 Down The Drain WCEF
106 Creature ComfortsDSGY
107 Swamp Things PHUF
108 Gravity Ball NCDS
109 Herringbone KOMZ
110 Water Closet LFXQ
111 Xenophobe Zoo WAET
112 Conveyor Belt YJNV
113 Mutation TAUJ
114 Towering Inferno IMOZ
115 Take Your Pick NBFD
116 Shopping Spree ZAPR
117 Elevator Muzak BXFT
118 Kaleidoscope GEFA
119 Gemnastics QIKD
120 Death Zone GMWJ
121 Don't Be Greedy MKIH
122 Multi-abuser ULEL
123 Bombs Away KBDW
124 Sound And Fury QEFP
125 Make 'Em YourselfSFJX
126 The Four Seasons LQXW
127 Lobotomy INMQ
128 Hell And Back NMAD
129 Pipe Organ RHEM
130 Newton's Nightmare YHVR
131 Jail Break FSHF
132 Quantum Quarry EIKJ
133 Running On MT CQCR
134 Haunted House AIYA
135 Arrow Phlegm SXOE
136 Bohemian RhapsodyEKDR
137 Lift Lackeys DRVY
138 Spacin' Vaders RGUM
139 Avalanche! FEDC
140 Evil Twins PRKL
141 Leftright ONKO
142 Meltdown QXPL
143 Girls Best FriendJRXP
144 Phase Shift PADJ
145 Spiral Of Doom KGLI
146 Mouse Trap FDXR
147 Zen BLKS
148 Freeze Frame TJGB
149 Check Mate QKBT
150 Terminus AUEC
Bonus level passwords:
Bonus level Name From level Password
0 Secret Vault (None) ZERO
1 Deja View 9 KQVW
2 No Time To Think 18 QATR
3 Bonanza! 27 DBFQ
4 Nimbus 34 LEJM
5 Monty Haul 39 ODJY
6 Pinball Wiz 43 BVOS
7 Ping Pong 48 SKLR
8 Twist And Shout 52 JPGR
9 Time's Up 55 BIOH
10 Time Bomb 59 BNRY
11 Time To Spare 61 UJIL
12 Lava Slide 66 NMXS
13 Slam City 70 LKBI
14 No Way Jose' 73 RNSK
15 Hide-N-Seek 78 STRA
16 Snake's Belly 84 YTST
17 Flood Gate 89 HBJO
18 Killing Time 96 CHRN
19 Way Out 100 WIFC
20 Hermit Crab 106 ESBD
21 Menagerie 111 TMCB
22 Yuchsville 114 GCSQ
23 Mine Shaft 119 PNZS
24 Surrounded 125 KDVI
25 Pool Queue 130 DHZY
26 Pit Of Lost Souls134 IVRQ
27 Shoot The Moon 138 OSNY
28 Tarmaze 143 LOTL
29 Safety Dance 146 MWOH
30 Downtime 149 JCXZ
Level Name Password
1 Let's get the spear LYNX
5 Let's get our friend KRIS
9 Feed the god CAVA
13 Let's go hunting DBBS
17 Feed me TINA
21 Go home for tea KITI
Passwords are only used for every fourth level in the game.
The Undead solution
First, get the notebook from the chest of drawers. Go into the bedroom
get the tinder box from the table and the
crucifix from the bed. Use the
crucifix. Go to the dining room, get the oil from the table. Talk to Dracula,
immediately afterwards, use the notebook. Go to the antechamber, open the window
and look out of it. Use the notebook.
Climb out of the window and go to the next window on the right.
This room should be the bedroom. Open
and climb out of it. Make your way to the top right window (it should be a big
window like the one you climbed out of
initially). Examine the table, then use the notebook. Get the lantern, fill it
with oil and light it with the tinderbox. Go through
the door on the right into Dracula's money room. Get some money, get the box,
then open the box. Use the iron key you
find in it on the door. Go into the crypt. Turn the lantern so that it says
"The lantern has been turned down". Go down,
right. Get the twine. Go right, down, down. Get the crowbar, examine the coffin,
use the notebook. Find your way back
to Dracula's study. Climb out of the window, and go back to the top left hand
window. Go to the south wing landing and
use the crowbar on the door. Enter the sewing room. Wait to be returned to the
bedroom and then use the notebook.
Climb out of the window and go to the top left hand one. Go to the dining room,
get the sugar from the table. Go back
to Dracula's study and get the lantern. Light the lantern with the tinderbox and
enter the catacombs again. Go down,
right, right, down, down. Get the small brass key from the coffin. Return to the
south hallway and use the small brass key
to open the clock. Get the small key. Return to Dracula's study, examine the
desk and then use the notebook. Get the hook
from the drawer. Go to the money room and turn the lever on the bottom wall.
Enter the library through the door which
opens and examine the books. Examine the book you get, then tie the twine to the
hook. Enter the catacombs and go down,
right, up, up. Climb the ladder and then use the sugar on the horse. Get the
spade and use it on the well. The fishing line
on the well, then climb down the well.
the sound at the title screen. Hold Up/Left and repeatedly tap A +
B until "Level 1" appears
in the place of the "Now Teleporing To Level 1" text. Use the D-pad
to select a new starting level.
Breakout, Pong or Tetris mini-games can be played at some computer
Door codes and what is revealed.
Level 1 D1 = 2473 -> Level 2 Level 7 D1 = 6021 -> Level 4
D2 = 9874 -> Level 2 D2 = 5824 -> Level 9
D3 = 8743 -> Weapons
Level 8 D1 = 7698 -> Level 6
Level 2 D1 = 3287 -> Lvl 7 (Right)
Lvl 3 (Left) Level 9 D1 = 0170 -> Pla.Cannon
D2 = 5409 -> Empty D2 = 1092 -> Empty
D3 = 7102 -> TriLaser
Level 3 D1 = 9284 -> Level 4 D4 = 4726 -> Empty
D2 = 7210 -> Level 4 D5 = 1375 -> Level 11
D3 = 3936 -> Smart Bomb D6 = 2857 -> Bi-Laser
D4 = 7395 -> Plasma Cannon D7 = 6998 -> Tri-Laser
D5 = 8294 D8 = 1798 -> Tri-Laser
D9 = 4321 -> Level 1
Level 4 D1 = 0394 -> Weapons
Level 10 Left Exit -> Level 11
Level 5 D1 = 8658 -> Weapons Middle Exit -> Level 9
D2 = 5462 -> Door 7 Right Exit -> Level 2
D3 = 9973 -> End of Game
D4 = 7642 -> Door 1 Level 11 D1 = 0293 -> Bi-Laser
D5 = 0912 -> Door 2 Left Exit -> Level 3
D6 = 0974 -> Door 3 Right Exit -> Level 12
D7 = 7865 -> Door 4
D8 = 4285 -> Door 5 Level 12 D1 = 2987 -> Pl.Cannon
Stingrays -> Level 10 D2 = 6473 -> Pl.Cannon
Open/Closing Doors -> Level 1
Level 6 D1 = 9722 -> Level 5
D2 = 8765 -> Level 12
Gates Of Zendocon
The monsters are completely predictable:
Every time you play a level, they will appear in the same places, in the
sequence. In addition, the "alien helpers" and other objects in the
level appear in the same places. So, the key to
mastering a level is to first explore the level.
Move your ship up and down, up and down, as you proceed through
the level, so you can see everything that's there. You might have to sacrificing
your ship lots of times before you
manage to get the whole level explored. After
you know what's there, you can develop the best strategy for getting
through the level. This might
involve moving your ship as little as possible to reduce risk, or it might
it as much as possible so as to blow away more aliens.
the listing for each level, the gate(s) which exist on that level are indicated
a letter, an arrow "->", and the name of the level which that gate
leads to. Different
letters indicate different possible positions of the gate, as shown
in this diagram:
| B |
| A D E |
| C |
This is meant to be a schematic representation of the level; your ship starts
out at the left and proceeds towards the right.
For example, in the first level ("BASE"), it says "A -> ZYBX,
E -> RAZE". This means that there are two gates:
one at position "A", and another at position "E".
You have to go through two "waves" of alien attack to get to a
at position "E".
level's entry also tells which "friendly aliens" can be found on that
level, and where. The symbols used
@: "Floating Eye". Hovers below your ship and shoots a fireball horizontally.
*: "Plasma Ball". Hovers above and behind your ship, until you fire,
at which point it wanders off (usually towards the closest enemy)
and attempts to destroy enemies by touching them.
^: "Death Arising". Hovers above your ship and shoots a red "laser beam" straight up.
>: "Sonic Dart". Hovers above and slightly ahead of your ship and shoots a vertical
white "sonic pulse", which moves to the right and enlarges as it moves away.
The result is a continuous triangular wave of pulses which "sweeps out" virtually
everthing in front of your ship.
The description also tells where the alien is found. Note: You won't find the alien if
your ship is already accompanied by an alien of the same type.
The levels are numbered in such a way that the gates always lead you to a higher-numbered
evel. Also, whenever possible consecutive levels have been given consecutive numbers.
(Most levels only have one gate.)
1. BASE: A -> ZYBX, E -> RAZE
2. ZYBX: B -> NYXX, C -> XRXS, D -> NEAT
3. XRXS: A -> ANEX
4. ANEX: A -> NEAT, E -> BARE
5. NEAT: A -> YARR
6. YARR: B -> EYES. *: Near bottom, at end.
7. EYES: A -> NYXX, D -> BARE
8. NYXX: C -> ZYRB. @: Near top of screen.
9. ZYRB: A -> SRYX
10. SRYX: A -> BARE
11. BARE: A -> STAX, D -> XRAY
As soon as possible, move the ship straight up to the top of the playfield. Do *not* move
left or right. The dragon will fly into your tailjets and get killed instantly.
A description of the "real" strategy for killing the dragon is given below under level "NERB".
12. XRAY: A -> RATT. *: Near top of screen.
13. RATT: A -> NYET
14. NYET: A -> RAZE
One easy way to get through this level is to stay on the bottom and never shoot.
Of course, you don't get many points this way!
15. STAX: A -> SZZZ
16. SZZZ: A -> RAZE. *: Middle of screen, at beginning.
17. RAZE: A -> TRYX, B -> ROXX, C -> TRAX, D -> TERA
18. ROXX: A -> NERB
19. NERB: A -> TREY. @: Stay above partition, after dragon.
The dragon in this level is like the one in "BARE": It can be killed only by having its
"head" contact your tailjets. None of the alien helpers affects the dragon.
To slay the dragon, note that it travels on a grid of circles. It will always stay in
Here's a rough sketch:
: : : :
'. .' '. .' '. .'
.'''. .'''. .'''.
.' '.' '.' '.
: :xxx : :
'. .'. .'. .'
'...' '...' '...'
.' '. .' '. .' '.
The dots, quotes, and colons represent the path of the dragon. The key is to get
your ship into the position marked
"xxx" in the center of one of the circles.
Avoid the dragon until you can see where the "center of the
circle" is, and then
put your ship there when the dragon is out of the way. Once in the center of the
circle, your ship is entirely safe.
After a while, the dragon's path repeats; when it comes round the circle
again, it will fly through your tailjets and die.
(Actually, this doesn't always happen. Sometimes
your ship is a little too far to the right and the dragon will just
a little as it goes by. If this
happens, move your ship to the left a *tiny* bit and wait for him to come around
Note: This strategy has to be
modified somewhat in "SSSS", where you get more than one dragon at a
20. TREY: A -> STAR. >:
Third set of partitions, top.
21. STAR: D -> SSSS, C ->BYTE. @:
First set of partitions, bottom.
The "B" gate is under the second partition.
It's also sort of hard to enter.
22. SSSS: A -> BREX
The dragons in this level come in groups of two or three.
This makes things more difficult, because they don't always
travel on the same "grid". The strategy is the same, but since the
dragons travel on different grids, you'll have to keep
moving your ship. If you can't move
fast enough, use your shields -- they will get you out of the way much more
quickly. (However, you'll be dead if you're caught between two dragons or caught
between a dragon and the edge of
the playfield.) Dodge the dragons repeatedly until you see what pattern they
follow. Each one follows a repeating path.
Then, kill them off one-by-one, using the method described in
TERA: A -> BYTE
24. BYTE: A -> BETA. >:
Near bottom of screen.
25. BETA: B -> TRAX, E ->
26. TRAX: A -> ZEBA
27. ZEBA: A -> TRYX, E -> ROXY. @:
28. TRYX: B -> STYX
In this level, the "floor" restricts the ship to the top half of the
play-field. However, there is a
"hidden feature" or "easter-egg"
which allows you to access another gate "below the floor".
Here's how you find it: Immediately put on your shields and
move the ship down, to kill the alien tanks.
Then, start dropping bombs (using your shields when necessary to
newly-appearing aliens). You will
notice at one point the bombs appear to go through the floor.
At this locationis an
invisible "hole" through which you can fly your ship. It will probably
take a few tries before you get through, because the
hole is rather small. Once you get
through, you maneuver through a couple of minor obstacles and then find the
It leads you to the "easter-egg level", whose name is "
blank spaces: this level, therefore, can't be accessed
directly as the others can because its name cannot be entered.) The easter-egg
level is fun. It also gives you all
helpers: @, *, >, and ^.
29. STYX: A -> YARB
30. YARB: A -> BREX
31. ROXY: A -> NEXA
32. NEXA: A -> NEST
33. NEST: A -> EBYX
34. EBYX: A -> BREX. *: Middle
of screen (can't miss it).
35. " ": A
-> NERB. *, @, ^, >: all near
bottom, near beginning.
This is the easter-egg level. Description
of level "TRYX" above tells you how to get here. Since this level
leads back to an
"earlier level", it is possible to loop, and thus (in theory) to
play Gates of Zendocon forever:
36. BREX: B -> ZEST, C -> SEBB, D -> STAB.
^: Near bottom, after a long sequence of towers with yellow-and-gray
37. ZEST: A
-> ZORT. *:
Bottom of screen, under stalactite.
38. ZORT: B -> STAB, E -> BRAN
39. BRAN: A -> BROT
40. STAB: A -> BOXX. @: Middle
of screen, at beginning.
41. BOXX: C -> SEBB, E -> TENT
Here's a map of this level. ""
represents a box which is hard to shoot, "<>" represents one
which is easy. "C" and
show the locations of the gates.
\  <>
42. TENT: A -> BROT. *: Near middle.
43. SEBB: A -> SNEX. ^: Near bottom.
44. SNEX: C -> ZAXX
Yes, the "tank/truck" objects can be destroyed! However, it's a very
1: Wait until the first tank is about halfway across the screen.
2: Move behind its cannon, then down behind it after the 2-legged
walker isout of the way.
3: Follow it closely, and simultaneously maneuver the ship so
that it's 3 pixels off the floor. Move almost all the way to
the edge of the screen.
4: Keep the lasers on continuously. This should kill additional
walkers as they approach.
5: As each additional tank piles up behind you, the score
increments by increasing amounts. When the score is
incrementing 10 at a time, the one's digit will be constant.
Shortly after this happens, you will kill a walker. Just
after the walker is killed, move up slightly, wait for a
missile to fly just under you, then move back down into
6: Continue to the end. When the screen stops scrolling, leave
your ship still for a bit; the tanks will all simultaneously
45. ZAXX: A -> BROT
46. BROT: A -> STOB. >: Near bottom.
So-named because of the Mandelbrot Sets used in the background?
47. STOB: A -> XTNT
48. XTNT: A -> BOTZ
49. BOTZ: A -> SNAX
50. SNAX: A -> ZETA, D -> NEAR
51. NEAR: A -> ZETA. *: Near bottom. @: Near top, immediately after
*. >: Near bottom, shortly after @.
This is the "penultimate level", as it were. The object is to shoot at the object which
slowly moves up and down along the right edge of the screen. Every now and then, this
object will "open its eye"; this is the only time when it's vulnerable. The second time
you successfully hit it when its eye is open, everything on the screen blows up and you
are sent to the endgame. NOTE: If you have alien companions, they will be destroyed along
with everything else! (However, they still help you get through this level.) The
consequence of this is that when you face Zendocon, you always face it alone.
In the final screen, you fight it out with Zendocon itself, the evil spider-monster which
rules all the other aliens you've been fighting. To make it through this level, use the
following procedure: Zendocon appears on the right edge of the screen and moves horizontally
towards you. While firing the lasers continuously, move your ship down slowly. You will
eventually find a point at which your lazer-fire makes "explosions" appear on the monster.
When Zendocon is getting close, move your ship to the left and *up* out of the way. It can
touch your ship without hurting you, but you want to avoid having it cover your ship entirely.
Use your shields if it's a close call. When it starts heading back towards the right, move
your ship back down to fire at Zendocon's "soft spot" again. Use your shields when necessary
to keep the "eyeballs" from hitting you. After the first couple of left-right "cycles" of
Zendocon's movement, you'll be able to position your ship so that you can hit the soft spot
and also avoid touching the eyeballs (because Zendocon slowly drifts up as it moves back
and forth.) Using this technique, you should be able to hit Zendocon enough so that it dies
after five or six repetitions of its left-right path. If you don't, it will start moving
around the screen diagonally. This means it's probably too late -- but in a last-ditch
effort, put on your shields and fly into its "mouth". This might do it in.
If you kill Zendocon and then "commit suicide" by crashing your ship into the floating eyes,
you're given another ship and have to kill Zendocon again. If you lose your last ship in
this way, you lose the game. Killing Zendocon multiple times doesn't increase your score
all that much, but it's something to do if you have lots of extra ships at the end of the
Shortest Route From Start to Finish
Fifteen screens, plus Zendocon. There are three equally short paths
from BREX to BROT:
At BASE, take the second gate. At RAZE, take the first. At TRYX, STYX, and YARB you
have no choice (disregarding the easter-egg in TRYX). At BREX, choose whichever path
you like best (if you choose the upper path, take the second gate at ZORT; if you choose
the middle path, take the second gate at BOXX.) From BROT to SNAX you have no choice;
at SNAX take the first gate. A typical final score for the "shortest route" is around
100,000. (Or 10,000,000 in the "hard" mode -- good luck!)
Gates of Zendocon Map:
Each level's gates are numbered left to right, top to bottom, as the
terrain scrolls from left to right.
AAAA -->BASE 1
/ ZYBX 2
/ 1/|3 `--.
/ / | XRXS
/ / | |
/ / | 1 ANEX
/ / | .--' |2
/ / NEAT |
/ / | |
| | YARR |
| | | |
| | 1 EYES |
| | .--' /2 /
| NYXX / /
| / / /
| ZYRB / /
| | /______/
| SRYX /
| \ /
| BARE 2
| 1| `--.
| | XRAY
| STAX `--.
| | RATT
| | |
\ SZZZ NYET
\ `--. .--'
/ | \ `--.
/ | \ NERB
/ | \_ |
/ | TERA TREY
/ | | .--'
/ | | 2 STAR
/ | | .--' |1
| | BYTE SSSS
| | | |
| | 1 BETA |
| | .--' |2 |
| TRAX | |
| | | |
| 1 ZEBA | |
| .--' |2 | |
TRYX ROXY | |
| | | |
STYX NEXA 1 | |
| |2 `--. | |
YARB | NEST |
\ | | |
\____ | EBYX |
\ | .--'-------<-'
ZEST | \
/ | \
/ | STAB
/ | |
ZORT | |
| | |
| | 1 BOXX
| | .--' |2
| SEBB |
| .--' TENT
| SNEX /
| | /
BRAN ZAXX /
a character, begin the game, but do not move from the starting location. Press Option
1 to jump
to level 5. Pressing Option 1 additional times will start five more
levels into the game, with a maximum
starting level of level 20.
* I found merlin but he keeps asking me for clues..! and I always end
-: there are eight clues (letters or numbers) you have to find in
order. to beat the game. If you miss a clue you have to go back to
that clue's room and go get it.
* which rooms have the clues?
-: 16, 26, 46, 54, 66, 70, 81, and 90. The clues are the big symbols; you
usually have to do odd things like opening locked chests and shooting or
moving walls to get to them.
All of these start you with 1400-1500 points, ten keys, ten bombs and all
special abilities. The clue letters for these codes are: XRTW98Y7
warrior: 43C BBI HZZ
elf: 43C BBI HYY
valkyrie: 43C BBI HYZ
wizard: 43C BBI HZY
as a password. The "X" will turn into a heart to confirm correct code
the "OK" option to display a comic of a bat. Enter the "Play
Game" screen and select "The Bats"
team from Group D. This team has perfect statistics. Re-enter BATSXPEB
again as a password
to view a different bat comic.
a "Big X" on level 6 to jump to level 51 with a 60,000 point bonus.
Create a "Big X" on level 11
to jump to level 56 with a 60,000 point bonus.
In order to excel at KLAX, in addition to improving your reflexes and
anticipation, you need to understand the scoring rules. It is possible to
get more than 2,000,000 if you know the tricks ;-) !
There are three basic areas of scoring to be considered:
1. Basic scores for KLAXs
2. The score multiplier
3. End-of-level and warp bonuses
This will deal primarily with the first two, since there is relatively little the
player can do about the last. The basic KLAX scoring matrix is shown below:
vertical horizontal diagonal
3-KLAX 50 1,000 5,000
4-KLAX 10,000 5,000 10,000
5-KLAX 15,000 10,000 20,000
How to get a vertical 4-KLAX? Doesn't it go away when you put the
3rd tile on top? *no, not always. There are two basic ways
to get a vertical 4-KLAX. The easiest is to use the scoring delay. If
you have the following setup:
[b] What you want to do is drop the [b] tile
[a] on the center column in the bin, and while
[a] it is scoring, move over and drop both [a]
=== tiles on top of the [a] column. The two
[a] tiles will just sit there until the
| | [b] column finishes scoring, then all of
| | the [a]'s will score as a vertical 4-KLAX.
| [b][a] |
| [b][a] |
second way to get a vertical 4-KLAX is to set up chain-reaction
When you drop the [b] down, it will score
a diagonal 3-KLAX. When
the [b]'s all
disappear, voil`a, a vertical 4-KLAX
These examples also introduce the score multiplier effect.
you score, the score mutliplier is the number of KLAXs scored.
multiplier doesn't reset but keeps increasing until there's nothing left
to score and play has resumed. So
in the above examples, the [b] KLAXs
had a multipler of 1, but the [a] KLAXs had a multipler of 2 and were
worth 20,000 points!
For a more complex example (capital letters indicate scoring KLAXs):
The [b]'s score as a horizontal 3-KLAX with mutiplier of 1, but the
[a]'s will score as 2 vertical 4-KLAXs, 2 diagonal 3-KLAXs, and a
horizontal 3-KLAX with a total multiplier of 6 (1 for the [b]'s and
5 for the [a]'s) !!! So the total
score for this would be:
* hor [b]) + (mult * (hor
[a] + (2 * diag [a]) + (2 * vert [a])))
= ( 1 *
1000 ) + ( 6
* ( 1,000 + (2 *
5,000) + (2 *
+ ( 6 * ( 31,000 ))
As you can see, the multiplier can have a dramatic effect on your score. The
maximum multiplier is 9 (athough it's
quite difficult to get that high).
* You may have noticed during play that if you push forward on the joystick, the
top tile on your paddle will be thrown
half way back up the ramp. You can use this to rearrange the tiles on the paddle
or to get back to a lower tile without
dropping the upper tiles. This "push-back" technique is fun. It's
addictive. It's also the quickest way to get into deep
There is a built-in difficulty advance feature which makes the game play faster
depending on how long you have been
playing on the current quarter. (This is a not-very-well-kept secret of arcade
game design used to balance game play so
a the designer doesn't have to screw typical players to keep a really good
player from playing forever). Anyway,
point is that you should play as quickly as possible so that the game difficulty
doesn't ramp up on you. One way you
this by pulling back on the joystick to speed the tiles down the ramp and
(hopefully) onto your paddle. Don't
them to come to you. Suck 'em down!
This feature can also be abused (although not as badly as the push-back
technique), but it can be useful.
The basic strategy is going top be to start at level 1, play through level 5,
warp to level 11, and take a "secret warp" to
Here is a cosmic paradox. Level 1
is the easiest level in the game.
It is also the hardest level to do well.
discouraged by the complexity of the patterns (KLAXgrams) shown below.
This is as bad as it gets, and you can work
up to it slowly. If you wish,use the
"Tengen Stax" method shown below.
It's worth fewer points, but it is *lots* easier.
There are only 4 colors of tiles in the first level. The patterns shown will get
you about 370,000 to 565,000 points on
level 1. The highest theoretical
score for level 1 that we have found is about 720,000 (but I wouldn't waste my
trying for it. In building
these patterns, you may complete at most ONE KLAX to get rid of
"junk"; if you complete 2
KLAXs, the game will not let you drop extra tiles on the paddle after the first,
because the 1st tile will complete the level.
And you must be quick to drop all the tiles on the paddle into the center
column. If the top [c] finishes scoring
get the remaining tiles in place, things won't work right. You must be prepared
to settle for less and bail out earlier if
These are "best case" patterns. They
are very similar: notice that the only difference
in the first 2 is an extra [a] at the bottom of the paddle stack, but it's
MUCH more difficult to achieve! An
[x] is a don't care: use the fourth color or just
make sure you don't complete a KLAX with them.
[c] [b] [b]
[b] [a] [a]
[a] [a] [b]
=== === ===
|[a][a] [a][a]| |[a][a] [a][a]| |[a][a] [a][a]|
|[b][b] [b][b]| |[b][b] [b][b]| |[b][b] [b][b]|
|[x][a] [c][x]| |[x][a] [c][x]| |[x][a] [c][x]|
|[x][b] [a][x]| |[x][b] [a][x]| |[b][b] [a][b]|
|[a][c][b][b][a]| |[a][c][b][b][a]| |[a][c][b][b][a]|
+---------------+ +---------------+ +---------------+
~370K ~435K ~565K
This pattern is known as "Tengen Stax," because the guys over at Tengen
discovered it. It makes use of the high value of vertical 4-KLAXs. It's also
easy to remember and is recommended for the entire family. There are many minor
variations possible with higher and lower scores. These are left as an exercise
to the reader.
Level 3 is a "diagonal wave". Try
to complete as much of a BIG X as possible but bail out as soon as possible to
the game difficulty down. You need
at least 3 diagonals to complete the level.
You should have been using the pull-down
feature to save time so far. Also,
between levels keep tapping the button to speed up the scoring (again, reducing
Again, many variations are possible.
Level 4 should be played the same as level 2.
There are more colors on level 4 than level 2, so it is harder.
But it is also
more important to do well on level 4 because it is a "points wave".
Any points that you score over the 10,000 needed
to complete the level will be doubled as a bonus.
So a 200,000 set of "Tengen Stax" will get you 390,000 points
the bonus. Did I mention that
furiously tapping through the scoring at the end of level sometimes reveals a
"feature" in which
mysterious white tiles appear in the bin and give you extra points?
Just survive it any way you can. The
difficulty will be ramping up pretty well by this time, so I just build simple
stacks to get rid of tiles as easily as possible.
I often have over 1,000,000 by this time, and survival is the most
important thing. DO NOT TAP THE
BUTTON AT THE END OF THIS LEVEL TO SPEED THE SCORE
-- you may inadvertently get to the select screen and select the default level
6. When you get to the select screen,
to level 11.
LEVELS 11 and 56
Go for a "Super Star" pattern which includes an "X".
The "X" on level 11 (and on
level 6, too) will cause an immediate warp to level 56 (or 51), plus mucho bonus
points. This pattern depends on
getting a wild tile ([*]) to complete the star.
One thing to realize about making the big X, is that you don't need to make
it all one color. For example, the method I usually use is:
Where the "*" is a wildcard. This is so easy to make that I can always do
it on level 6.
Level Fun Tricky Taxing Mayhem
1 (NONE) KELLIESEYE SEEITTONON NEARLYGONE
2 DINKIEDOOS SINGLEDUCK JUSTFORYOU LEMMINGOUE
3 WHENYOUSEE LOOKANDSEE RUNANDFLEE SPENDSPREE
4 OPENSADOOR MANYANMORE DOORTODOOR ONTHEFLOOR
5 LEMMSALIVE CANSURVIVE STILLALIVE UNCLECLIVE
6 ONESINAFIX LEMSBRICKS FIXEDMYFIX CLOGCLICKS
7 LUCKYSEVEN WALKINGSTK ANUREBEVAN DIFFERENCE
8 ONEFATLADY DONTBELATE HELPMEMATE WAITANWAIT
9 WASHINLINE DOINITFINE DRINKNWINE EATANDDINE
10 JMAJORSDEN LEMMSAGAIN TENPERCENT TENTONTESS
11 LOVELYLEGS LEMMINLEGS STICKUPTWO BINISTHREE
12 JUSTADOZEN ONTHESHELF DIGINDELVE TWOTIMESIX
13 UNLUCKYYOU YOURINLUCK HISBADLUCK RETURNTOME
14 ATENANFOUR FOURTEENIE TEENSFORTH TWICELUCKY
15 THREEFIVES FIVETEENIE TEENSFIFTH NINEANDSIX
16 VERYSWEETY SUGARLEVEL NOTSOSWEET CHARITYNUM
17 SEVENANTEN YEARTOWAIT DRIVEUKCAR STILLYOUNG
18 KEYOFADOOR AGECANVOTE VOTESFORME COMESOFAGE
19 LASTEENAGE LESSTWENTY TENSTONINE OLDERSTILL
20 SECONDSCOR TOTIMESTEN DOUBLESTEN NUMBTWENTY
21 TODAYTODAY HALFANSWER LOCKANDKEY OLDERLEMMS
22 DOUBLEDUCK DUCKSTWICE TWOELEVENS LEMMINDUCK
23 TWOANTHREE ONEISFORME JUSTFOREME SOONBEFREE
24 SENTRYDOOR PLAYINMORE LEMMINMORE LEMMSSTORE
25 QUARTERTON LEMSSTRIVE JIVEANJIVE LEMMSDRIVE
26 THISISAFIX CHOPSTICKS LEMSINAFIX YOURINAFIX
27 LOWENDEVON ALUCKYDUCK LEMSHEAVON LEMTODEVON
28 SELLBYDATE SHUTMYGATE GARDENGATE TWOSTOPLAY
29 GOLDENLINE WOTSMYLINE STARTOWINE ONEAFTERME
30 DIRTYGIRTY HURTYHURTY FIVEXSIXIS LEMMGFINAL
General Lemmings solutions:
Use one Lemming to blaze a trail across the screen, and then release the others
once the route has been completed.
DON'T DROP THAT BOMB ON ME
To release a Blocker in a non-destructive manner, use a Miner to dig away the
ground underneath it.
If Lemmings are stuck in a pit, they can be freed by numerous Builders planting
stairs in a zig-zag pattern upward.
Each Builder starts
building to the left from the top of a right slanted staircase (which has run
into a wall), and vice versa.
It may be necessary to reverse a Lemming's direction without the benefit of a
convenient obstruction or a Blocker. This can be done
by using a Basher, Miner, or Digger, depending upon the terrain, and then, when
the hole is sufficiently deep, changing it into a Builder;
after a few blocks the Builder will collide with the wall of the excavation,
stop building and turn around. If the ground is metal, then a
Miner on its own will do, as it will give up after one whack with its pick at
the impenetrable metal, and then turn around.
THE PIT AND THE LEMMING
Similar to the above tactic, you can stop and trap a whole horde of
stampeding Lemmings without a Blocker by digging a pit straight down.
Use a Digger to make the hole, and then stop it by turning it into a
When you later want to release the Lemmings,
use Builders to allow them to climb out.
The pit created should be just deep enough to hold the Lemmings you want
to trap, for you
don't want to waste too many Builders in releasing them.
STOP THAT LEMMING
Another method for turning around a suicidal stampede of Lemmings when you don't
have any Blockers is to use a Basher or Miner to make
a horizontal or diagonal hole, then change it to a Builder to make it stop
bashing or mining (Anti-Lemming).
A much more difficult method
can be performed without any excavation Lemmings.
One can block Lemmings by using Builders to build a four deep layer of
the starting edge of each layer in line, making a high vertical face, off which
the Lemmings will bounce. This is much easier to describe than
HIT THE CEILING LEMMING
You can turn around a single Lemming if there is some solid material directly
above it by making it into a Builder.
It will build until it hits its
head on the ceiling and then turn around.
However, other Lemmings can get by if there is just one pixel between the
stairs and the terra-firma
they will turn around if you turn each of them into Builders at the top of the
previously laid steps.
After laying one step, they
too will hit their heads on the ceiling and turn around.
IF NOT A USEFUL BUILDER LEMMING THAN A STALLER BE
If some Lemmings are heading for a cliff at which a Builder is not quite done
creating a bridge, the Lemmings can be stalled by turning them
For this maneuver it is of course important to have a lot of extra
It is smart to do this at an adequate distance before
the initial Builder, so that the bridges do not accidentally overlap.
On screens where you need to release one or two Lemmings from within a walled
off horde, but do not have a setup where a Blocker or two
can conveniently hold the remainder, try this.
Build a staircase up, on which the Lemmings will all swarm
As the Builder climbs, pick one of
the other Lemmings and turn it into a Digger when it is some distance up the
staircase, above the ground. This will
let one Lemming, the
Builder, out, and the others will fall through the hole and stay merrily
When it's time to free them all, turn one into a Builder as
they approach the hole in the steps.
ONE IN A MILLION LEMMING
If you have a Blocker holding in your Lemmings, and want to get just one
Lemming past it without blowing it up, build a bridge that would
go over the Blocker's head. Then
watch the Lemmings falling off the end of the bridge.
As soon as one falls past the Blocker, make the
Builder a Digger.
This stops the rest from getting past.
SPIRAL STAIRCASE LEMMING
To reverse the direction of a staircase in midair, first place a Blocker where
you want the steps to turn.
As the next Lemming approaches,
turn it into a Builder a short distance from the Blocker.
When the steps hit the Blocker, the Builder will turn around and keep
Tricky to work just right, but quite possible.
GIANT STEPS LEMMING
If a group of Lemmings need to fall down from a high structure, and you don't
have enough Floaters, you can use a Digger Lemming to
create a step for them.
If the drop is twice as far as the Lemmings can fall, or thereabouts,
have the Digger tunnel down right at the edge
of the cliff, and then stop half way.
You can stop it by turning it into a Builder.
Then the Lemmings will fall twice, once to the step the
Digger made, and then to the ground below.
If the drop is farther than that, you can use multiple Diggers,
staggering them creating a
series of steps.
BUT I WANT TO MINE THE OTHER WAY
If you have a Builder, a Digger, and a Miner, and you want your Lemming to mine
down and to the opposite direction of that which it is
facing, try this trick.
Turn it into a Digger momentarily, and after it's down four pixels or so,
turn it into a Builder.
It will attempt to build
its way out of the pit, but then turn around after two or three steps. Now
you can have it mine in the opposite direction.
BASHING THROUGH STEEL
If you wait until a Lemming hits a steel surface and turns around, then make it
a Basher (while facing away from the steel) and it will remove
one to three pixels from the steel.
After a little experimentation when a Lemming got stuck vertically in a
steel column, it was decided that
steel acts like one-way columns with arrows all pointing out from the center.
If you can reverse-bash your way to the center, you can bash
the rest of the way through the column normally.
Five extra lives:
game play, press Option 1, B(2times), A(2times), Option
1 and then Unpause. Note: This code may only be enabled one time per game.
game play and press Option 1, B(3), Option 1 and then
unpause game play. Press Option 1 to jump to the next level.
Unlimited lightning bolts:
game play, press Option 1, A, Option 1, and unpause game
play. Repeat this code as needed.
Instant lightning bolt:
play, hold Option 1, press A, B, A, the release Option
1. Press Option 1, B to display and activate the lightning
the highest score and enter 330NE as a name on the high score screen. Ten
extra lives will be available for game play.
achieve maximum speed, push joypad twice in direction required.
Hold joypad in position to maintain that
on top of objects (such as fire hydrants) can generate fruit
that gives you more points.
from the spring board with repeated movement of the joypad (tapping button) will
in the air.
the end of each round you reach 'Break Time'. By jumping at the end of the house
you can receive a maximum
a 7650 point bonus. Also available are 10 points, 100 points, 300 points
and 1000 points.
How To Play - General
for all systems:
Round Two - The Forest. The first 'cheat' is achieved
by pushing the second cactus back giving you
80,000 points and transporting
you to your house at the end of level two (this only works if you haven't
died and have at least 30,000 points). However, it is often
worth not using this as continuing throughout the
game without using the warps will enable you to collect more lives.
If this doesn't work then try the second, third and fourth logs in the woods.
The machine randomly chooses
one of these (pushing
the logs only work if you haven't died and you have 15,000 points). Get the
cherry that appears as it turns into another three.
Round Three - The mountains. These have no cheats - but watch out for
the plane that always flies over the first mountain (a flower
sometimes grows here and in many other places, I am sure that this means
nothing). After completing the mountains you pass two cacti.
Pushing the first one back, on earlier versions, makes you invisible and
invincible to everything except the water (which just happens to
be the next obstacle!) To jump over the water - run at full speed over the
spring board and at the edge press jump and keep on whacking
the joystick to the right - you should glide over the pool! You have then
reached Fairyland! Here the Queen gives you a gift of magic
boots that enable you to fly. You then start Round 4 going back the opposite
Round Four - You first encounter cacti that you must
jump over. If at any point you see the letter 'S' in a Pac bubble flying about -
get it -
it's an extra life. There is also another letter in a Pac bubble that flies
around the screen - the letter 'L' - this can be achieved after getting a
Pac-Pill, getting four ghosts and then Doris fifth (Doris is the one that chases you and the only one that
has no hat after eating a Pac-Pill).
The last cactus that you jump over is very tall. Try pushing the lower section
of it backwards as this generates 7 balloons. Six of which are
worth 100 points but one is worth 7650 points. Get this and don't bother with
the others. Continue going home once you reach the town,
jump on all fire hydrants as this always generates cherries. If pushing the
cactus back didn't do anything then try pushing the second to
last fire hydrant back - this will generate the balloons. When you arrive home
you can still jump to get 7650 points.
Round Five - The Town. Jump on the fire hydrants to
generate cherries. Push the third
hydrant back to give you the hat. If you pass two
fire hydrants on top of each other then jump on top of these. The blue things
that push you along (water jets) can also push you on top of
the houses. This is advisable as it keeps you away from any double decker
buses! If the second fire hydrant didn't give the helmet then
the fourth fire hydrant along will.
Round Six - The water pool area. You have two
short(ish) pools to clear, followed by more ghosts on pogo sticks (here appears
floating cherry). The last pool is the longest of these and must be judged
carefully to clear.
Round Seven - The water jets. You have three different
platforms to jump on (always try to stay on the highest one). If a flying water
happens to hit you then whack the joystick everywhere and press fire as it is
possible to escape. Not much on this round, just collect
loads of strawberries. After this you reach fairyland again, you receive the
boots again, and have to return home.
Round Eight - The trip home. Firstly, you have to cross the long pool -
backwards. Jump to the top of the screen straight away to get the
cherries and clear the planes. There are stumps sticking out that you can land
on and get cherries. After this there is the forest to complete.
The first or second to last log will give the balloons.
Round Nine - The Water Pool Area. You leave your house
and go straight into the water pool area. There are three cacti on this round.
Pushing either the first (before the pool), second (before the skeleton) or
third (before the Pac-pill) back will give you the helmet. The pool
is slightly different as it has a stump sticking out of the water that has an
extra spring board you can land on. After this there is a skeleton
(that drags you down into the ground) and must be jumped over.
Round Ten - The forest. Pushing one of the logs back will make you invincible to
the ghosts. This works even if you have died. When you
start flashing, the invincibility is about to ware off.
Round eleven - The logs and clouds. Much like the one
on Trip 1 except after jumping the logs, you have to jump onto clouds (although
essential as Pac can clear all the cloud jumps in one). After this you reach
fairyland yet again and you receive the boots.
Round twelve - The trip home. First collect the three
cherries. Then you have to jump backwards over a large pool - with no stumps.
this you reach the town. One of the few fire hydrants gives the balloon's.
Round 13 - The Town. This level has many double
hydrants. Jump on these and wait
for the water jet to push you up onto the houses.
Walking along the houses gives you some cherries. On many versions there is no
helmet on this round.
Round 14 - The cavern. You have to collect the keys to
open the doors. The first key is on the top layer. Jump up there to get it. Keep
going right and fall down the hole. Keep going right and fall down the next one
too (you should now be on the bottom layer). Keep going
right (staying on this level) and open the door. Keep going right. Jump up
through the next hole and get the apples. Continue right, fall
down the hole and get the key. Use this immediately to open the door. Keep going
right, do not jump through the first hole and stay on
the lowest level. You can then get two apples, jump through the hole and get a
key, and then fall through another hole to get another two
apples. Continue right and after opening the door, jump through the holes to get
from the bottom level to the top. Open the door you reach
and go through. Fall through the next two holes (so that you are back on the
lowest level). Open the door you reach and get the two apples.
Return through the door you've just come through, jump to the middle layer and
continue right. You will now be out of the cavern and have
reached 'break time'. So long as you don't waste time and keys it is actually
Round 15 - The water jets. I think that pushing one of these fire hydrants may
give the helmet, but I'm not too sure. Watch out for the
planes at the very end of the level. Try to jump on them.
Round 16 - The trip home. The first gives the
balloon's. Next it's the mountains. The is normally an extra life lurking around
mountain so go backwards once for it if it doesn't come (an 'S' in a Pac). Then
is the forest. The first log encountered gives the balloon's if
the cactus didn't.
Round 17 - A forest level. On some versions of the machine the very first cactus
will give the helmet. Just before the water is a Pac-Pill and
it is quite easy to get the time bonus. After the pool, there is a short forest,
following that is a spring board that must be used to clear a
second pool that cannot be seen from that point.
Round 18 is the cavern, but you only have limited sight. The first key is on the
lower level. Go right, then jump up to the middle level, then
jump up to the top layer. Keep going right and fall down a hole to the middle
layer (you'll be in between two doors). Jump back up to the
top level (making sure you don't open either of these.
Once back on the top level, keep going right and you'll reach a door.
Open it and get
the key directly behind. Keep going right, fall down to the middle layer, get
the key, fall down to the lower level, collect the fruit. Open the
door you come across. Don't jump through the next hole, but through the one
after that. Jump to get the key (fall
straight back down again).
Keep going right. Jump up through the next hole, go right, and fall down the
next. Open the next door (you're still on the bottom level) and
jump through the next hole. Then jump up to the top level, open the door and get
the fruit. Go through on the top and open the end door.
Fall through the holes and go to the bottom level. Go right and collect the
fruit there. finally, go to the middle level and exit to 'Break Time'.
Round 19 - The mountains. Clear these and the clouds as
usual, but watch out for the planes at the end (over the part with three sets of
moving logs). Enter fairyland.
Round 20 - The return home. This is very easy. Keep on
going left, You first hit a forest. Watch out for the ghost near the end. This
followed by a pool, get all the cherries on the way, but _don't_ stop for
anything. Then you reach another forest, then another pool, then
the last forest (watch out for another ghost here) and then the town. By the
time you reach the town you will be out of time and must run
full speed from Doris. Try to get the Pac-Pill but if you miss it, don't go back
Round 21 - The town. This is hard as there are so many
ghosts. It is pointless jumping onto the double hydrants as getting on top of
houses may involve hitting a plane. Try to stay on the top of the double-decker
busses, jumping from one to another. This will stop you
needing a run up. The Pac-Pill at the end can only be got by first jumping onto
a ghost. Don't bother with it unless you are already on a
ghost. Go straight for 'Break Time'.
Round 22 - The mountains. As well as the clouds, you
meet a new section - four logs in water that must be jumped onto and crossed.
Careful judgement is needed here. Get the Pac-Pill afterwards as you'll need it.
Time is short so don't stop for anything.
Round 23 - The water jets. This gets hard towards the
end as there are many ghosts around. Try to stay on the planes. You then reach
Round 24 - The trip home. First are the water jets to cross. This is
quite easy as there aren't many ghosts and enables you to collect a lot of
fruit. Then you enter the town. The last part of this is very hard. Just jump
for the Pac-Pill when you see it and hope you get it before you
are killed! Don't wait around.
Round 25 - The woods. There are two woods split up by a
load of skeletons. Don't use the spring board or you will hit one of the planes.
All of the skeletons are fake apart from the first and last. So don't worry
about touching them. When you enter the first wood, look for the
helmet at the fourth log. I think it is hidden in there.
Round 26 - The mountains - again! This time you don't have many logs to
jump on and there are very few clouds. Most of the mountains
have to be jumped without any clouds. This level also contains the logs in
game play, then hold Option 2 and press Up. An extra ball will
appear when game play is resumed. Up to three balls may be entered into play at
Option 1 + Option 2 at the options screen, then begin game play.
Option 2 during game play to display the "Bomb Parts" screen
while not standing next to a monitor. Press Up, Right, Up, Left,
Down. A sound will confirm correct code entry. Note: Repeat this code to
return to normal.
Option 2 during game play to display the "Bomb Parts" screen
while not standing next to a monitor. Press Down(4), Right, Up,
Option 2 to set all weapons to full. Note: This code may be repeated as
2 during game play while standing next to a monitor. Press Down, Up(5),
Right. A sound will confirm correct code entry. Press Up or Down
to change the level number that is displayed in the lower right corner of the
screen. Pressing Up or Down will also toggle the score from
"00000" to "00128" to indicate where the starting location
within the level will be the beginning or the end. Press Option 2 to
start game play at the indicated level.
restarts at level 0 after level 255. There is no known code for level 1
a character, then press Pause(2times) at the character selection screen.
Hold Option 1 and press the D-pad at the "Headlines"
screen to select a level.
View programmer picture:
the "Level select" code. Highlight "San Francisco" at the
newspaper screen and press Pause(2). Highlight "Albuquerque"
and press Pause(2). Then, press Option 2 + B to display the
"Final Top Score" screen. Press A to display the "Grand
Champion" screen. Press A again, to reveal a digitized picture of
Peter Wierzbicki, the head programmer, behind the score boxes. Press Pause
to freeze the picture as it appears.
A couple of thing that are really helpful to know are:
1) The ships with the red deck (it's easier to see which ones are red in the 2-D mode while your re-building you castle)
will fire red connon balls that leave a flaming hole in the ground. The hole takes 3 rounds to clear and you can't build
over it so it's important to destroy these ships as soon as possible. I think it takes 4 or 5 hits to get rid of them.
2) The ships with the double sails are the only ones that can launch landers (the little roming tanks). Be sure to take
out any of these that are closing in on your shores as soon as you can.
3) The last ships to take out are the little single sail jobs.
4) A good strategy to use once you have let landers come ashore is to wall them in and cut them off as soon as you
can and then re-build your castle. Take them out at the beginning of your next turn and then fire on the ships.
5) Another good strategy point to remember is that you don't HAVE to place every cannon that you are given. If you
can't find a good place for it, don't use it. The best places to place them is as close as possible to your castle and
as far as possible from your walls. And by all means, don't place them next to a wall that's at the edge of a map.
If a single section of this wall is blown away, it's almost impossible to repair.
6) Practice turning and placing pieces as much as possible until you know which button is turn and which one is place
without thinking. This makes building bigger castles alot easier. Also, single width walls are preferable to double or
triple walls. They are easier to seal up when destroyed.
7) Finally, it is a good idea to place decoys if you have time. Put walls where you don't need them and the ships will fire
on them (hopefully the red ones).
8) The dark ships only drop troops off on beach corners. Don't waste cannonballs on dark ships which are on straight
edges of beach.
8a) Build walls along the beach corners. Not only does this prevent the armies from landing, but sometimes the red ships
will make burning squares (which armies can't land on either) when they shoot at the walls.
9) On the lower levels, it may help to build a huge fortress, then shrink it as holes are made it. After your fortress is really
small, you can make a big one again.
10) Shoot your own walls if you're afraid that the red ships will clog your wall building attempts. Your own walls won't be
set on fire if you level them yourself.
11) On the lower levels, it helps to surround one castle with four cannon so that the armies can't demolish it. Build three
cannon around the other castles (to keep them compact 6x6 fortresses), and place "field artillery" in empty areas of the
map. Field artillery keeps extra cannon available if necessary, and helps decoy shots from your fortresses.
12) On the fourth level, the right isthmus is harder than the left isthmus, but it's a lot more fun, too.
13) The easiest path to go on Veteran is (IMO) NE/SE, NW, SW/NE, left isthmus, island. If NW is the first level on Veteran,
pick Beginner and do NW as the second level. If you follow this path, castles are a bit farther away from the beaches and
the screen edge. For a challenge, do the NW corner as the 3rd Veteran level/4th Beginner level.
When firing, go for the ships closest to the shore first. You want to try and stop them from unloading ground forces if at
all possible. You have a short time to aim before you can start firing, so if you start at one end of the ships before firing
starts, you can get more shots in.You need to use the B button to accelerate the joystick, or you can`t get anywhere at all.
If a large group of ships is clumping together, put your cross-hair in the middle of it all and keep shooting. If a lot of debris
makes surrounding your castle difficult, make a tight wall (very little free space) around an as-yet-unsurroundable castle.
Then work on saving your home. You may lose some cannons, but it usually saves you the game.
When you first pick your home castle, look for the "tight spots"or the places which are going to cause problems when
trying to surround the castle. Try to avoid placing cannons in those areas as long as you can. This will give you extra
room to place wall sections if you get into a bind.
If you finish surrounding your castle(s) and you have some time left, try to surround another area just big enough to hold
another cannon. You can always use more of those, and even if you don`t fill the area, the ships will waste some fire on
the extra wall segment.
You can be greedy in the early levels and get lots of points. A level might end depending on how well you are doing,
so play well enough to survive but not well enough to end the level. Surround lots of castles with no room for cannons and
keep one castle with cannons around it. Only worry about the ships that might get near the shore and launch ground
cannons. Later in the game, if you are having trouble surrounding your main castle, give it up and surround another one
before time runs out. Most people lose their game by letting time run out when trying to surround a castle when they could
have easily have surrounded a different castle with no debris around it.
General two-player tips:
Make it hard for the other plkayer to rebuild by leaving single wall pieces everywhere.
For example, in the first battle, bomb every other wall section around his/her castle. It takes a lot of pieces to fill up all
of those holes. If the other player has castles near the edge of the screen with cannons around them, bomb the walls at
the edge so the only piece that will close the hole is the single square. If you gain a little bit of a power advantage, destroy
some of the other players cannons. Don`t surround your main castle with so many cannons that you can`t fix all of the
holes after a battle. Always try to have a castle with little stuff around it so you can save it quickly in an emergency.
Start with a castle close to the other player and with a lot of open area around it. As a defense measure, if you notice
your opponent blasting every other brick in your wall, there`s nothing stoppiung you from blasting sections of your
OWN wall to make rebuilding easier. Massive bombing attacks aren`t necessarily the best thing to do. Don`t be greedy.
It only takes one castle to stay alive. You get one cannonball per cannon. If you have cannons at the dge of the screen
you will have to wait longer between shots.
This is the most useful hint for the later levels in Rampart. (the 2 levels on the bottom of the map and the island level)
Surround one of the more useless castles and put a cannon above it, below it, left of it, and right of it. It may take a
couple of battles to get it surrounded. The cannons will keep the castles from being destroyed by the ground cannons.
Now let all of the ground cannons try to attack the castle surrounded by the cannons. If a ship is unloading ground cannons
near that castle, leave the ship alone. Once all of the ground cannons (about 30) are trying to attack the protected castle,
they won`t bother you any more. Something else you can do if you have extra time while building walls is put pieces far
away from your surrounded castle to attract cannon fire from the ships. Try to destroy the walls around your castle before
they can get hit by fireballs.
The unknown land in Rampart:
Select beginner mode, then conquer the first battle. When you go to the selection screen to choose next battle there are
four shown! The top left one you have just beat. The bottom left will be highlighted, DO NOT pick this one! Choose the
top right land. After defeating this one, choose the bottom right land.
To activate Rampart cheat mode:
Pause during the game and press the following buttons:
Option 1 (17times) Option 2 (9) A button (11) then press the joypad to do one of the following things:
Right-You will conquer the next battle
Left - You will conquer the next battle and get the victory screen.
Up - set the timer to 30 seconds
Down - Give yourself seven cannons to place in the "place cannons" mode
Kill all opponents:
Pause, Option 1.
the Rookie starting area and begin game play. Hold B and accelerate until
your speed is between
25 to 50 mph. Keep B held and position the car over the shoulder on the
left side of the road. Your car
will hit a tree, and a picture of a programmer with a message will appear. The
level number will be
displayed in the top right corner of the screen. Press Option 1 or Option
2 to change the level number,
and press A to resume game play. Note: The level number selected should
be one less that the level you
wish to jump to. Complete the current level to start at the new level.
See picture of programmers:
*Start on level 1
on either the left or right (each side different programmer) edge of the road
(on the grass)
*Drive as fast as you can into the tree.
a forward shield, then press Option 1 + Pause to restart the game.
The shield will be floating in front when game play resumes. Note: The shield
will turn to normal after you fire a weapon.
Level 19 bird:
until a bird to appear from the left side on level 19. Jump on the bird as it
approaches and ride it across the screen to pass the difficult sections of the
level. Jump to the right with each bounce to stay above the same bird. Kill the
bat when it appears.
How to kill the final boss in Rygar:
You need to jump up and shoot him in the head. It takes a few hits, but he will die.
Just don`t let him touch you!
Louie half way across the screen when starting any level. Pause game play and
press right on the joypad and button B at the same time. If Louie is in
the correct position, an extra shield will be added.
The text "Shield Awarded" will appear at the bottom of the screen to
confirm correct code entry. This
only works at the beginning of each level.
Extra shield (alternate):
money and extra items:
until "299" appears on the clock, pause game play, and press B.
Note: This method may not work
in higher game levels.
Locate a shop that has a red $5 money bag on the same screen. Collect the money,
enter the shop, then
exit. The money bag will appear again. Collect the money and repeat this
procedure increase your funds.
Buy extra lives for $35 each if time runs out during this trick. Up to nine
shields at $10 each may also be
collected with this procedure.
Scrapyard Dog strategy
WARP to FOREST
To perform the warp, you must be on JUNKYARD Level 2. Move right through the
level to the stack of tires.
Jump onto tires and press down. The can room will appear. The following table
show where the arrow starts
and where the prize ends up:
You are now small in size. This allows you to knock on
the WARP door and warp.As you move to the right,
press up in front of the tree to get an extra life.
Keep moving to the right and avoid being hit by
bullets, dogs, mice, and bird dropings. Jump up where the hub
caps are hanging on a line to get invincibility. Also pressing down while on top
of the third brown can (the
one to the left of the mouse caught between cans) will give you a shield. When
you get to the toilet just before
the office, jump up on the toilet. Face left and hold down. A red warp door will
appear to the right of the office.
Move over to the door and hold up to open door and warp.
WARP to DESERT
To perform the warp, you must be on CITY Level 1. Move
to the right until you get to the black cat up in the
window above the mail box. Throw a can to get rid of the cat. Jump up to window
where cat was and press up.
You will now be small. Move back to the left to door by mail box. Jump up steps
to get level with door. Hold up
while in front of door to get red warp door to appear above the door. Now
quickly jump onto mail box, jump to
the left edge of the screen while holding the jump button (to achieve a higher
jump). This will put you at the red
warp door. Press/hold up in front of door to warp.
WARP to MOUNTAIN
When small, look in the base of the tree near the
second white cat. The red door will appear at the top of the
You must be in the FOREST level 1. At the start of the level, move to the
right to the log when the rabbit comes
Screen, on a cloud, almost out of sight.
WARP to ARTIC
out. When you jump on the log over the hole where the rabbit came out, press
down on the joypad. You are
know small. If you go to the right, you will encounter a tree with two snakes.
Enter the door to enter the shop.
Exit the shop and the snakes are gone. Now jump on the stump to the right of the
shop. Face left and hold down
till the WARP door appears on the branch. Jump up to the door and press up. You
will now warp to the ICE area.
Shadow Of The Beast
STAGE 1: At
the start of the game, go left past the tree with "HOME" written on it
and punch the rock pile to
collect the key. Run back to the "HOME" tree and select the key to
enter the underground domain.
STAGE 2: Once inside, go right,
down the ladder, left, down, right, down, left down. Travel left to collect a
long jump potion from the chest. Walk
down the ladder and jump left to get a secret life potion.
quickly and go right, down, left and drop off the platform.
Continue left, and leap over the gap to fight the
guardian of the orb. Punch the blue
ball he holds, avoiding the flame, until you defeat him.
You'll get a
plasma bolt punch.
STAGE 3: Walk right a little and drop down the gap to get the round yellow key.
Go right a little and collect
the energy restoring potion and fall down the gap. Run right as far as possible.
Go up, right, up, right, up, left
(get the red potion to increase your strength), up, left, up, left and up.
Walk right to confront Death Skeleton.
Keep zapping him as quickly as possible.
STAGE 4:Go right, up the first ladder, and left until you reach a lever. Throw
the lever, go right and up the
previously ignored ladder. Walk left to get the key, go right, down the ladder,
down, right, down.
STAGE 5: Run right, up the ladder, and right.
Go all the way down, then left (jumping over the slime).
Go down, right, down, right, down, right, down, left, down, left, down, left,
up, left, down, left and then up.
Get the green key to the right.
STAGE 6: Retrace your steps left and go back down the ladder, right a bit, then
down. Go right until you
reach Hydrassas the Dragon. Defeat him by punching the horn on the lower head a
number of times, trying
to avoid the flames. Run right and
use the yellow key to enter the well.
STAGE 7: Climb the well to reach a position just right of the starting position.
Head right, punching rocks to
collect energy. (Get a torch for
the upcoming castle.) Taking the
coin to the well and selecting it will get you
an extra life. When you reach King
Gargoyle, you'll be transported to the outside of the castle. Use the square
white key to enter; you'll need to find the dragon's egg for later in the game.
STAGE 8: Once inside the castle, run left a bit, up, right, down, right and then
up all the way. Go left, drop
down (use the white invulnerability or long-jump potion).
Go left, up, then all the way right to pick up a
spanner. Return all the way to the
left. Walk down, right, down and left to collect a round white key.
right and fall down (be careful). Travel
left, down, right, down and left to the chest marked "BLASTER."
Select this and you'll have a weapon to use against the monsters.
Go right to the forcefield and select the
spanner to disable it; continue on.
STAGE 9: Go up, left, down, left and then up.
You should have returned to the point where you entered the
castle. Run right, down, left and
pick up the high jump potion, down, and right to fight Skarlos.
Use the high
jump potion and shoot him in the eye a number of times to kill him.
Continue right and use the round white key
to enter the caves. You MUST have
the mask and jet-pack selected before you enter (these are in the chest
just before the door).
STAGE 10: Fly right, hitting the slime on the floor to pick up strength. You
should also find the egg that the
Gargoyle requested. At the far
right, you'll meet Corannis. Fire
at its mouths until it is destroyed. This
teleport you back to the castle. use
the crucifix in the gravestone here to give King Gargoyle the signal to
teleport you back. Run right to
Gargoyle and he'll let you pass. Go
right all the way, hitting the gravestones
for extra potions. You'll reach a
giant's foot and a club. Hit the
foot a number of times, avoiding the club.
Sit back and enjoy the ending sequence.
Drop the coin down the well (on the start of level three) to get an extra life.
You'll find the jet-pack and mask outside the entrance to level five. Put them
on BEFORE entering the room.
If you don't you'll be instantly killed.
You'll find this handy object outside the castle. Keep it because you'll need it
to summon the King Gargoyle.
Round gold key:
This is to be found on the platform underneath the Orb Keeper on level one.
It's used to open the door at the
end of level two.
Round green key:
This key will allow you entrance to the caves on level five.
Square white key:
In the top lefthand corner of level two you'll find this key. You'll need to use
it on the door to the castle.
Round white key:
This is one of the 'red herrings' left lying around to confuse you. It has
absolutely no use whatsoever, so
it's best left where you find it.
This mixture will be needed to destroy the monster at the end of level four. (It
helps if you have the gun too.)
View ending sequence:
Pause, then hold Option 1 + Option 2 + B + Up/Right
at the high score screen.
Hold Option 2 + Option 1 (in order), and press Up/Right at
the title screen after the Slime World
logo falls. Release all buttons and begin game play. Note: The game may crash in
mode when this code is enabled.
the screen with the green Todd that appears after the summary screens. Press Option
display a zit and pop it by quickly hitting the other buttons. This game may be
played in multiplayer mode.
TODD'S ADVENTURES IN SLIME WORLD
All codes are in ascending order, from the beginning of the level to the
24CAA1, EBCA6C, EC8AA9, 118AEA, 6FCBE9, 919073, E70926, A809E3, 6B4B6C,
25CBA7,114928, 12C9AA, 550894, D7C956, 19CB93, 198AD2, 9D0AD9, 45C9C5, 5DC9DD,
CA090D,CCC9AF, 30C988, 4F8B09, 0B8BCD, 098BC3, 078BC1, C28A87, 870AC3, 8A0ACE,
E1DA75, 269AF3, ED9ABE, ED9BBF, E4DB71, 259BF7, EA193D, EF58F9, D199B9,
E79EB4, ED1F32, EDDE7D, EE9EBF, D29EBB, E79FB5, 2F9CF2, 6CDCE3, AC5CB2, 139CFE,
DO1A24, 559925, 5A9E23, 43DFE9, 1E1969, 1DDCA0, 1899E0, 1A1A20, 1CD8AF, 0399EB,
465F57, 4EDFDD, 75DFD8, 245947, 085F11, 4C5C52, 070997, 4FDFDD, 089ADD, 70DCDF,
F1181B, 711B9B / B51FDA / 8EDA1A, F1DA45 / 745947, 749807, F659C1, B85D87,
3DDC80, B79B40, 7E5D4D, 205F09, FD180F, 7C5B49, 7F9E0C, 60DEC9, 20D988, 205F09.
(Two or more players) A11AF5,
9157B6, AB9277, 2F1176, 919073, 198AD2, 5DC9DD, 15563D, 569039, 98D638,
5417B2, 1DD7BB, 1993FB, D052FC, 1492F9, D91225, 5CD1E4, 5CD6E5, 011766, DC93A6,
42506C, 47972D, 0D97EB, 77D1DF, B816D8, 7A575B, B610D8, 72139C, OC1654, 8916E9,
CA9045, 0892D5, 8F9350, B69358, 391245, FF9086, BC12C0, BD11C4, 3C5604,
3C1644, 3FD684, 215601, 211746, 3C5705, 67970D, EAD74B, 6B910B, 62920F, A610C8.
Combat: (Two or more players, but
can be explored by one player) 9023CD,
117A2C8, 92628E, D866C8, 5BA608,
5D278B, 9CA54B, 9AE509, 1BE48E, D767CC, D6A68F, 97E10E, 5B20BA, 9521CC, 15660D,
D5A581, 6CA605, 2BA3C5, 2DE286, 2FAOC6, EFA187.
Suspense: DDO114, DDC154, DC0117,
DCC157, DF8197, 5DC0D4, 5D8014, 5D4057, 5C0097, 5CC0D7,
9D8154, 9C4197, 9C01D7, 9CC117, 1C81D4, 1C4117, 5C8114, 5C4157/ C641D9, C60119,
C98199, C941D8, C90118, 06C099, 0680D9, 474659, 460099, 46C0D9, 468019, 894198,
490199, 49C1D9, 498119, 494158, C9C659 / 884284, 8802C4, 88C204, 8B02C7, 0A82C7,
CBO207, CBC247, 0A0246, CAC246, 8C4280, 8E4282 / BO824C / C7071C / 5C07AA,
5DC7EB, 1DC7AB, 1A076B, 1A472B / 9702EB / 10C342, 91C322, 9103E2 / 2E81E6,
AE41A1, AE01E1, EE41E1, EE0121 / AEC626, AE8666, 9146A1, 9106E1, 91C621, EFC667,
EE0626, EEC666, 2EC6A7, 2E86E7, 2E4626, 2E0666, 11C6A6, 1186E6, 114621, 110661/
2BC1BB, 28413B, 2881F8, 28C1B8, 294138, 2981F9, 29C189, 2681FE, 26C1BE, 27413E,
2387F1, 23C7B1, 200771, E00731, A007F1, 6006B1, 210671, E10631, A106F1, 3EO171,
BEC131, 7EC0F1, 3EC0B1, FFCO71, BFC031, BF00F1, 7C4371, 7F03B1, 3C4331, 3C0371,
BC03F1, 7C02B1, 3D0271/ 3A0276, FA42F6, FA0236, FAC276, BA42B6, BA02F6, BAC236,
BD02F1, BDC231, A48278.
9922F5, D9E275, 9C26F4, 9B62B7, 02A2FF, 9F63B0, C02032, C4E17F, C2A1B2,
022470, 05E7B3, 47667F, 4621BE, 8522F9, 06E3B8, 8921F8, C966F9, 8C65BB, CDE665,
0EE3A0, CAA3A5, 8D62A1, 8F22E3, 7527A3, 336720, CEE565, F52520, 39652C, 3CA4EB,
BA64A8, F162ED, 77E3E9, 796168, BBA66B, 3BE0AA, FF61D6, 60A417, 236516, E02711,
E8E55F, A6E61E, 6A2798, AD25D8, 27A1DF, A7A358, 7CE2D1.
Arcade: 012D7C, 016E39, 016938,
Floating Todd Trick: To do this
trick, find a blow away flooring somewhere in the Suspense or Arcade level.
These are the only two levels with
disintergrating walls and floors. When
you find a floor that will disappear,stand on it.
Now, aim your gun at the floor and shoot it. Todd should be floating in
the air. Amazing, isn't?
Invincibility: When the moving
title screen appears, press diagonally up and right on the joy pad, while
holding down the OPTION 1 & 2 buttons.
Now, press A and pick a level to play.
Shortcut: In the Suspense level,
there is a way to move closer to the ending.
To do this, enter in the code (2781FF) or just travel through the level
until you reach this code. Upon
entering the code, jump straight up into the 'moving floor' room above you.
In the room, walk down into the path of the first moving floor and start
shooting into the floor to keep your place.
Now, when the floor covers you over, begin pushing the joy pad diagonally
left/down and forward, until you're pushed into the room's left wall.
If you succeed in getting into the wall, start pressing the joy pad
forward and down. If you don't get
accidently trapped in the wall, you will then be dropped into another room
closer to the end of the game.
* You can jump out of
sticky slime by jumping and pressing shoot at the same time.
* You can climb up
slippery walls by timing jumps perfectly so that you jump at the instant you
touch the wall.
Pressing the button as fast as you can works to a lesser extent.
* If you make two mega bombs
explode in different rooms at the same time, you can create a constantly lit
bomb room which will stay that way until some poor fool walks into it.
(You can also do this using a jet pack,
but it becomes somewhat more difficult. I
think the easiest place to do this is probably in J-room in level five
* Somewhere near the end of level 5
Logic, there is a wall that you can walk into, and all the lights around you go
It's not that great of a Trick, but I remember having fun with it.
* It's possible to jump into almost
any vertical wall and hide by moving as close to it as possible without grabbing
to it, and then jumping towards the wall, pressing jump and shooting at the same
time. It takes a lot of practice
the rewards are great. It is great
fun to hide in a wall where no one can see you, and then open fire on the first
soul to walk by. The place where it
comes in handy is at the bottom left of the Combat maze (right next to J-room).
Sometimes you get stuck in that room when someone before you took both
jet packs. Usually you would have to
pop, but if you jump through the wall on the right, you can set up for a good
position for a sneak attack.
BE VERY CAREFUL though, if you don't jump and press towards the wall at
the exact same time, it is possible
to become forever imbedded in the wall.
In Combat, with five lives left, this can really suck. Just remember
shoot,and towards the wall all at the same time.
* After you get the above technique
down, try going to the lower right corner of Combat (that big curved dead end
next to the big room). If you jump
into the wall on the right, you can jump right through and end up in level 5
* When you reach the first exit of
what appears to be the end of the Adventure 6: Arcade,
shoot your gun into the
upper right hand corner of the wall. A part of the wall will disappear revealing
the secret passage way. If you
continue on, then try shooting at
the wall some more.
* When ever you find an exit
in this level don't be fooled, it isn't the end of the game. There is always
(except for the
last exit #6) another hidden passage to the right of it!
When you are in this secret area of the game you find a message
(only readable from the map screen) alluding to the zip popping contest. (NOTE:
The above wall phasing ability works
great. You can also do
it at other places, but can get
stuck very easily. Another location
that can be successfully
phased is at the multi slimepool room in Logic .
This is the room which can only be exited via jetpack from the second
to last slime pool. If you stand on the ledge of the last pool and phase through
the right wall, you will come out further
into the Logic level.)
the normal game option. Move Skweek or Skruch over the "O" in the word
"Gargouil Land" at the
map screen. Scale the screen until your character can not fly lower. A
snorkeling furball will appear.
Carefully position your character over the furball and press Option 1.
The Forbidden Islands may now
on the small island directly to the right of the "Welcome Island" in
the top right corner of the dark
blue spot. Hover over the Skweek next to a palm tree and press Option 1
for two extra lives.
over the large body of water in the "Pagalagos Island". Hover over the
Skweek and press Option 1
to collect 3000 extra coins.
the middle of the ocean, above the compass, and to the left of the 'G' in
Gargouil'land, a creature will
appear that activates the Bravo Cheat.
play e level until there are 2 blue tiles left
wait until there are 13 seconds left.
Press OPTION 1 +A
Press OPTION 1 +OPTION 2 (pause message should disappear)
Press OPTION 2 + B
Unpause (screen flickers - return to game)
*on any level press OPTION 1 + OPTION 2 for cheat menu
Level Name Password
1 The Very First Level 484B4C3A4B58BB
2 Practice Mode 69697968703AD9
4 And There It Goes 1E1E0E1F054DFE
5 Mission: Shoot The Monsters 4B4C4A4E4B580B
20 Every Second Counts 6969616A483AF9
24 The Solution is in the Shop 2D2C282E9D7ECD
27 Tiny But Strong D2D2DAD32E8182
32 Don't Lose Right Away 696979683A3A79
35 Bombs..Just To Try 2D2D3D2C1F7EGD
51 Very Easy 3C3C3A0F1C2FCC
52 Find The Trick F0F0F7C4D0E3E0
56 Find Your Own Way B4B4A4B6BBE634
58 Do Your Shopping 878783864AD457
67 In The Jungle F0F6F1F636A140
75 What Error This Time 787868795A2B68
81 Firebounds (Sid D'upoxlib) 3C352A3BB46C0D
87 The End Will Be Through 1E1F1E1C984DCE
88 Peace and War or Love and Hate FDF2F3F212A3C0
89 Masters of Seekers 4B4B5B49D9187B
94 Don't Leave That Past !!! 69686B6BCD3AC9
95 Be Careful, Sliding Groundddd B4B4BCB61CE644
96 Peace Islands in Craziness 8786858323D6C7
100 Attack....Turlututt B4A5B7B1E8E674
105 The Fort Attack F0F2F6F4D1A2F0
115 Don't Shoot Anywhere 5A5B595884097A
118 Effritattraction 696B686D7A3BC9
119 I'm Going To Eat A Monster C3C3D3C2E890F3
124 Heavy Metal Hamsters F0F1F5F358A120
128 Speed of Light F0F1F5F498A350
131 Q.H.S. 8786858423S5C7
134 Hungarium Waltz 69696C68D33A39
138 Which One Is The Right Shot 8787978641D4A7
140 Smiley Follower Do You Like? A5A5ADA730F625
141 Get Out Through The Door A5A7A0A6F9F695
145 Blabla Bla BlablaBlabla Blabla D2D2C2D3D981F2
149 Save Yourself A5A4A0A659F775
156 Native D2D3D7D0A48112
163 Not So Stupid B4B5B6B6A7E7B4
164 Imcas Trap 87858684ACD447
166 Big Aaaaarrrggghhhhh Wo !!! ! 69696068B33A79
170 Panic On Board 878680855ED467
175 A Warrior Without Weapons 4B48434952198B
187 Pi Alpha Mu 5A5B52583A09EA
200 Final Countdown 2D2D252C207E9D
201 Policeman's Freakly Ghost 9696869799C536
202 ? ? ? 78787FB2F86A38
203 Best I Can B4B6B0B720E704
212 A Little Trip to Croemland 0F0A0C0B875C7E
215 Do You Know The Freeze D2D7D3D1B280B2
220 Easiness in Itself! 0F0E0C0D155C3F
221 Patience & Accuracy 8784878391D5F7
231 Hay Hay Hay Speedy Gonzolas! 87858682D0D427
239 The Challenge 2D29282F0F7FFD
246 Nightmare 4B4B5B4A7F188B
250 Get A Nervous Breakdown Yet?) 4B4B5B495D18BB
to fire the rockets:
the manual it says Press B and option 1 together to fire them, but it also says
to press B and Option 1
to change the view. This is an error. Press B and option 2 to fire your rockets.
out at level 11 (Labyrinth) and complete it. On level 12 (Coat Hanger) go right
and catch the boosty
and continue going right. You will fly up and then continue and cross the finish
line. You will be warped to
sweep the D-pad in a clockwise Full-Circle starting at the Up
position until the screen flashes.
Repeatedly tap Up until the flashing stops. The screen should have
flashed a total of four times
corresponding to four cheat functions. The first flash enabled level skip. Press
Pause during game play
and press B to jump to the next level. The second flash enabled unlimited
energy. The third flash enabled
unlimited ammunition. The fourth flash enabled unlimited money.
until the first beep is heard at the continue screen. Hold Up + Option
1 while "9" appears on the
countdown timer. Continue to hold the buttons at the "Game Over" and
Alternatively, hold Option + Up before the title screen appears. A
demonstration mode with cycling colors
and a new song will start. Use the D-pad to play game sounds. Repeatedly
tap Down + Left to lower the
pitch of the sound. Repeatedly tap Up + Right to raise the pitch
of the sound.
View development team:
Up + Option 1 when the screen fades to black before the continue
screen. Continue to hold the
buttons through the countdown sequence. A white dot will appear in the center of
the screen after the
countdown. Rapidly tap A, B repeatedly (or sweep the D-pad)
to magnify the dot to a picture of the
Beating the big elephant looking thing at the end of level 4:
over the tusks (you have to learn to time it, but it doesn`t have to be too
exact) Then you should know
that the crystaline elephant extends his trunk 3 times. The first time, wait
until the last second (on the ground)
and jump. If you wait long enough for your first jump, the next time the
elephant extends its trunk will be up
in the air. Duck. Then just jump over the trunk for the last time. Repeat.
Of course, you should be shooting the entire time. If you`ve got powered-up
shots (and you should the first
time) the elephant shouldn`t last for too long. One thing to concentrate on is
the fact that once you learn how to kill an opponent, that method will always
two player linked mode, move the quarterback to the opposite end of the field
before throwing a super
long pass. The other player will not be able to see the receivers during the
Mud Flats, Volcano
Also found these
ones: Don’t know which is correct:
Land bridge lake:
Labyrinth Mind Flat Folcano: DEWSBURY
single player mode, press Pause. Then, press B to look and plan
your flight route.
press Pause as soon as you die and the roses and skulls border appears
after crashing. Press A
to toggle the view to new planes until the crash site appears. Use the D-pad
to move the view.
Easy Red Baron kill:
Select unlimited damage, 200 rounds of ammo, no collisions, unlimited
men, and dueling start options.
Shoot the machine guns at the Baron after take off. Intentionally empty your
ammunition and land. The
Baron will crash while your plane is being repaired.
Hint: Poofer gun:
Poofer is the most powerful gun in the game. Note: It has a very short range.
One strategy which works well is to have two groups of two, one going left and
one right (or working on separate
floors). The "front" person in each group should have a
higher-powered, shorter-range weapon, such as the
electro-gun or Poofer gun, and the rear person should have the laser. That way
the rearmost guy is "covering" the
leader. You have to have non-selfish players though (with regard to goodies).
Also, on the appropriate levels, the
leader should have the fire extinguisher.
Tips for destroying Festers:
Festers are the fellows who appear on the sides of the screen. Take these guys
out by being just over half a
screen away from them. Fire like crazy. You better make sure you are at least
half a screen away because these
really hurt! You can advance on them once they retreat and expose their hand,
makes killing them easier if you do.
When they throw stuff, you better be facing them and firing. Getting hit by this
stuffstuns you, likely costing your
life on later levels. You can kill them with the puffer gun by laying low near
the edge of the screen and standing up
and firing as soon as they start to retreat. You can always ignore these guys by
crawling along the floor, but it is
good to take them out as soon as you can. They produce other aliens, and create
another hazard. You can often kill
festers on the adjacent screen by firing very close to the edge. This can be
used to your advantage on level 22,
which is almost nothing but festers.
sure you don`t move into them while firing. Stop, then aim up and fire.
are the armadillo like things that curl into a ball. Getting hit by these balled
up creatures can stun you
for some time, like the festers can, which means losing your life in later
levels. Continuously fire a lot at them to
make them roll the other way. Don`t fire too much if there is a closed door in
the way, as they will bounce back at
you at high speed. They unravel once they stop moving. Fire once or twice at
them to make them stop. They then
unravel so you can kill them. You can also throw a grenade, and fire just enough
to make them be near the grenade.
These guys are what really threatens yoyr lofe at the beginning of later levels.
Don`t underestimate what a mob of
these can do to your game. One stuns you, then every alien and their brother
beat up on you while you can`t do
anything. Then you lose your gun, and losing your gun on later levels usually
means the end of your life, if not your
whole game! Point blank shots most often don`t work on these guys.
Destroying laser firing security drones:
can make these stop firing at you by getting the disk and putting it in the
security machine. You can also deal
with them by killing them. You have to fire a lot, unless you have a puffer gun.
Stand and fire diagonally up. Fire like
crazy, and don`t change directions. They`ll move right into your fire. The laser
gun does so little damage, it is
questionable if you should do this with that gun. Kill the drones on every floor
until you find the disk.
Dealing with litlle crawling aliens:
and fire a lot. Jump if they stick to you. On later levels, it often isn`t wise
to jump immediately, you might
jump into a fester`s xray beam and get stunned, lose your gun, your life and
possibly your game.
are big, hopping, spitting aliens. While heading towards a new screen, if you
hear that you are hitting
something just before you enter the new screen, stopand keep firing until the
sound stops. Then fire a lot as you
enter the new screen. Firing at the usually stops the nasty spittle theythrow.
You should have no problem taking out
mobs of these fellows by firing a lot. Stop moving as soon as you are hitting
one, you want to hit them as far away
as you can. To take a big mob of them at once, fire very,very fast. If too many
get close, or are about to, move
directly away and hit jump twice (or more) in a row. Not only does it make you
run away quickly, it also has the
effect of dodging their spittle. Practice turning around and hopping away
repeatedly when there aren`t aliens around.
Make sure you are moving away before jumping, otherwise you`ll jump up instead
of away. If you have the puffer gun,
have no fear. If you fire fast enough you can kill a solid wall of these guys
The bomb-spitting machine:
away or over bombs that get thrown near yolu. Hit option 2 to fix the machine,
then hit option 1 until you
have a full load of grenades.
need to continually switch from the fire extinguisher to the electro gun. Put
out the fire, run andgrab your gun,
and clear the rooms until you hit the next fire. You can push along both guns,
but it is risky. Fires count as part
of the alien remaining count, so don`t leave the fires for last or you will get
stuck with a fire extinguisher on yout
need to be capable of killing snotterpillars, especially hopping away repeatedly
when mobs get close. Grenades
Lose your weapon on the next to the last level before the Mother Festor
so you can make sure you have the laser
here can take out a wall of snotterpillers. Keep up a wall of fire to stop their
spittle. Be wary of hidden ceiling vines
on the edges of the screen. Fire as fast as you can when you see the mother
alien. Crawl behind her while firing,
when you have cleared the other aliens in the room. Fire at her head once you
are behind her. (diagonally up from
Killing mother Festor:
gun. Go left all the way to the end and kill the stuff hanging from the ceiling.
Then fire near the top of the screen,
straight across. The shots will hit her in the head. You can tell because the
%points go down. Once you kill her
they drop fast.
(You can keep jumping and firing off shots to kill her. Kind of tough to do with
the electro gun since its range is
limited, which is why you want the laser. It is not as strong, but goes much
Level 1: Second exit
warps to Level 4
* Level 2:
Two exits, both go to Level 3
* Level 4:
Second exit warps to Level 7
* Level 9:
Second exit warps to Level 12 (Secret Shortcut Wall in maze.
Shoot walls to find it)
* Level 10:
* Level 13:
Secret Shortcut Wall in maze. Shoot
walls to find it
* Level 14:
Secret Shortcut Wall in maze. Shoot
walls to find it
* Level 17:
* Level 18:
Secret Shortcut Wall in maze. Shoot
walls to find it
* Level 19:
Secret Shortcut Wall in maze. Shoot
wall to find it
* Level 20:
No energy pods
* Level 21:
There are 3 exits: the first
and the exit to the left of
it both go to Level 22. The
exit behind the first warps
to Level 25 (3 energy pods in Level 21)
* Level 24:
* Level 25:
Second exit warps to Level 28
* Level 28:
Second exit warps to Level 31 (No energy pods in Level 28)
* Level 33:
First exit warps to Level 36 (3 energy pods in Level 33)
* Level 35:
* Level 38:
First exit warps to Level 41
* Level 39:
4 energy pods
* Level 40:
Middle exit warps to Level ? (Forgot)
* Level 41:
Coin Galore (No energy pods)
* Level 42:
* Level 44:
Exit to the right warps to Level 48 (Secret Shortcut
Wall in maze. Shoot walls to
* Level 47:
* Level 51:
4 energy pods
* Level 52:
Master Xybot (Ending Level)
fighting the red & green warrior robots, it's better to run past it and
fire. This keeps you from being hit
rocket launches in the background and flies up into the sky from the surface of
a red planet.)
Also, circling a warrior robot and shooting it before it can turn
is another good method of destroying them.
* Always shoot robots that a visible at a distance.
Then you won't have to fight them when they get close.
* Shield robots and saucers are best shot at when facing them directly.
When they fire, move to the side, then back
quickly, then fire. This avoids
being hit by them (most of the time.)
* Wait until your energy is in the 70's before picking up an energy pod.
It just keeps you from wasting it.
* If you have time, kill all robots and pick up all items in a maze before
leaving. You will get extra points
when you do.
* Remember, when in Level 30 and up, enemy shots will sometimes bounce off the
walls. In other words, they will
Ending Message: Message from Galactic Command:
Congratulations, Major Hardy you've defeated the
Master X and rid the planet of the X menace.
Thanks to you, this is once again a secure peaceful world.
Well done, Rock
Select the XQ49. Allow the second
Boss on the third level to destroy your ship one time. Complete the level with
your next ship. Purchase one of any of the following items at the shop: power
shot, side shooters, back shooters,
auto fire, super shields, or lasers. Everything except mega bombs and lives will
Power on the Lynx and press A(2) to
display the character selection screen. Hold Option 1 and press Up, Down,
Left, Right, Up.
with 19 lives + extras:
Press Up, Down, Left, Right, Down(2), Up(2), B, A,
Left(2), Right(2), Down to start with 19 lives, 20 megabombs, full
inventory and refreshing energy.
with 100 lives + extras:
Press Up, Down, Left, Right, Down(2), Up(2), B, A,
Left(2), Right(2), Up, Down, Left, Right, Up to start with 100 lives,
100 megabombs, full inventory and refreshing energy.
Hold Option 1 and press Up, Down, Left, Right, Down(2), Up(2), Left at the
character selection screen. This will also
enable full inventory and refreshing energy.
Hold Option 1 and press Up, Down, Left, Right, Down(2),
Up(2), Down at the character selection screen. This will also
enable full inventory and refreshing energy.
Hold Option 1 and press Up, Down, Left, Right, Down(2),
Up(3) at the character selection screen. This will also enable
full inventory and refreshing energy.
Hold Option 1 and press Up, Down, Left, Right, Down(2),
Up(2), Right at the character selection screen. This will also
enable full inventory and refreshing energy.
tips and hints:
The first two boards are the roughest. About half way
through the second board you will pick up a supershield (a little green
ball that comes down). That will allow your life to go back up as long as you`re
not getting pounded by enemy fire.
It is the easiest to start out with the power guy since he can explode more in
one shoot. On the first board you want to get
as much money as possible so you can buy more weapons. Grab the Speedups and
Lasers right when you start off.
Remember that when the ship you have is destroyed you loose all your weapons, so
if you buy 10 Wing Cannons it does not
help much. Try to get one of each weapon you use the most for each ship so you
won`t end up with a bare ship in the middle
of a level. Don`t buy a new ship intil you need it. Your money is better spent
In one player mode, on level 2, it is the easiest to go up the left side.
How to kill the Boss at
the end of the 2nd level:
Easiest is to fly straight into him and shoot like crazy. Most of the time you
can nail him before he even shoots!
How to kill the waterdomes
at the end of the Sea-level:
Get them down in the corner and sit right in front of the center eye and fire
away. Try to stay on the ridge that runs you to
the center. Run right up to it before they have a chance to shoot you. If you do
it right, you can kill them before even losing
half your life. Stay away from the laser. If you have a super shield, auto fire,
laser, side and back shooters, and the extra
power, one other way to defeat them is to move your fighter right over the hole
before it surfaces. Then keep the autofire
going and keep hitting the laser even though you can`t see anything.
The game of life:
The game of LIFE can be accessed through the character selection screen.
Turn on your Lynx with the Zarlor Mercenary
game card inserted. Press the fire
button twice to get to the character selection screen.
At this point you must hold down
OPTION 1 while moving the joypad as follows: Up, Down, Left, Right, Up.
At this point your screen should say LIFE and there
will be a LIFEform known as a 'glider' moving across the screen
diagonally. It will go off the edge
of the screen and return on the bottom, eventually running into the cells
forming the word
LIFE and causing the chain reaction that destroys the title screen.
Before the title screen is destroyed you may try the
1. Moving the joypad or pressing
either OPTION button or PAUSE will stop the current evolution of LIFE.
2. Pressing OPTION 1 to continue
the evolution puts LIFE into a mode where cells that
reach the edge of the screen wrap around to the other side.
3. Pressing OPTION 2 to continue
the evolution puts LIFE into a mode where cells that
reach the edge of the screen behave as though they have reached a solid wall.
This may be useful if 'gliders' that are
launched are disrupting your LIFEforms.
4. Pressing either BUTTON A or
BUTTON B puts LIFE into DRAWING MODE.
Access DRAWING MODE by pressing BUTTON A or
BUTTON B while LIFE is evolving or after the current LIFEform has reached a
state. You can tell you are in
DRAWING MODE because the joypad will be in control
of your cursor, a set of green crosshairs.
While in DRAWING MODE, your controls
behave as follows:
the joypad with BUTTON A depressed will allow you to draw.
2. Moving the joypad with BUTTON B
depressed will allow you to erase.
3. Pressing OPTION 1 or OPTION 2
will allow your LIFEform to evolve, as
described in 2 and 3
in the above ACCESSING LIFE section.
4. Note that the screen cannot be
flipped, but attempting to RESTART the
game will cause the
screen to be cleared, and you will remain in the DRAWING MODE.
5. Pressing PAUSE and BUTTON A will
put you in COPY MODE.
6. Pressing PAUSE and BUTTON B will
put you in PASTE/ERASE MODE.
7. Pressing OPTION 2 and PAUSE will
copy your current screen to a temporary
COPY MODE by holding down PAUSE and pressing
BUTTON A while in DRAWING MODE. You
can tell you are in COPY MODE
because the green crosshairs will be onscreen with the word COPY in green below
slightly to the right of the crosshairs. While
in COPY MODE, your controls behave as follows:
either OPTION 1 or 2 will return you to drawing mode.
2. Holding down PAUSE and pressing
either OPTION 1 or OPTION 2 will evolve
frame-by-frame. Note that the
OPTION button used determines whether
screen wrap is on or
3. Pressing BUTTON A sets one
corner coordinate of a box that you can draw.
BUTTON A again
sets the other corner coordinate of the box.
Anything within the box
is now in your
COPY BUFFER. You are now in
4. Holding down PAUSE and pressing
BUTTON A takes you to the LIFEform library,
a screen full of
goodies for you to put into your COPY BUFFER. After selecting a
group of LIFEforms, you will be in PASTE/ERASE MODE.
5. In the LIFEform library,
pressing PAUSE and BUTTON A again takes you to your
(see above). You can cut items from this buffer to the main screen.
6. Holding down PAUSE and pressing
BUTTON B takes you directly to PASTE/ERASE
whatever was last put in your COPY BUFFER. If you haven't yet selected
may get garbage.
Access PASTE/ERASE MODE either by holding PAUSE and pressing BUTTON B while in
DRAWING MODE, or by
going to COPY MODE and selecting LIFEforms from your screen or the library
screen. You can tell you are in
PASTE/ERASE MODE because your joypad now controls whatever you have in your COPY
BUFFER. While in
PASTE/ERASE MODE, your controls behave as follows:
1. Pressing either OPTION 1 or
OPTION 2 will return you to DRAWING MODE.
2. Pressing BUTTON A will allow you
to paste your COPY BUFFER.
3. Pressing BUTTON B will allow you
to erase using your COPY BUFFER.
4. Holding PAUSE and pressing
BUTTON B will flip your COPY BUFFER any one
5. Note that the screen cannot be
flipped, but attempting to RESTART the game will
cause the screen to be cleared, and you will remain in
the PASTE/ERASE MODE.
6. Pressing PAUSE and BUTTON A will
put you in COPY MODE.
1. Bird Bomber
3. Glider Bomber
5. Small Glider Factory
6. Mega Glider Factory
7. Growth Bomber
8. Glider Bouncers
9. Fuse Chain
10. Spark Bouncer
11. Twin Spark Bouncers
12. Diamond Chain Bomber
13. Growth Bomb
14. Birds: Small, Medium and Large
3. Max Warp
4. Big Reactor
5. Sea Urchin
13. Laser Gate
14. Jumping Jack
15. Double Spinner
16. Lady Bug
18. Mini Reactor