Q*Bert(PlayStation) FAQ version 1.0.0 copyright 2002 by Andrew Schultz schultza@earthlink.net Please do not reproduce this FAQ without my consent. I worked a good deal on it. As of this writing I am not inclined to let any site besides GameFAQs use it. Most of my very old-school FAQs don't make profit so I don't mind shipping them out, but a PSX actually might. So I'd like to keep it with the site that opened up a whole new world of gaming to me. For now. FAQ completion status: I don't believe this FAQ is missing any critical details, but it is big enough that a few will slip through without heavy proofreading. It's only had regular proofreading. Probably missed a bonus level or two as well. Ah well. **** AD SPACE **** My home page: http://www.geocities.com/SoHo/Exhibit/2762/ ================================ OUTLINE 1. INTRODUCTION 1.1. AUTHOR'S COMMENTS 1.2. QUICK OVERVIEW 2. CONTROLS 3. GENERAL STRATEGIES 4. SCORING 5. YOU AND OTHERS 5.1. YOU (Q*BERT) 5.2. COILY 5.3. RED BALLS 5.4. GREEN FREEZE BALLS 5.5. EXTRA Q*BERTS 5.6. JUMPING ENTITIES 5.7. SAM AND SLICK 5.8. UGG/WRONG-WAY 5.9. RED/GREEN/BLUE BLOBS 5.10. BOULDERS 5.11. WEIRD AND COOL FRINGE CHARACTERS 6. BOARD BY BOARD BREAKDOWN(* = extra level) 6.1. WORLD 1 6.1.1. LEVEL 1-1 6.1.1.1. BOARD 1-1-a 6.1.1.2. BOARD 1-1-b 6.1.1.3. BOARD 1-1-c 6.1.1.4. BOARD 1-1-d 6.1.1.5. BOARD 1-1-e* 6.1.1.6. BOARD 1-1-f* 6.1.1. LEVEL 1-2 6.1.2.1. BOARD 1-2-a 6.1.2.2. BOARD 1-2-b 6.1.2.3. BOARD 1-2-c 6.1.2.4. BOARD 1-2-d 6.1.2.5. BOARD 1-2-e 6.1.1. LEVEL 1-3 6.1.3.1. BOARD 1-3-a 6.1.3.2. BOARD 1-3-b 6.1.3.3. BOARD 1-3-c 6.1.3.4. BOARD 1-3-d 6.1.3.5. BOARD 1-3-e* 6.1.3.6. BOARD 1-3-f* 6.1.1. LEVEL 1-4 6.1.4.1. BOARD 1-4-a 6.1.4.2. BOARD 1-4-b 6.1.4.3. BOARD 1-4-c 6.1.4.4. BOARD 1-4-d 6.1.4.5. BOARD 1-4-e 6.1.1. LEVEL 1-5 6.1.5.1. BOARD 1-5-a 6.1.5.2. BOARD 1-5-b 6.1.5.3. BOARD 1-5-c 6.1.5.4. BOARD 1-5-d 6.1.5.5. BOARD 1-5-e 6.1.1. LEVEL 1-6 6.1.6.1. BOARD 1-6-a 6.1.6.2. BOARD 1-6-b 6.1.6.3. BOARD 1-6-c 6.1.6.4. BOARD 1-6-d 6.2. WORLD 2 6.2.1. LEVEL 2-1 6.2.1.1. BOARD 2-1-a 6.2.1.2. BOARD 2-1-b 6.2.1.3. BOARD 2-1-c 6.2.1.4. BOARD 2-1-d 6.2.1. LEVEL 2-2 6.2.2.1. BOARD 2-2-a 6.2.2.2. BOARD 2-2-b 6.2.2.3. BOARD 2-2-c 6.2.2.4. BOARD 2-2-d 6.2.2.5. BOARD 2-2-e 6.2.1. LEVEL 2-3 6.2.3.1. BOARD 2-3-a 6.2.3.2. BOARD 2-3-b 6.2.3.3. BOARD 2-3-c 6.2.3.4. BOARD 2-3-d 6.2.3.5. BOARD 2-3-e 6.2.3.6. BOARD 2-3-f 6.2.1. LEVEL 2-4 6.2.4.1. BOARD 2-4-a 6.2.4.2. BOARD 2-4-b 6.2.4.3. BOARD 2-4-c 6.2.4.4. BOARD 2-4-d 6.2.4.5. BOARD 2-4-e 6.2.1. LEVEL 2-5 6.2.5.1. BOARD 2-5-a 6.2.5.2. BOARD 2-5-b 6.2.5.3. BOARD 2-5-c 6.2.5.4. BOARD 2-5-d 6.2.1. LEVEL 2-6 6.2.6.1. BOARD 2-6-a 6.2.6.2. BOARD 2-6-b 6.2.6.3. BOARD 2-6-c 6.2.6.4. BOARD 2-6-d 6.2.6.5. BOARD 2-6-e 6.3. WORLD 3 6.3.1. LEVEL 3-1 6.3.1.1. BOARD 3-1-a 6.3.1.2. BOARD 3-1-b 6.3.1.3. BOARD 3-1-c 6.3.1.4. BOARD 3-1-d 6.3.1. LEVEL 3-2 6.3.2.1. BOARD 3-2-a 6.3.2.2. BOARD 3-2-b 6.3.2.3. BOARD 3-2-c 6.3.2.4. BOARD 3-2-d 6.3.2.5. BOARD 3-2-e 6.3.1. LEVEL 3-3 6.3.3.1. BOARD 3-3-a 6.3.3.2. BOARD 3-3-b 6.3.3.3. BOARD 3-3-c 6.3.3.4. BOARD 3-3-d 6.3.1. LEVEL 3-4 6.3.4.1. BOARD 3-4-a 6.3.4.2. BOARD 3-4-b 6.3.4.3. BOARD 3-4-c 6.3.4.4. BOARD 3-4-d 6.3.1. LEVEL 3-5 6.3.5.1. BOARD 3-5-a 6.3.5.2. BOARD 3-5-b 6.3.5.3. BOARD 3-5-c 6.3.5.4. BOARD 3-5-d 6.3.1. LEVEL 3-6 6.3.6.1. BOARD 3-6-a 6.3.6.2. BOARD 3-6-b 6.3.6.3. BOARD 3-6-c 6.3.6.4. BOARD 3-6-d 6.4. WORLD 4 6.4.1. LEVEL 4-1 6.4.1.1. BOARD 4-1-a 6.4.1.2. BOARD 4-1-b 6.4.1.3. BOARD 4-1-c 6.4.1.4. BOARD 4-1-d 6.4.1. LEVEL 4-2 6.4.2.1. BOARD 4-2-a 6.4.2.2. BOARD 4-2-b 6.4.2.3. BOARD 4-2-c 6.4.2.4. BOARD 4-2-d 6.4.2.5. BOARD 4-2-e 6.4.1. LEVEL 4-3 6.4.3.1. BOARD 4-3-a 6.4.3.2. BOARD 4-3-b 6.4.3.3. BOARD 4-3-c 6.4.3.4. BOARD 4-3-d 6.4.1. LEVEL 4-4 6.4.4.1. BOARD 4-4-a 6.4.4.2. BOARD 4-4-b 6.4.4.3. BOARD 4-4-c 6.4.4.4. BOARD 4-4-d 6.4.1. LEVEL 4-5 6.4.5.1. BOARD 4-5-a 6.4.5.2. BOARD 4-5-b 6.4.5.3. BOARD 4-5-c 6.4.5.4. BOARD 4-5-d 6.4.1. LEVEL 4-6 6.4.6.1. BOARD 4-6-a 6.4.6.2. BOARD 4-6-b 6.4.6.3. BOARD 4-6-c 6.4.6.4. BOARD 4-6-d 6.5. THE BIG FINALE 7. QLASSIQ Q*BERT 7.1. INTRODUCTION 7.2. SCORING 7.2.1. POINT TOTALS 7.2.2. HIGH SCORE MESSAGES 7.3. OTHER ENTITIES 7.3.1. COILY 7.3.2. RED BALLS 7.3.3. SAM AND SLICK 7.3.4. UGG AND WRONG-WAY 7.3.5. THE GREEN BALL 7.4. LEVELS 7.4.1 LEVEL 1 7.4.1.1. LEVEL 1-1 7.4.1.2. LEVEL 1-2 7.4.1.3. LEVEL 1-3 7.4.1.4. LEVEL 1-4 7.4.2 LEVEL 2 7.4.2.1. LEVEL 2-1 7.4.2.2. LEVEL 2-2 7.4.2.3. LEVEL 2-3 7.4.2.4. LEVEL 2-4 7.4.3 LEVEL 3 7.4.3.1. LEVEL 3-1 7.4.3.2. LEVEL 3-2 7.4.3.3. LEVEL 3-3 7.4.3.4. LEVEL 3-4 7.4.4 LEVEL 4 7.4.4.1. LEVEL 4-1 7.4.4.2. LEVEL 4-2 7.4.4.3. LEVEL 4-3 7.4.4.4. LEVEL 4-4 7.4.5 LEVEL 5 7.4.5.1. LEVEL 5-1 7.4.5.2. LEVEL 5-2 7.4.5.3. LEVEL 5-3 7.4.5.4. (AND BEYOND) 8. VERSIONS/CREDITS ================================ 1. INTRODUCTION 1.1. AUTHOR'S COMMENTS Q*Bert for the PlayStation succeeds as a game in its own right. This document will attempt to cover the new game spawned as well as the classic game that is a nice add-on. 1.2. QUICK OVERVIEW Basically you control Q*Bert, who moves diagonally(and sometimes uses a fire button for special power-ups) from block to block. Each time he steps on a block he can change it to its desired color or an intermediate one. Sometimes stepping on it will flip it back to the original color at a later stage. As long as Q*Bert does not fall off or avoids being hit by enemies he's OK. There are various nuisances such as red balls that drop down the configuration of blocks(which are in 3-d perspective that helps tell you which random ways they can drop) or Coily, the snake that starts as a purple ball, bounces to the bottom, and chases Q*Bert until he catches him or until Q*Bert jumps on a disc with Coily close by...and Coily falls off the pyramid edge. There are also nuisances that undo your work when they step on squares, power-ups, an extra Q*Bert or even a green ball that freezes time. Game Structure: there are four worlds, each with six levels, each of which contains four to seven sub-boards. Some are linear, and some you can choose the order. But although the boards aren't necessarily linear the levels are; you start at 1-1 and can't get to 1-2 until 1-1 is completed, and so forth. The ultimate goal is to defeat Coily(there's a big challenge after world 4-6 is defeated) but along the way you can try at various difficulties(harder increases your score) and try to re- play to outdo your own high score. There are also bonus levels, most of them hidden in a disc on one board. To gain access to these you need, before completing the level, to jump on the right disc or transport. Some bonus levels are like a standard level, and others have no monsters but simply have the square you were on fall away. You can't lose a guy on the second type of level but sadly do not get any bonus if you complete it all. However you get a nice break, the board is cleared when you return, and you even get points. And some of the levels are fun challenges, and others are fun ways to inflate your score. You also get neat scenes at the end of each world but the only problem is that you can't replay the final level in a world and see them again. You need to start over from the beginning or specifically save a game when you've gotten to level 2-6 or whichever. 2. CONTROLS You will generally use the 'X' for special features. These include: --invincibility(a shield) --speed(wings) --building new blocks(a hammer) --picking up puffy icon(reveals new blocks) --globe for destroying Coily --globe for destroying all monsters New blocks never run out but the first two features listed above do, and without warning(their song ends.) Others are one-time shots. Stuff like green balls that freeze the game work automatically. 3. GENERAL STRATEGIES Below are the most important points I think you can take for the game: 1. If not under attack, KEEP MOVING unless the square colors can flip back 2. If balls seem to be dropping by you, position yourself two drops away from them. Wait until they move, and then move the other way. 3. Don't be afraid to pause the game to search for squares you've missed if you think you've got them all but the computer doesn't register. 4. Bounce back and forth on 'disposable' cubes when enemies are far away. 5. It's worth chasing after the small extra Q*Berts even if you die right away. Because when you're resurrected you'll have a little free time to hit the squares you want, unmolested. 6. Don't get frustrated. Remember where you are. If you jump to your death, you go back to the start. If hit by something, you start where you were killed. The second scenario is often useful in bulling your way through a board. 7. You have to play a waiting game to get Coily to jump at you. Otherwise he will just jump laterally and not let you pass. 8. Don't try to sneak past a ball(i.e. cut it off by moving to the square it's about to and quickly away.) That works in Q*Bert Classic but not Q*Bert Adventure. 9. Watch for the shadows landing on the squares with the target symbol. Those will clue you in to when something is about to drop. 10. After you lose a Q*Bert, take a half-second to get your bearings. If you fall off, remember you'll reappear in a different place from where you were killed. Often it will be a different place from where you started. Also if you jump somewhere and get killed be sure to note whether you start on your destination or previous block. I often try to 'auto-pilot' and get bad results. 11. Coily likes playing lateral defense, and mastering the split-second timing of getting him to jump at you and not just guard that area beyond that you really want to get to can help your game. 12. Don't worry, there's no double jeopardy if you get killed on a wobbling drop block just before it falls off. 4. SCORING Scoring that is not constant is based on difficulty level and is tracked on a by-level basis, with the high score being recorded. There are three difficulties: easy, medium and hard. The only difference is the number of Q*Berts you have. Given the relatively fixed scoring potentian in Q*Bert, it would take a very bad game to score less on a harder level providing you finish it. You start out with eight lives to lose in easy, five in medium, and three in hard. Action | Easy |Medium| Hard | --------------------------------+------+------+------+ Completing mission | 1000| 2000| 5000| Q*Berts left after completion | 500 | 1000| 2500| (includes current Q*Bert) Turning a square the right color| 10 | 15 | 30 | (0 pts for intermediate) Jumping on a disappearing block | 100 | | 300 | (3x per square) Leaving a disc at level's end | 50 | 50 | 50 | Dropping Coily | 100 | 100 | 100 | Picking up red blob | 100 | 100 | 100 | Picking up green blob | 200 | 200 | 200 | Picking up blue blob | 300 | 300 | 200 | Picking up green ball | | | | 5. YOU AND OTHERS In general enemies tend to get faster on the higher levels, but on the other hand they don't increase speed with difficulty level; that only affects the number of lives. 5.1. YOU (Q*BERT) You're the quickest player on the screen only you don't get clones so quickly when you fall off the edge. You'll also get nailed if you try to 'cut off' opposing entities(i.e. jump to the next square they want to go to then jump away.) This works in Classic Q*bert but I guess the stricter rules are a nineties thing. [possible to lose two guys at once?] 5.2. COILY Coily bounces as a purple ball to a down square. When he can't move any more, or his quasi-random descent would require him to fall off the board, he begins hibernation and shortly thereafter pops out as a snake. He then chases you. Coily seems to remember where you've been recently and often likes to block you from crossing past him. General bouncing back and forth won't work so you have to wait until he's a square away and coiled. Jump to the side. Wait for him to coil again, jump forward, and then move around him. It's a double dose of marginally tricky timing but worth memorizing. You can also get rid of Coily by jumping on a disc with him in pursuit. You don't get as many points as in the arcade(100 vs. 500) but vanishing him causes everything else on the board to disappear, which can be handy. If you just take a disc back to the top, there's no assurance you won't land on a square that is free of enemies. 5.3. RED BALLS These will probably be your major nemesis. They find a random direction to drop as long as it is not back up--Q*Bert is an odd game but does not flout the law of gravity. They eventually fall off the pyramid to be replaced shortly thereafter. 5.4. GREEN FREEZE BALLS These don't last very long so you have to be careful about how you use them. Also note that you aren't told when they wear off, so be sure to cover the area where the ball is dropped first. Basically they freeze your enemies and render you invulnerable for a time. Sadly during this time you are also invulnerable to the effects of the extra Q*Bers below. 5.5. EXTRA Q*BERTS Occasionally a very small version of you will go bouncing around randomly, and if you catch it you get an extra guy. Usually I'm able to pick this up(as with the green freeze ball, I may not quite follow it but instead will go alongside it and wait for it to bounce down to me. Q*Berts never do 180 degree turns.) I find that even if you get killed picking one up(this happens a lot--you get a bit careless and abandon your regular strategy) it's still worth it since although your net men won is zero if you're killed quickly after an extra guy, you get to buy some time without monsters to help you clear the area out. 5.6. JUMPING ENTITIES Locusts and cyclops are the big jumping entities. Locusts always have a predetermined pattern and appear on level 4. You can jump under them if you time things right. They high jump to the next square, and you go under. You can't jump under purple cyclops, who appear more in the first two levels. 5.7. SAM AND SLICK These guys fall on a drop square and bounce down. They undo your jumps as they descend. They're green and have tufts of hair. One problem in the game is that you may be able to jump through them even without the green ball's effect. So if one has jumped(it pauses a lot moving down, unlike its arcade cousins) just wait a bit. 5.8. UGG/WRONG-WAY These two hold-overs from Q*Bert's arcade version do not feature terribly prominently, but you should be aware of them. One will likely start in a dead-end block, usually near the bottom, and consistently choose between UL or UL/UR for his next move(or the reverse if it starts on the right--and these guys tend to come in pairs.) These contrast with the red balls, which don't cover the bottom corner. These guys are most likely to appear in a downward trending(i.e. classic Q*Bert view) board. 5.9. RED/GREEN/BLUE BLOBS These guys come out quickly at the start of the level or a new life of yours and often bounce around a bit, undoing any hard work you've done(you'll have to step on ALL THOSE SQUARES again, yup) but giving you nice points if you can nab them. They're smaller than Sam and Slick but faster and more temporary. 5.10. BOULDERS Boulders feature prominently in level two and melodramatically jump in the air before landing. This gives you a great clue as to the direction they are going to go in, and of course, you should steer away. Some boulders collapse into a heap on a square. You don't want to try to jump on that as it will be lethal. You just have to wait. However, on the bright side, any boulder that lands on such a square will also fall into the morass. 5.11. WEIRD AND COOL FRINGE CHARACTERS 6. BOARD BY BOARD BREAKDOWN(* = extra level) I will attempt to represent levels by the squares you are on and the moves you will need to get there. For this I will implement the following terms for describing moves: UL = move Q*Bert to the upper left on your controller UR = move him upper right DL = move him down left DR = move him down right For instance, the standard Q*Bert Classic level would be: S O O D X X X D X X X X X X X X X X X X X X X X X X X X X X LEDGER ======================== There will be many symbols that are local to a certain level or board, and I want to make sure that they are indicated where appropriate. However there are some general notations which work. X = normal square D = disc to rise to top O = where bad guys may try to land [requires you to step on it once] V = disappearing block Y = you don't need to step on this, though it may appear once. S = block where you start on. a-f = the board to which each square will teleport you. This is largely used in the initial scene in each level. ! = teleportal back to the main central level s = shield f = 'fleet feet' that make you go faster[never on a home board] u = button , = metal squares C = cannon . = scaffolding that can be shifted by jumping on a button x = scaffolding you need to step on \ / = symbol that jump between the two squares is not valid i.e. X/ /X ...means you fall off if you jump between the two. - | = other symbols for more extended roping off, i.e. X-X /X\ ...means there are two squares that are too far above the bottom one. Local definitions override the general ones which should cover most cases anyway. I also include a brief visual summary for each board. I suspect I have missed some aspects but I try to write in the following: ENTITIES = other stuff that bounces around on the boards BLOCKS = how the blocks change BACKGROUND = what you see in the background TRENDING = how, in the 3-d perspective, the blocks appear to adjust their height. Classic "downward" is the norm(i.e. as you go down the screen the height seems to decrease) but occasionally the downward trend will seem to happen as you go DR. Other terminology tries to be intuitive but I want to list it to make sure: * block = what Q*Bert can safely jump on * edge block = block you can fall off * one-way block = block from which there is only one safe jump * non-additive jumping = the general phenomenon where you may be safe going UL onto a disc but not UR UL DL(assuming there are safe blocks on the squares you jump to.) This is due to height differences. The points is that UR UL DL have a vector sum the same as UL. This happens for some blocks as well. * world = group of 6 levels. There are 4 worlds. * level = group of up to 7 boards. Complete every board in a level and you get to go to the next level. * board = group of blocks you must all turn to the correct color to complete * main level = a central level that you must complete to complete any one world(i.e. 1-1.) Often what happens is that you'll hyperspace to one board in the level, solve it, and come back, although on world 3 * bonus level = level where you go to and try to jump on as many blocks as possible. There is no way to lose a man; when you fall off(or touch the last block) you're sent back to the level where you were. There's no extra bons for clearing off all the squares, either. Bonus levels are accessed from a main board * haven = where you can stay and walk away from the compter for an hour and have no chance to lose a guy. Not all levels have havens. * bucket = system of four squares that themselves form a square. Named after the slang for a certain bowling 'leave.' X X X X I also use some terms interchangeably: * dead-end block = one-way block * block = square * drop zone = target square * disappearing square = falling square * board = level despite the game defining it a bit more rigorously. Please bear with me, this FAQ was a bit of work :)! * 3-2-a = shorthand for world 3, level 2, board a. * !! But DROP BLOCK is not equal to DROP ZONE. DROP BLOCK falls after you touch it(falling block,) DROP ZONE=where red balls drop. Although both are potentially lethal they are different. 6.1. WORLD 1 6.1.1. LEVEL 1-1 The starter level is a simple pyramid. The asterisked blocks appear one with each level. You don't have to jump on the section above as it houses potential bonus levels. However you need to step on the asterisked blocks to advance(step on them before going upstairs to advance and ignore the bonus levels.) One asterisked block appears with each level you complete on entering the teleportals below--accordingly the teleportal disappears when you solve the level. LEDGER X = needs to be covered x = doesn't need to be covered a-f = where each disk transports you * = appears when you've completed the appropriate level 3 e 2 3 f 2 2 3 * * * * X X X X X X X X X X X a b c d Entities: none Blocks: red->green Background: spirals twisting Trending: drops as you go down the screen There's no way to fall off the bottom of the board. Level 1-1's boards themselves are a good, basic introduction to what you will see in Q*Bert. As opposed to the pyramid/triangle of 'Q*Bert Classic' you have narrow corridors that you must guide Q*Bert through. You'll also be introduced to falling squares. Note that you don't get any points for stepping on a square adjacent to a teleporter globe. This is a general pattern in the game. 6.1.1.1. BOARD 1-1-a s = shield ! = transport back to 1-1 ! X O X X X X X V X X X X X X O X X X X X X X X X V D V X D Entities: red balls Blocks: purple -> green, fall through blocks are spirally Background: spirals including cone-shaped Trending: drops as you go DR This shouldn't be too bad of an introductory level. You can take the disc on the left to zoom to the right if you want. However it should be easy to clear out the left(go up top first, stand to the left of the first target) and then navigate the narrow passage leading to the right. There are many places high up where you can go where you are safe from the bouncing balls, and you can even practice quick jumps onto the falling blocks to practice getting some extra points. 6.1.1.2. BOARD 1-1-b ! O V X X O X X X X X X X X X X X X X X V X X X V D Entities: Blocks: Background: Trending: There are some good opportunities for points here with the squares you can jump on before they vanish. However it is a bit tougher to jump on the bottom two as a ball can wind up targeting you(note that one dropping square has only one square adjacent and the other is in a treacherous position at the bottom.) Still if you're trying to get through, this is another easy level. It may be tough for beginners to move across from left to right but you can camp out on the top row. 6.1.1.3. BOARD 1-1-c ! D X X O X O X X X X X X X X X X X X X X X X X X X X ' X X X X X X X X X X Y D D X X X X X X D * - note there is a disk UR of '. It is directly below 6 but you can't jump on it from there. Entities: Coily, red balls(Coily seems to stop appearing if you lose a few guys on this level) Blocks: yellow->green Background: twisty spirals Trending: down towards point Y(not a special square functionally) Not only is the perspective weird, but this is probably the toughest of the boards and, if you follow my ordering, the first one where you meet Coily. There's also a jump you can't quite pull off, as you can't jump UR from the square marked ' onto the X; it leads to a disc. However, I find I have good success going straight UR. By the way, if you can, take the disk on the right to dispose of Coily. You'll be transported to the far left. That is a good way to cover lots of ground quickly. The disc next to the Y leads to a bonus level. D O X V O X X X X V X X X X X X X D X X X X X X X X X X X X X X X X X X X D V X V V V D V Entities: Coily, Sam/Slick, red balls, extra Q*Bert Blocks: red->green Background: swirly spirals Trending: down the screen This is not a terribly easy bonus to work through, but an extra Q*Bert tends to pop up right away after you start/are killed so it is a no-lose proposition overall. Sam/Slick comes down the right side of the screen so you may want to complete the left side first. 6.1.1.4. BOARD 1-1-d D V O D X X X X X X X X D O X X X X X X X X X s ! X X X X X X V X X D X X V D Entities: red balls Blocks: purple->green Background: swirly spirals(cones) Trending: down the screen Note the shield square is also a target square. The shield renders you invincible for a bit. Be careful about accessing the falling blocks as the edge ones are either one-way blocks or create them once fallen. 6.1.1.5. BOARD 1-1-e* ! X O X X X X X V X X X X X X O X X X X X X X X X V V X Blocks: purple->green->blue This is a duplicate of board 1-1-a only there are no discs and you have to walk over everything twice. 6.1.1.6. BOARD 1-1-f* V O X X X X X X X X O X X X X X X X X X X ! X X X X X X V X X D X X V Blocks: purple->green->blue This is a duplicate of board 1-1-d only there are no discs or shields, and you have to walk over everything twice. 6.1.1. LEVEL 1-2 c b X d a X X e X X No secrets on the intro level here but be careful not to fall off. Losing a life this way is now possible. There are also no blocks to change. The map is simple enough that you can figure it out. The maps are a bit more complex in this level, either bigger or possessing more narrow passages you must navigate or time. The drop blocks also show up away from the edges, which can impede your progress later. 1-2-c is in an interesting perspective which alone will cost you a couple of Q*Berts. 6.1.2.1. BOARD 1-2-a >X green, fall through blocks are starry Background: bubbles rising Trending: down towards the center The purple cyclops' paths are generally clockwise and square. That should help you navigate this area although the fall-through blocks will also help you out in a pinch if a cyclops seems to have a bead on you. Still you can cover the second perimeter(as opposed to the outer) easily and just follow the purpls cyclopses if you have to(patience!) and you'll win pretty easily. 6.1.2.2. BOARD 1-2-b X D X X X V X X X D X X X ! O X X X X X X V X X O X X X X X X X X X X D X X X V X X X D X Entities: purple cyclopses Blocks: yellow->green, golden fall through blocks Background: bubbles rising Trending: alternating up and down This one is shockingly easy. You should be able to cycle around each area with no problems. You can also duck out of the way once in the blocks that fall. To save time you may also use a disc or two but it's not really necessary. If a cyclops comes to chase you, use the center square, let it go by(or duck if need be) and go to the next set of nine squares. It's a bit of a wimpy option to take a disk but if you really feel lost you might as well, since Coily doesn't show up here. 6.1.2.3. BOARD 1-2-c ! X V D X X X X X X D X X X X X X X X X X X X X X X X O X X X X O X X X X X X X X X X D X X X X X X D V V Entities: extra Q*Bert, red ball, Coily Blocks: red-> green Background: bubbles Trending: down as you hit the screen edges This is the first board where perspective will almost certainly cost you a level. Blocks are more partially hidden than ever before. You also have, potentially, a lot of one-way blocks, and just directing your own plan is still confusing. But fortunately extra Q*Berts are spit out regularly enough. One seems to be output right when you start, which is a great morale booster. 6.1.2.4. BOARD 1-2-d X ! X X + D X X X X X X X X X X X V X X X X X X X X X X V X V X X X X X X X X X X V X X X X X X D X X X D X X X Entities: cyclpops, red balls Blocks: purple->green(purple with red circles for Background: bubbles Trending: downwards toward the center This board also has a bonus level. While 1-1 had a bonus level where you could lose, here you jump around until you have no more moves--or until you fall off, in which case you don't lose a man. You access it by touching the +, after which the square DR of it falls off. BONUS LEVEL X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X S (trending downwards, red->green) In general, bonus rounds offer neat puzzles with no rewards. You'll want to make sure that, along the way, you don't leave two dead-end blocks or you will not be able to clear the bonus round(you only have one shot.) Remember, once you jump off the structure in a bonus round, you're sent back to the 'old grind.' 6UL UR 2DR UR 2UL UR DR UR UL 2UR DR DL DR DL 3DR 2DL UL DL 2DR 5UR UL DL UL UR 2UL You don't get any extra bonus, not even at the end of the level, just ten points(on easy level anyway) for each square you jump on. But it's a nice puzzle. 6.1.2.5. BOARD 1-2-e ! D O X X X X X X X X O s X X X X X X S X X X X X D X X X X X X X X X D Entities: red balls, purple cyclops Blocks: yellow->green Background: yellow->green Trending: down as you reach the left/right/down edges Wait for the cyclops to run by before you run to the section where he appears. The top of the center section should be safe as he tends to keep to the outer edges as he runs through his pattern: 3(DR DL) DR 4(UR DR) 2UR 3(UL UR) before he falls off. The upper left drop zone is where the cyclops appears, and he reappears once he's fallen off to the right. Although this level requires navigation of narrow areas, you can time your entrance through them well enough and even have an indefinite safe haven at your starting spot. If you want to bull through the level you can use the invincibility to run through the narrow parts and the cyclops. Note that the shield square is also a target square. 6.1.3. LEVEL 1-3 X X X X X a X X b e X X X f 2 X X X X X X 3 X X X X X X X X X X X X X X X c X X d X X X Background: spinning triangles, triangle spirals As beforehe x's by new boards don't actually give points for stepping on them. However when you step on one X, the teleport to the world opposite it appears. That's what the blue ball wizard outside the board is there for. 6.1.3.1. BOARD 1-3-a S X O X X O X X X X X X D X X X X D X X X X X f Entities: red balls, Coily Blocks: red->green Background: triangle spiral, octahedron Trending: down screen You'll see your first 'fleet feet' at the bottom. They help you go faster for a bit but you probably won't want to use them right here(you can use them until level's--not board's--end.) Be sure to go right to the bottom to pick up the only really tough square, and exercise the usual caution covering the drop squares and the upper left/right corners. 6.1.3.2. BOARD 1-3-b ! S D O X X O D X X X X X X X X X X X X X X X X X X D X X X X X X X X D X X X X X X X X X X X X X X X X X X X Entities: Ugg, Wrong-way, Coily, red balls, extra q*Bert, green ball Blocks: lilac->green Background: spinning triangles, triangle spirals Trending: down screen A very big level but not a terribly tough one. Many of your friends from classic Q*Bert are here but the four discs should be enough for you to mop up quickly, with the necessary detours to get rid of Coily. Remember to cover the bottom corners, if only after taking a disk to evade Coily. Maybe you can knock out the drop blocks on your way. 6.1.3.3. BOARD 1-3-c ! O X X X X 2 2 O X X X X X 2 2 X X X X X X X X X X X X X 2 X X X X X 2 2 2 D X X X X X 2 2 2 X X X X X X X X X X X X X X D Entities: purple cyclops, Sam/Slick, red ball Blocks: purple->green Background: octahedron, spinning triangle&spiral Trending: down screen, from left and top You can just sit around and wait at your start square as the level begins. You may want to, as this level requires a bit of planning. You must navigate two separate entities. Sam/Slick runs down the right side, and the cyclops hangs out and runs in circles in the upper left. First you'll want to try to follow the cyclops to nail the left hand side. The hairpin in the lower left is not such a big deal as a ball really can't force its way over there. Once you've cleared everything UL of the line DL of the left O you can clean out the right side; start at the bottom and climb up. Gobble Sam/Slick if you see him. It's a neat exercise to try to remove all the 2 blocks(which are falling blocks) and for the bottom bunch I recommend DR/UL back and forth jumping. That will take out all but the 2 near the disk. Then when you hook around to cover the final right part(stepping on the above 2's with UR/DL in the process,) you can knock off the odd 2 out. 6.1.3.4. BOARD 1-3-d O S O ! X X X X X X O X X X X X X X X X X X X X X X X X X D X X X X X X X X X X X D Entities: extra Q*Bert, red balls, Coily Blocks: purple->green Background: triangles & their spirals Trending: downwards This level is a bit tougher to negotiate than 1-3-b because a good part of the center is missing, you have one-way blocks on the edge, the bottom center is tough to negotiate especially with Coily around, and there are fewer disks. But you have a hance to pick up extra Q*Berts. Use hte discs judisciously so that you can cross sides. 6.1.3.5. BOARD 1-3-e* S O X X O X X V X X X X O X X X X X X O X V X X V X X X V X X X X X X X X X X X X X X V V Entities: red balls Blocks: orange, purple(target)->green->blue Background: triangles & their spirals & square base pyramid Trending: downward [Falling blocks have triangles on them] It's a bad idea to go around knocking out all the falling blocks right away. They should be used strategically. If you do not, you'll have a lot of waiting and hoping to do. As I see it there are three rings--the big center one and the two side ones. I would recommend going to the right one first(well, either side.) DR DR UR DR DL and see if you can get the four-square 'bucket' here. Note the square between the two rightmost drop blocks. It is a safe square. You may wish to wait for balls to pass there before making your next move; I believe you can even get to the drop square in the right in time. Cross over carefully(and only now take out the lower center drop block) and repeat the process with the other side. Note that when you touch the left drop zone, DR UR gives you another chance to catch your breath. 6.1.3.6. BOARD 1-3-f* ! O X X X X 2 2 O X X X X X 2 2 X X X X X X X X X X X X X 2 X X X X X 2 2 2 D X X X X X 2 2 2 X X X X X X X X X X X X X X D Entities: red balls, green ball, green dude Blocks: purple->green->blue Background: triangles & their spirals Trending: down the screen, from left/up sides [Falling blocks have triangular designs on them] This is pretty much a copy of 1-3-c except you have to jump on everything twice, and the level's a bit easier especially with the regular green balls off to the right. 6.1.4. LEVEL 1-4 X a X X b X ! c X X X X X ! X X X X ! X X X X ! d X X X X e X Blocks: purple->blue Background: stars Trending: downwards 6.1.4.1. BOARD 1-4-a O ! O X X S O X X X X X X X D X X X X X X 3 X X X X X 3 X X X X X X X X X X X X X X X X X X X O Entities: red balls, cyclops, green ball Blocks: yellow->blue Background: stars Trending: downward This level obviously has a couple of rings that you want to clear out ASAP. It seems the best way to do this is to clear out the upper and lower left and then to get the lower right and go to the bonus level if the upper right is not immediately available. With the board cleared after visiting the bonus level you should be able to clear the rest. Sort of bonus level: ! X O X O X X X X X D X V X X X X X V X X X X O X X X X X V X X D X X X X X X X V Entities: red balls, extra Q*Bert Blocks: blue->green->yellow Background: twirling 12-axis snowflakes Trending: down towards the center of the D/R starry falling bricks This level doesn't look symmetrical but despite the different drop zones it mostly is. The red balls are a slight distraction but you should be able to jump out of their way easily by staying two blocks away. It's a bit of a task but nothing too cerebral. The most annoying part of this level is how the drop squares look like they've been jumped on once already and this can cause the player to misjudge things. Note that on completion you're kicked back to the home level and not 1-4-a. 6.1.4.2. BOARD 1-4-b S V O O V X O X D X X X X D X X X X X X X X ! V X X V Entities: coily, red balls, extra Q*Bert Blocks: purple->turquoise Background: twirling 12-axis snowflakes Trending: down the screen A pretty easy and simple level as long as you get things done quickly. The couple of discs should neutralize Coily quite well. 6.1.4.3. BOARD 1-4-c ! X O X O X X X X X D X X X X X X X V X X X X O X X X X X V X X D X X X X X X X V Entities: red balls Blocks: pink->green Background: twirling 12-axis snowflakes Trending: DR, with a crease around the middle This level is similar to 1-4-a's bonus only you only have to jump on everything once and there is only one drop square in the middle. You shouldn't expect too many problems from it. Just watch for in case you step on the two drop squares in the middle--that makes navigating between each side tougher. Just jump on one at a time if at all, or use discs to transport between sides. 6.1.4.4. BOARD 1-4-d O X X ! X X X V O X X X X X V S X X V X X X X X X X X X X X X X X V X X X X V Entities: extra Q*Bert, cyclops, red balls Blocks: light green-> light blue Background: twirling 12-axis snowflakes Trending: downward The cyclops can be pretty annoying here but if you stay behind one you can be pretty safe. As there are two extra Q*Berts that appear at the start of the board, this can be incredibly lucrative. 6.1.4.5. BOARD 1-4-e O O X X X X X X O X V X X X X X X D D X X X V X X X bonus X X X X X X X X 2 V X X D f X X X X V Entities: red balls, Coily Blocks: red->green Background: stars Trending: downward This has a bonus level past the 2. Use it to gain time to win this level. V X X X V X X X X X X X X X X X X X X X X X X X X X X X X V V V V V V DR UR DR DL DR UR DR DL DR UR DR UR 2DR 2UR DR UR UL UR 2UL DL DR DL 3UL DL DR DL 2UL UR 6.1.1. LEVEL 1-5 e 2 X X X X X X X X X a X X X b X X X X X X W X X X X c X X d X X X Entities: cyclops may show up after a long while Blocks: red->dark blue Background: rotating hexagonal frustums Trending: downwards 6.1.1.1. BOARD 1-5-a O X S X O O V X X/X X X X X ! X X/D X X X X X X X X X X X X X X X D V X X X X X X D X X X X X V Top disc not accessible from above. Entities: green guy, green ball, extra Q*Bert Blocks: pale purple->dark blue Background: rotating hexagonal frustums Trending: downwards Drop block pattern=weird mushroom The green guy always appears on the left so you may want to take care of that side second, especially as the green ball and extra Q*Bert appear early on the right. 6.1.5.2. BOARD 1-5-b X O X X S O X X V V X X X X D X X X D X X X X ! X X D X X X X X X D X X X X X X X X X X X X X X X V X X X X V Entities: red balls Blocks: pink-> dark blue Background: various weird twirling hexagons Trending: downward Drop blocks are rainbow colored. For a lack of other good advice I will state the obvious. You should probably clear out all of the left side before heading to the right. Note that you can't see all of this level at once. 6.1.5.3. BOARD 1-5-c O X X X O X X X X X X X X X X X X X X X X X X X V X X ! X X V X X X X X X D X X X b X X X D X X X X X X V X O X V Entities: coily, red balls, cyclops Blocks: lavender->dark blue Background: hexagonal spinning frustums Trending: downward b = the baseball bat which zaps Coily(blue wizard comes by) You'd do well to get the baseball bat right away and not use it until you're desperate; the resulting pyrotechnics are cute but distracting enough to cost you a life anyway. 6.1.5.4. BOARD 1-5-d ! O X X O X X S X X V X X-X X V X X/*\X X X X X X D X b X D X X V Entities: red balls, purple balls Blocks: red->purple Background: spinning hexagonal frustums Trending: downwards rainbow drop blocks This is another level that should go pretty quickly given the discs at the bottom. You probably only need one; clear the left, take a disc, clear the right. bonus level behind the bottom part:(jump into the apparent hole in the structure) BONUS LEVEL Blocks: yellow->blue Trending: downwards V X X X X X X X X X X X X X X X X X X X X X X X X X X X V X X V X X X X X Not too tough to figure out. Go DL all the way, DR, UR DR UR UL UR DR UL and keep snaking around to the top. DR DR DL DL DR DR DR UR DR UR UL and the rest should be obvious. 6.1.5.5. BOARD 1-5-e O ! O X X X X X X X X X X X X X X X X X X X X X X X X X X X X X \X X X X X X X X D\X X V X V X X V X V D Higher disc cannot be accessed from the lower part. Entities: red balls Blocks: light purple->dark purple Background: hexagonal skewed(rotating) Trending:downwards This is not too tough of a level given that Coily never shows up. The usual tired dictum of finishing everything in the left/center/right before moving on applies here. Fallthrough blocks are striped. 6.1.1. LEVEL 1-6 a X X X X X X X X X X X X X X X X X X X X X b X X X X X X X X X X X X c X X X X X X X X X X X X X X X X X X X X X d blocks: yellow->purple background: spinning octagonal wires This is the first really huge home level although there is little chance a cautious player will actually lose a Q*Bert. 6.1.6.1. BOARD 1-6-a ! V X X V X X X X X X X X X X X X X X X X V V X X X V O X V V V X O V Entities: cyclops Blocks: yellow->purple Background: single octagonal rings swing, spin Trending: downward Swirly pattern for falling down blocks In order to get bonuses for jumping on everything three times in that section at the bottom it's probably best to nail them two at a time. Given that you don't have Coily to face this is very possible. Note that the cyclops have a general pattern tending up towards the center--they never move down. Cut in behind them for tough bottom corner squares. 6.1.6.2. BOARD 1-6-b ! V X X X V b X X X X X X . X X X X X X X X X X X X X X X X X X X X X X X X X X X X O X V X V V X V (f) Entities: cyclops, red balls Blocks: lt purple->dark purple Background: interlocked rotating octagonal wires Trending: downward Swirly pattern for falling down, Mardi Gras-colored. Bonus level: X S X X V X X X X X X X X X X V X X X X X X X X X X X X X X X X V X X X X X X X X X V DL UL DL DR DL UL 2DL DR UR DR DL DR UR DR UR UL UR DR UR 2UL UR 2DR UR DR DL DR UR 2DR DL UL DL DR DL 3UL DL DR 6.1.6.3. BOARD 1-6-c O X X O O X X X X X X X X X X X X X X X X V X X X X V X X X ! X X X X X X X X X D X X X X X D V X X V Entities: coily, extra Q*Bert, red balls Blocks: pink->purple(green spiral-swirl droppers) Background: spinning hexagon-google symbols Trending: downwards I suppose you've seen other levels like this before and I can't really give any advice other than to try to move in a circle and clear everything out. 6.1.6.4. BOARD 1-6-d X V O X X X ! X X X O O O X X X X X X X X X X X X X X V X X X X X X X X X X X V D(to bonus level) Entities: red balls Blocks: tangerine->dark blue->light green Background: Trending: all over the place! This is a tough level for just having red balls bouncing all over as you will note droppages all over the place. If one cube is too far below another, don't try to jump down onto it. You will fall. However there is a nice outlet that can help immensely. The disc leading to the bonus level doesn't disappear after you've completed it. Therefore you are able to exit this level whenever you want. That is a huge help when the board seems too crowded, and when things are reset you'll have time to cover that next area. This seems to be a safe way to get through the level. disc to new level: ! V X X V X X X X X X X X X X X X X X X X X X X X X V O X X X X X O V (green swirls, yellow-> WORLD 2 You actually get a sort of story with these levels. World 2 feels the monst genuinely adventurous of the four. Q*Bert goes through a variety of backgrounds, from fire to ice to jungle to medieval, and all levels are linear--the order is not free form as in level one. You also see odder shapes, and bonus rounds are more prominent. You also need to beware of a pattern: once you hear the crash there is still one more square that appears and you need to clear it before the monsters keep coming. It's usually on the opposite side of the board. Every trip to the next level is also one-way. 6.1.1. LEVEL 2-1 Level 2-1 has a sort of rough gothic climbing a cliff at nighttime theme. The boulders tend to be a bit theatrical, and this can help you avoid them. What's most important is to get a quick start on any one level, and the rest is usually a breeze. None of the levels is especially big, but there is some quick action that can potentially be very confusing. You climb up a series of mountains to the top of the castle. The levels can be quite snappy once you know how to do them but until then they are torture. 6.2.1.1. BOARD 2-1-a X O O O X X X X X X X + X X X X X X X X X D Entities: boulders, Coily Blocks: grey -> light green
Background: eerie mountain/clouds Trending: downwards Shading may cause problems here. It's best to go as quickly as possible to cover the three targets. Cover the top three rows(minus the middle third row if there's no time) quickly although if that is not practical(a shadow above one of them) covering the DR first. Jump on the disc when Coily appears, and clear the rest later. 6.2.1.2. BOARD 2-1-b c + X O O X X X X X X X X X S X X X X X D X X Entities: boulders, red/green/blue Blocks: grey->light green Background: tree and clouds in the twilight Trending: bends at the start If you're just trying to survive, first order of business is to go DR and then you'll need to circle around to the other lone square. Once the boulders start falling you can nip in and touch the target squares. However expert players may wish to go UR first to nail the red/green/blue guys first. 6.2.1.3. BOARD 2-1-c + O O X D X X X X X X X X D S X X X Entities: boulders Blocks: grey -> light green Background: crescent moon Trending: downward Boulders, which cover all the squares, aren't quite side-by-side here and you may need to time things a bit to jump between the two boulders. But you always can. They're easier to time than the red balls as there is more room for error. The left one usually drops first. You have discs for in case you panic but they shouldn't be necessary. 6.2.1.4. BOARD 2-1-d O + X X X X X D X X X D X X O X X X X X X X X Entities: Coily, boulders, red/green guys Blocks: pink->green Background: greenish volcano Trending: downward Head up immediately to nab the red/green guys. Then it's best to try to circle around counterclockwise and take the disc to shake off Coily. Once you do the rest of the level should be shortlived. The only target square that puts you in danger is at the top. 6.2.1.5. BOARD 2-1-e X X D D X X X X X X X + X X X X D X X X D X X Entities: Coily, boulders Blocks: pink->green Background: red volcano Trending: downward 6.2.1.6. BOARD 2-1-f O X X X X O X X X X X X + X S D Entities: Coily, boulders Blocks: grey->green Background: a few stars Trending: downward DL If you move quickly this should be no problem. 2UL, UR, 2UL, DL all the way, DR and UR when you can. The disc probably won't be useful as Coily has a nasty habit of landing right next to it as an egg. 6.2.1.7. BOARD 2-1-g X X X X O D X X X X X O X X X X X X X X X X X X X X X X X X S D X A bit of a complex level but if you note that the disc on the left drops you at the top of the board, you will be OK. It's an extended dead end that's much tougher to get to without an extended pause. First however you may want to cover the DR part of the board. 6.2.2. LEVEL 2-2 We've got a weird sort of medieval theme here which I always tend to think of as Mayan, probably because of the exotic music and of how these weird idols come bouncing out and chasing after you. Timing and general quickness will be useful here. The levels aren't the quick hitters of 2- 1 but certainly have nuances and trade-offs for certain squares' safety that I find appealing. The idols are much more forgiving than red balls as you can wait a lot longer before jumping away from them. You must jump on targets to clear levels, and many squares are partially obscured as well. Remembering this may be the toughest thing about this level once you get past board a. 6.2.2.1. BOARD 2-2-a X X X O X X Y X X Y X X Y X X Y X X X X X X O X Y X Y X X Y X X X X X Entities: green guy shooting from the side, idols bouncing down gullies(Y) Blocks: wood->green Background: verdant, river/grass/ferns Trending: two gullies There's a green guy to the UL that occasionally fires arrows at you. You can always tell about where they will come from as of course he can only fire them in the UL/DR corridor he is currently on. You can duck them in the gully, but not for too long as that is where the idols come bouncing down. The DR reaches of this board are safer than the UL which you'll want to complete ASAP--try to complete the UR when the green guy is DL, and vice versa. I find this to be the toughest of all the boards on level 2-2 so don't be discouraged if it takes a few guys to get through this. 6.2.2.2. BOARD 2-2-b . . O X . O X X . X X X X X X X . X X X X . X X X X X X X X X X X X X X X . X X X X X . Entities: idols(4 at a time,) arrows, red/blue guys Blocks: wood->green Background: grassland with river below Trending: gully in DR center The idols move predictably here as well. First they will go DR and then to the outside of the level. Then later they will come down the center. The arrows are easy to track as well--notice the red and blue guys on top. The blue guy(UL) tends to shoot two arrows quickly at once so you may want to wait for them and then clear the upper left. The middle two rows are safe from arrows except for the extended UL bit. Of course to get the targets you want to wait until the idols have passed you by, and then it is free sailing. 6.2.2.3. BOARD 2-2-c X O X X O X X X X X X X X X X X X X Entities: Coily, red balls Blocks: wood->green Background: wall to the right, targets to the left Trending:downward DL A very quick and easy level if you have your bearings. I find you can snake your way (counter)clockwise--whichever way ends up in a corner at the end of your journey when all squares on the rim have turned green, detouring to jump from target square to target square, wait for the red ball and Coily to drop, and then clear the last four squares. But be quick whatever you do as Coily appears rather fast, and there are no discs. 6.2.2.4. BOARD 2-2-d X X X O X X X . X X X X X X X X X X X X X X . X X X X O X X X X X X X X X X X X X X X X X X X X X X X X X Entities: two idols Blocks: wood->green Background: river below Trending: downward from center/UL The graphics are interesting foreshadowing as there are two targets you can see but can't reach. The idols move randomly and you have to be especially cautious about hidden squares in the UR. Still the process of following them if they seem to be stepping on squares you can't cover works well, and they should eventually fall off to give you a breather. Once you've cleared all the squares the level will fall away and you are kicked directly to 2-2-e. You don't have to walk anywhere. 6.2.2.5. BOARD 2-2-e X 2 X X O X X O X X X X X X X X X X X X X X X Entities: red/green/blue(100/200/300), idols Blocks: wood->grey Background: darkness, with hint of bonus level below Trending: down from up-center This has a stupid bonus level. You'll want to visit it not only for the points but also because the monsters take so long to come down here that you can complete this level without being molested. Overall, distinctly lucrative and with an utter lack of challenge. S X X X X X X X X X X X X X X X 6.2.3. LEVEL 2-3 This level has a city theme to it. Q*Bert jumps around a skyline, and one thing you need to watch for is bad lighting. In fact one level allows you to turn the lights on or off. Many levels have several parts where new platforms don't appear until you've cleared parts of the previous levels. 6.2.3.1. BOARD 2-3-a X X X X X * X X X X O * X X X X X X X X O X X X X X X X X X X X X X X X X X X X X X Entities: red/green/blue, extra Q*Bert, Coily, red balls Blocks: dark -> yellow, blue Background: skyscrapers, with lampposts and a weird Coily spinning sign Trending: DL on the right hand side You must clear eight squares at first. All but the two UR-most flip(yellow<->blue) so be careful. Then you can jump off to DL which puts you at the bottom or DR which puts you at the top. I prefer being able to clear out the larger area first so I go DR--if you're quick enough you can also pick off the red/green/blue guys. You'll need to fake Coily out in order to get to the bottom but I don't recommend using the disc as that will kick you back to the top and you'll have to pass Coily again. The left area is rather easy to get through and you might as well clear the top parts before balls start bouncing down. 6.2.3.2. BOARD 2-3-b O O * X X X O X X X X O X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X Entities: Coily, tires Blocks: dark blue->red Background: lampposts, Coily sign Trending: downward with gullies The tires here are much like the boulders in 2-1. They are entirely predictable, always bouncing DR or DL depending on the squares where they start. Note the very center square is always a safe haven until Coily appears. As you can easily outrun him this level should, in all, provide minimum challenges. Even if he starts to follow you or create a blockade with two tires, you can shake him off by waiting until the last minute to jump away. However Coily comes in so late that you may be able to finish before he can distract you. 6.2.3.3. BOARD 2-3-c * X O X X X X X X X X V X X X V X X X X X X X O O X X X X X X X X X X X X X X X X X X X X X X X X X S Entities: Coily, tires, red balls Blocks: yellow->grey Background: street lamps, apartment building Trending: downwards to DR Obviously you need to get going UL right away. The tires are still pretty easy to avoid, and Coily should be too. Note that this is the first Q*Bert level where you can't see all of the stage at once. The upper level looks like it has a hole in the middle but the down-arrows could provide quite a nice bonus and a temporary escape route(tires can't go down there.) The bright yellow squares you need to turn should be visible, but remember that turning the target from red to green is necessary. 6.2.3.4. BOARD 2-3-d S X O X X X X X X X X X X X X X X X D D X O X X X l X X X X X X D X L X X X X X X X X X X X X X X X Entities: Coily, red balls, extra Q*Bert Blocks: grey->red Background: buildings below Trending: downward This board starts out totally dark and the only way to make it light is to go to the lower left. I'd advise doing that right away and clearing out that area as Coily can't disturb you yet and he is trying in cramped areas. Then you can make it back up the bottleneck, ditch Coily on a disc, clear the main top part out, and go DR. Note that DR you will hit a square that shuts the lights out. Fortunately if you run DR you should be able to clear the right part out before working your way to the left, where there's an emergency disc if you can't cover everything. This gives you a second chance to come back and complete the job. 6.2.3.5. BOARD 2-3-e S X X X O X X X X X X X X X X X * X X X X X X X X X X X X X Y X X X 2 Entities: Coily, red guy Blocks: grey->yellow Background: skyscrapers below Trending: Here you have to turn all the squares one color before the next part will pop up. This is not trivial because the squares flip colors. The target square, which you do not need to jump on, is critical for parity. The red guy jumps around a lot and you should catch him eventually as the Y square doesn't open up until the nine squares above it are turned yellow. If you fall off the edge of this level, you'll run into huge problems. Coily drops down quickly on your return and sits down at the top of the 3x3 square, limiting your movement and forcing you to undo the work on your 4x4 square unless you're good at bouncing back and forth a lot. It's better just to be caught and proceed, and so you will want to pay extra attention to making good jumps. Ideally you can just snake DR all the way/DL/UR all the way, but it never quite works out. This is a nasty if short board. 6.2.3.6. BOARD 2-3-f X O 3 X X 3 X X X 3 X X X X X X X X X X X X X X X X X X X X X X X X S X X X X X X X D D D D Entities: ugg/wrong way, slick, blue-green-red, coily, red balls Blocks: grey->red Background: skyscrapers in distance Trending: downwards The '3' blocks don't seem to do anything. They are just there. You should be able to cover the left half unmolested by Coily(and if you are, give Coily the runaround until it's complete and then use a disc to jump to the top,) and the board is divided enough that you have a good chance of clearing the right half unhampered by him as well(purple ball tends left but if not--use another disc. There are more than enough.) Remember that although the target square starts out red(which you need to change all other blocks to) you need to change it to green. 6.2.4. LEVEL 2-4 This arctic themed level is the only place where you will see slides; if you step on a square, you are sent down. Sometimes you have to take pains to get around one and other times it's just easy to slide and write off a minor inconvenience. Also similar to 2-1 each time you complete all the accessible squares in a board, a barricade will burst and you must go to where it was in order to stop monsters from appearing. Slides are designated by a 'Y' in the text maps. Note you end up at the X below it. Also note that there are strange narrow passages between levels that you can't fall off but allow for a complete change of scene. 6.2.4.1. BOARD 2-4-a O X X X X Y X X X Y X X X X Y X X X X X Y X + S X X X X X X Entities: boulders, blue/green/red, green guy Blocks: blue->icy frozen Background: frozen ferns Trending: downward The board is pretty much divided into "above the slide" and "below the slide." It is tough to cover the corridors created by the slide as boulders may randomly bounce at you, but on the bright side boulders never touch the slide, so it's a safety valve. Quickly going UL/UR will not net you the three guys. Stopping to cover the very DL square is a bit safer and you'll still get 300 points for the blue one. In any case don't put yourself on automatic and go DR after touching the slide--you'll lose a guy that way. Also note that the little green guy will come down at some point so you'll want to clear the UR part first. Once the green guy drops down just backtrack or trace his steps and you should solve this in good time. Boulders seem to fall from the lower target square so that is an extra reason toise using the slide to clear out the UR squares. 6.2.4.2. BOARD 2-4-b O X O S X X O X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X Entities: boulders rolling Blocks: white glacial->blue glacial Background: mountains Trending: [Don't need to cover O's] The UL part before you get to the rolling boulders should be no problem whatsoever. The rest really requires patience; moving laterally until you've cleared each three-unit phalanx works, although you can usually skip a few and, when you get all the way UR, just run back DL. I don't think there will often be a phalanx of boulders so this level shouldn't cause you to sweat much. In general the boulder pattern seems to be as follows: boulder in 1st row, 2 boulders in 2nd row in a row, boulder in 3rd row 3 squares later. The boulder in the 1st row lags one more square each time. 6.2.4.3. BOARD 2-4-c V V V V V V V V V Y Y V V Y X Y V V Y X X Y V V Y X X X Y V V Y X X X X Y V S X X X X X X * X X X X X X D D Entities: boulders, Coily Blocks: blue g;lacial top-> white Background: snow ferns + rock Trending: downward Fortunately, you don't need to clear any of the V squares, which is fortunate as you are only allowed above the range twice with the discs. So overall this is a pretty normal arcade Q*Bert level although you can jump to the bottom right away after clearing out the top first--if you'd like. 6.2.4.4. BOARD 2-4-d X X O X X X X X V X X X X X X X X X X X X V X X X X X V X X X X X * X V X V X Entities: red guy, ugg/wrong way/ boulders Blocks: lt blue & purple->blue Background: frpmds + small ice castle Trending: downwards Fortunately Ugg, Wrong-Way et al don't seem to do much. The V squares you don't need to step on but it's unclear when they disappear and you don't get any points for doing so. This is a pretty quick level. Just remember to clear the square next to the mini-mountain blockade. 6.2.4.5. BOARD 2-4-e X O X X X X X X O O O X X X X X X Y X X X X X Y S X X X X X Y X X X Y X V X X Y D D X V X X X X X X X X X X X Entities: blue and green guys, Coily, red balls Blocks: lt blue->dark blue Background: mountain and big fronds Trending: downward Back to the normal whopper levels. As going straight UR four squares gets you a conk on the head from a boulder, I'd make use of the discs here to buy time to clear out the top; in fact I might go straight down and try to clear out the area DR of the two falling squares[what color] and, each time I got to the top, try to cover the targets. First I'd cover the far left and then the mid-left. 6.2.5. LEVEL 2-5 This level has a bizarre fire theme which gets pretty distracting when you have to cover every square twice. But there is still an attractive design and it is interesting how the board gets brighter the more squares you step on. You also have a weird power-up which causes all boulders on the board to vanish. 6.2.5.1. BOARD 2-5-a * D * * X ? X X X X X X X X X & X X X X X X V X X O X X X X X X X V X X X X X X X V X X X D S D Entities: Coily, red/green/blue Blocks: dark orange -> orange yellow Background: fire pits in a sort of chalice Trending: downward upwards Vertigo! You start at the bottom and the only disc is at the top, which is really downward in the 3-d perspective. The red/green/blue are nuisances that you can't really go after, and the key to getting a good start here is NOT to step on the squares UL/UR of your starting point. At least not immediately. You probably want to paint the edges before going for the center, and you want to use them as possible escape routes to the bottom of the screen where two discs are if Coily comes after you. To finish things off you may want to take out the upper part(which has an emergency disc for if you fumble things a bit.) Don't bother to use the power-up on this board. It's far more useful on the next one. 6.2.1.1. BOARD 2-5-b X X X X X O X O X O X X X X X X X X X X X X X X X X X X X X X X X X X S S Entities: Q*Bert, blue guy, rocks that sink into themselves Blocks: olive green->orange fire Background: see above Trending: downward DR This level requires more waiting than I'd really like, but the important thing to remember here is that when blocks turn tan, it means the boulders have sunk into them. Do not step on these squares or you will lose a life. The bright side is that boulders rolling after them will sink in. Hopefully you will be able to go about your business pretty easily otherwise as all the boulders roll predictably DR. Once you get to the top you'll want to sneak quickly across to nail the 'other side' of the target squares. If you've been able to clear everything, good, but if not(i.e. a boulder is sinking in a square you need to step on,) then just get DR of a square you need to touch and be prepared to wait a bit. With no evil entities and even extra Q*Berts this board doesn't exactly have you sweating for evasive action. However if there is that one last square you just want to get rid of, why not use the power-up? You'll be getting a new one in board C so it's a bit wasted if you don't use it now. 6.2.1.1. BOARD 2-5-c S X X X X O X O D X X X X X X X X X * X X X X X X X X X X X X X X X X X X X X X X X X X X D X X X D Entities: Coily, boulders, red/green guys Blocks: brown->yellow Background: sliver of fiery rock + band of squares Trending: downward The squares knocked out in the center of this sort of hexagon do matter(and they are not obvious,) but there is nothing else extraordinary to report. Of course you will want to cover the six top squares before progressing further, but on the other hand when you are on the bottom the missing squares provide a nice shield. You can even direct Coily the wrong way when you want to enter the lower space. If you want to pick up the red guy then go DL immediately(it helps to have entered on the right square to get to this level as well.) As before there are enough discs here so that you can ditch coily and also zap any boulders that have sunk into squares you need to cover. There's also another part after this one which consists of 12 UL moves in a row where you often just have to wait for boulders to hit in front of you. Adjacent rocks never come down at once so overall the board is pretty easy. It does not even seem like a proper board, and I do not count it as such. In addition you cannot use the power-up to knock anything out. I've gotten through by going quickly UL and holding the controller down but can't guarantee the rocks don't start to drop randomly. 6.2.1.1. BOARD 2-5-d 3 3 3 B 3 3 3 3 3 3 3 3 ! O 3 3 O ! X X 3 X X * X X X X X X X X X X X X X X X X X D X X X X X D X X X X X X X X X X X X X D Entities: red guy, extra QBert, green slick, Coily, boulders, green ball Blocks: reddish -> yellowish -> bright orange Background: hollowed out cube pagoda Trending: downward You need to touch every square twice here and with Sam/Slick undoing your efforts that will not be easy. Fortunately if you just want a break from the whole business there is a very easy bonus level if you run around in back and on top of the structure. Just go UL to start off. You also can use two power-ups if you've saved the one from 2-5-c. This will help you to knock out that pesky last square a boulder sat on if you are worried about Coily near you or Slick undoing your work. There seems to be a constant stream of extra Q*Berts floating around and they are a real godsend if only for the time they buy you when you get killed one second after picking them up. You will also want to follow the pattern of working from the sides to the center and up. Slick seems to appear on the right, so you want to leave the upper right to the very last. Again you need to watch for the boulders that 'go splat' and preclude you from stepping on a square. The coloring is especially tricky but you need to notice that the side squares on the pyramid below(which don't usually change) turn color to indicate the square above them has been touched. The red and green guys appear early and off to the left so you may want to take care of them if you want some extra points. The green ball appears off to the left. bonus round: X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X UL is the first move and it's not immediately obvious. From there it is much easier. Just UR all the way, UL, DL all the way, UL, repeat. 6.2.6. LEVEL 2-6 The potential for points here is infinite as on board 2-6-a you can just hop back and forth on the eye. It's not much fun that way though and it will take a while. There are also critters that are not barred from appearing right after you take a disc and ditch coily, and the final two levels have Q*Bert switching the tiles so he has to jump on some more than once. 6.2.6.1. BOARD 2-6-a O + X X X X X D X X X X D X X X e X X X O X X O X X X X X X X X X X X X X X X D X S X D X X X X X X X X X X X X Entities: Critters, Coily, red/green/blue, extra Q*Bert Blocks: tan -> red Background: not-really-plants, tan/red/green color Trending: mostly downward To pick up the red/green/blue you'll want to move quickly UL and then ASAP UR. The level is slow enough in developing that it should not be tough. As in 2-4 you have paths to new levels revealed when you cover every square, but you won't need to find the last one for the monsters to disappear. There's a weird plastic jungle background in this level, which also features a block that looks like an eye. Step on it and it toggles a light switch. Not quite as funny as Clapper commercials, and it's not necessary to step on once, but if you're trapped into stepping on this you should be aware of what will happen. Fortunately you can still muddle your way around well enough even if you turn the lights off. This is not as tough of a level as 2-5 but turning off the lights is a potential game-ender, so you must take careful steps to counteract doing so. You also have your jumps toggling squares in the last two levels, requiring a bit of extra detail work on your part. Other notes: beware the mid-ranged drop zones. Although it's relatively safe just above them(there's a disc just above there for when Coily visits) there are a few dead ends on this board and the sides are a bit inhospitable. It's certainly a lavish first board in a level. You're probably well off collecting Q*Berts in this level as well. 6.2.6.2. BOARD 2-6-b D O X X X X X + X X X X X X X X X X O e X X D D S X X X X X X X X X X X X O Entities: Coily, weird blue trees, critters Blocks: tan -> burgundy Background: weird blue trees Trending: down Introducing...the weird blue trees/cacti that move slowly! Yay! They are not much of an issue as jumping on a disc will make them disappear. With the three discs and relative lack of dead ends(except the target DR, which spawns trees and which you should approach immediately after clearing the level with a disc) this is not such a bad level. I found slowdown on this level when I took a disc up in the dark. Of course the game won't slow down during any meaningful time :). But there's a lot going on hin this small level. 6.2.6.3. BOARD 2-6-c X O X X O X X X X O X X X X X X X X X X X e X X X X X X X X + S X X X X X X Entities: weird blue trees, critters, Coily Blocks: tan -> red Background: purple waterfall into pool Trending: downwards With the eye in the middle of the level there's extra temptation to step on the eye, and it doesn't help to have a lack of discs as well. So obviously the tough parts are covering the upper left and right squares. Do one immediately going UL UL UR UR UR UR. Lead Coily on a chase to the left side and hit back at the right if you must. The weird blue trees that move slowly are more of a nuisance here. If one is on a square you must hit, see my advice above--move all the way to the right to sucker Coily and blow back past him. If you are really impatient you can just sacrifice a life(not a bad idea if you're flush with them on completing 2-6-a.) Apparently if you step on the leftmost target a passageway opens back the way you came. It only seems to be good for falling down, though. 6.2.6.4. BOARD 2-6-d X . O O 3 3 & (wipes em all out) O X X X O 3 X X X X X X X O X X X X X X X X X X X X X X D X X + X D X X D X X X X X X X X D D X X X X X X X X X X X Entities: blue guy, Coily, critter Blocks: tan<->red Background: weird sky, waterfall up Trending: downwards There are certainly some narrow criscrossing walkways here. Again using one disc per narrow walkway is not such a bad idea, although you can also go to the UR, pick up the device to wipe everything out, go down one walkway, use the device, and go back up the other with impunity. Remember also that this is a flipflopping level so you will not want to cover the narrow walkways more than once. That may mean completing the upper part thoroughly before the main stretch of covering the lower part--and you may want to cover the left-to-upper part before taking the narrow walkway in the DL. If you do take the bonus level and use a power-up, remember to refresh the powerup after you complete this level. It's useful on 2-6-e. * * SLIGHT SPOILER(PATTERN) * * I find a good pattern is to start UL, go UR at the first opportunity, DL and DR and cover the rest of the left side. Then all the way DR, UR/DR a bit, then UR all the way. UL, make a UR detour to get the power up that wipes everything out, then tend UR and go to the bonus level. Then I try to pick off each narrow walkway individually. I find I may have to walk over some squares three times before I duck back out, but given the plentiful discs around that area I figure that a good player should chip away quickly as there is not much left to do and 80% of the board can be ignored. Bonus level to UR of top square: X O O D X e X X X X X X V X V X D X X X X X X D X V X V X V X X X X X X X X X Entities: Coily, ugg, wrong-way, sam/slick, extra Q*Bert Blocks: tan->red Background: weird sky, upwards waterfall, green/red plant Trending: downwards Although quite lucrative, this is undoubtedly the most hellish level to complete in Q*Bert Playstation. You may have two Sam/Slicks appear at once, and they appear much more frequently than in the arcade game. As a bit of a consolation you get potential extra guys and some squares are worth 100(the V's do not disappear.) Standard board strategies of just clearing the sides first work here. You may wish to cover the entire level and go over Sam/Slick's path in reverse to clear this one. What's really annoying about them is how they don't disappear when you take a disc. They often drop down right afterwards. Alternatively you may wish to use the smart bomb power-up you find in 2-6-d proper when there are just a few squares left. 6.2.6.5. BOARD 2-6-e + O X O X X X X X X X X D X X X X D X X X X X X X X X D X X X X X X X X X X e X X X X X Entities: blue plants, critters, coily Blocks: red<->tan Background: cactus Trending: downwards Note the two-way switching of the blocks. I suppose that is appropriate for a very final level. You'll want to chip away at the left side first and use the standard procedure for a back-and-forth block level. I tend to like to clear the DR after getting do the left side. That leaves the upper part with a few discs to mop up details. The discs should buy you some time and don't be ashamed to use them. You may need one just to make sure the upper part is cleared. Note that Coily sits down UR of the highest disc. This is an odd placement and may fool first-time players and in fact the first time through you may need to use a disc without fully having completed the DR. But that is not an eternal problem as you can just use the power-up from 2-6-d to wipe Coily out and cross quickly over and back. 6.3. WORLD 3 Unless I mention otherwise the following notation applies: X = regular square(tan-> > = conveyor belt moving DR or UR < = conveyor belt moving UL or DL u = red button that shifts certain squares , = squares that can be x = scaffold-shaped blocks you must step on 6.3.1. LEVEL 3-1 6.3.1.1. BOARD 3-1-a u X X ? X . X ? + . . + + . u . + + + , , + + X . + , + . X C X . , X X , . X u H u , u , u . u X . , X X , . X X . + , + . X + + , , + + + . u . + + . . + X . X X X u Entities: none Background: gears, pulley and cranks Trending: flat This level is actually not so bad. If you are able to pick up the hammer and then push the X button, you need only wait around for the guy in the construction hat to drop scaffolds on the +'s. However, if you wish to 'play honest' you should be aware of how stepping on each u moves the ,/. squares. Any of the outer u's moves the , squares it's in touch with clockwise. The center u turns all four clockwise. So there is a lot of hopping back and forth, although you can't do it consistently in the same direction. If you've used the hammer you need not step on any shifting squares. From the leftmost it is 2UL 2DL 2UL 2DL UL to 3-1-b. The cannon that appears when you solve the board sends you to 3-1-d. 6.3.1.2. BOARD 3-1-b X C X X u X X X X . . x x x X x x X X , X X X X X X O X u X X u X X u X , X X X X X X X x . X x x X x . x x x x . x . X . x X . X X X X X u X X u X X X X X D X X Entities: sparks Background: pipes Trending: only buttons are raised Whenever you step on a button, every single narrow walkway branching out from it is changed...except for in the lower left where nothing happens. To the right you move everything around you counter clockwise(the UL walkway has three possibilities.) I like to go L, L, DR when covering platforms, then L and onto the unsolveable bonus level. From there it is L UL and you are done. You don't need to cover the drop square. The disc leads you to a bonus level shown below. Bonus level: X X X X X X X X X X X X X X X X X X X X X X X X X S X X X X Quite simply, you cannot clear all the squares on this level. Rename them as follows: A B B A A A B B B B A A A A A B B B B A A A B B A A A B B A Now there are 16 A's and 14 B's. But you alternately jump on A's and B's starting with A. So after 28 jumps you will have 2 B's left, but you cannot jump from B to B. (This sort of reasoning is known as a parity argument in mathematical proofs.) Interestingly if you were on a 5x5 square then whether or not you could solve it would depend on where you started. Cannon leads you to 3-1-c. 6.3.1.3. BOARD 3-1-c 2 = to middle 1 = to lower 3 = to upper Lower: 2 X X X C X X x X x O x x X x O X X C X 2 X X 2 Middle: X X X 3 X x X 1 x x x u x x x 3 X x X 1 X X X Upper: 2 X X X X X X X X X O X X X X X X 2 Entities: sparks Background: pipes Trending: arched This board is a bit odd to visualize and that is why I have divided it into three parts. Not all the squares are clear to see so you will need to make sure you get the hard to see ones(see the upper part) while still not overcompensating and jumping off where there aren't any squares. And don't forget to pick off the middle and bottom crate-like squares. The target squares can also be annoying to pick off, but when you realize the sparks' general pattern of not looking into the dead-end nooks the level becomes less frantic, and you often just have to wait for the right moment. The button flips everything around so that any sparks that would trap you disappear. Left cannon sends you to 3-1-b. Right cannon sends you to 3-1-e. 6.3.1.4. BOARD 3-1-d O X O > X O < > X O , X < > X O , , O X < > X O O X < > X O O X < > X O O X < > X O O X < > X O X < > , O X < , O X , O 6.3.1.5. BOARD 3-1-e , C u d X O X X x X X X x X X X X x X X X X X x , X X X X X X , d , Entities: Coily, red balls Background: gutters and grindstone Trending: downwards I am actually representing only half of the level here. When you step on the button the view shifts and you have a mirror image of the initial view above. You must clear out both sides(although the x's are on both sides.) Beware of the difference in orientation when you hit the button and don't glide continuously on auto-pilot or you will fall off. On completing the level the hammer appears on the second X from the top. Cannon sends you back to 3-1-c. 6.3.1.6. BOARD 3-1-f X ! X X X X X ! X X ! X X X X X ! X X ! X X X X X ! X X ! X X X X Entities: none Background: bridge Trending: flat This is a pretty easy one. The hammers pounding back and forth are easy enough to time and even the two in the row pose little threat. Just jump when one starts to jump in front of you. Also note that the prespective Path from 3-1-f leads to 3-1-?. 6.3.2. LEVEL 3-2 In no cases do we have anything terribly notable in the background besides general resistor/capacitor decorations, and we also should note that the color progressions are the same. steel girder blocks: black -> red regular blocks: slate -> blue target blocks: red target -> blue target 6.3.2.1. BOARD 3-2-a N = not necessary to cover, hammer-guy + = where he starts hammering once level is over O X X X S X H X X X X O X X X X X X X X H X X N X X H X X X X X X X X X X X X X H X X X X X X Entities: weird jumpy guys with hammers Background: resistor/capacitor Trending: down from the corners and center This is not such a bad level. Remember that the small jumpy guys with hammers 1) rarely jump around in circles and 2) jump at random. Therefore the usual process of staying two jumps away from them works out well. But if you can, clear out the three drop squares and that 3x3 square first. The board is best divided into 3x3 squares at the edges. Note that if you try to use two hammers at once the first stops immediately and in fact the second starts later than normal, leaving each bridge half finished. Once you're done you may wish to use the hammers on both sides of the board. Off to the right is 3-2-b and off to the left is 3-2-f. I recommend going to the right as you will need quick timing to get started right going through 3-2-f. 6.3.2.2. BOARD 3-2-b O X X X u X X X = X O X = = . X X . = = = X X X = B = = . X X . = = = = X X X = = = D X X D = D Entities: red balls, Coily, electric pulses Background: pipes with computer terminals. Trending: downwards at each V Jumping on the u changes the . tiles from the two on the right to the two on the left and adds access to the far left/right side while taking it away from the other. Obviously you'll only want to hit it once if you can help it. The bomb gets rid of close-by enemies for a bit(not Coily) if you use it. I don't see any way to get to the walled-off level to the left and it doesn't seem to be related to any of the ones below. From the far right, 6DR 3UR to board 3-2-c. 6.3.2.3. BOARD 3-2-c X X X X X X X X X X u X X X u X X X X X X X X u O u X X e X X X X X X d X X u X X X X X X X X X X X X b Entities: red balls, Coily, sparks You really want to avoid touching the u's if you can help it, or if you do, touch it again quickly--they cause the lower part to become a parallel plane when it's better to have the original formation, where it's a bit more clear how the balls will bounce down. Paths to the next boards are denoted by their respective letters. 6.3.2.4. BOARD 3-2-d (to 3-2-c) : : u X O X u X X X X X X X X X O X X u X X O X . . X X X X . . D . D X X X D . D . . . . . . X X X D . D X X X X X X . . X X X X X X X X X X Entities: sparks, red balls, Coily Background: capacitors/resistors with power lines This can be quite a tough level. Even using the discs is a bit risky because you have a strong likelihood of dropping onto an enemy. The board should be divided up into three parts; step on the u when you want the X-shaped block of five to switch to give you access to the lower part. Impatience will kill you on this level. There are a lot of one- square bottlenecks you will do well to try to navigate. 6.3.1.1. BOARD 3-2-e c = cannons that fire you different places within the level c c c X X O X X O O X X O X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X C c c C Entities: Arachnid, usual guys, Coily The cannons on the bottom shoot you to the opposite upper corner. The upper cannons shoot you to the opposite lower corner, but one away horizontally. The middle one drops you to the bottom, a half-square right. So in general cannons will send you clear across the board. Keep this in mind while evading Coily. The cannon on the left that appears after you've completed the level sends you to 3-2-f. The other sends you to 3-2-d. 6.3.1.1. BOARD 3-2-f 1/2 = bomb/hammer which reveal all the . squares as blocks O X X C X O X O X X O X 2 . 1 X X . X X . X X X X X X X X X . X . . X . X X X X X X X X X S(from 3-2-a) Entities: Coily, red balls Background: power towers and lines Trending: downwards Your first course of action must be to pick up the hammer. In order to do that you must pick up the little blue guy first. Once you pick up both the dots are filled in. If you do not fill the dots in it will be VERY tough to pick up the corner squares, for instance, as red balls will find it easy to track you down there. Once you've cleared things the level is relatively straightforward, although sometimes you will have to navigate Coily and the red balls--jump on a square just vacated by a ball while Coily chases you. You can also re-collect the bomb, which causes the squares that appeared to disappear(a useful way to 'get' Coily since there are no discs on this level.) You then should pick up the hammer again to return things to normal. The cannon that appears after you solve the level sends you to 3-2- e. 6.1.1. LEVEL 3-3 6.3.1.1. BOARD 3-3-a O O 1 2 O u O 1 2 1 2 O u u O 1 2 1 2 1 2 u u u 2 1 2 1 2 1 O u u O 2 1 2 1 O u O 2 1 O + O + + b Entities: pulses Background: capacitors on pipes Trending: flat This one really isn't terribly fun to be honest. Of course you cannot lull yourself at any point and the chief things to watch out for are: 1. waiting around--a spark will drop on a target and run straight for you. RIP. 2. jumping onto a button and not changing direction. It looks like a straight run, but the button shifts everything 90 degrees, so you'll fall off. 3. although the drop squares don't have to be covered, you will still want to be careful there is no shadow dropping on them when you clear the square next to them. My recommendation for a way to grind through this is to clear one UR diagonal at a time. At each button bouncd UL DR to get the diagonal back in its original direction. Then go over to the next one and start again. This will also give you the bonus of clearing out the UL/DR diagonals except for the very DR, which can be picked off on its own. Even escaping is a bit of a nuisance but if you use the method I mentioned, working UL to DR, you'll wind up near the exit. 6.3.1.1. BOARD 3-3-b X X X X X X X O X ! X ! X X X X X X X X X ! X C X X X ! ! X X X ! X Entities: pulses, electric huts Beware--if you get zapped by an electric hut you are sent to the start. I assumed I stayed where I was and lost two guys for the price of one. Watch for the hole DR of the drop zone. It's not clear if one is there and with the other semi-hidden squares you may overlook one and assume that is a logical place for a square. The charges from the electric huts are pretty predictable, as are the pulses, but discretion is generally required. The UR part is the easiest to do first and generally when the pulses seem halfway through you should jump DR and UR. The cannon shoots you to board 3-3-d. You can also walk down to 3-3-c going 7UR 3UL. 6.3.1.1. BOARD 3-3-c O X X - X u X - D - - - - D X - - - X X X X X X X X X u X X X X X X D X X X D Entities: red balls, Coily Background: odd circular band The top u moves everything on the conveyor belt to the right, the bottom to the left. Obviously you'll be doing a lot of dancing up there. But don't do it all at once, and be sure to use the same button as often as possible. Of course if you can keep jumping between the same square and button(except when interrupted by bad guys) that will make your task easier too. You'll probably need to use a couple of discs. Stairs to 3-3-b at the bottom once you win, to 3-3-e at the top. 6.3.1.1. BOARD 3-3-d X X X X X X X O X X X X X X X X X X X V S V X X X X V V X X D X V V V X D X V V X X D V V V D X X Y V V Y X C Y V Y C Y Y Y Y Y Y Y Y Y Entities: red balls, Coily, sparks Background: railing with monitors Trending: downwards The Y squares all collapse once you jump on them, so don't get stuck down there. In fact I have gotten sandwiched by a red ball coming from above so if you want to go down there I would take out the first two drop squares as soon as possible(this renders the red balls quite harmless.) I'd also hit the target square. There are enough discs to avoid Coily for quite a while, although you can jump over the Y squares to ditch him in a pinch. Interestingly the discs don't disappear unless you clear all the Y squares as well. Left cannon goes to 3-3-b, right cannon to 3-3-b as well. This board is a bit of a dead end. 6.3.1.1. BOARD 3-3-e X X ! X X ! ! X X ! X X X X ! u X Not a tough level to get past, but the options after are staggering. The shocks always come in order at the !'s: 2nd from UL, then 3rd, 4th, 5th and 1st. Then a break. After a shock is halfway through, jump. UL: you head to 3-3-g, which is not necessary to complete 3-3 UR: you head to 3-3-f. DR: you head to 3-3-c. 6.3.1.1. BOARD 3-3-f Entities: red balls, sparks, extra Q*Bert once first part is finished S X X O X O X X X X X Y X Z X X Y Y Z Z X Y 1 Z 1 1 1 1 V 1 1 1 V 2 2 1 1 3 3 V 2 V 1 V 3 V 2 2 3 3 V V Entities: sparks, red balls Backgrounds: The big red band in other backgrounds 'Hey wait a minute! I don't see everything you're mapping here!' Well, it looks easy at first, but then parts of the board begin appearing. Top row causes 1's to appear Y's cause 3's to appear Z's cause 2's to appear Note the lack of discs can be rather annoying 6.3.3.7. BOARD 3-3-g* O X X D X X X X X X X D X X X X X D X X X X X X X X X X X X X Entities: red balls, Coily Background: thing hanging down, circular down A relatively easy classic Q*Bert level. UR of the O leads to the three- way junction detailed in 3-3-e. 6.3.4. LEVEL 3-4 A simple introductory level helps to direct you between the levels. Then again, 3-4 itself is surprisingly easy. a X X X X X X X X X X X X u u X c X S X b X u u X X X X X X X X X X X X C 6.3.4.1. BOARD 3-4-a 3 3 3 3 ? 3 3 3 X 3 X D X X X X D X X O X X V V V V V V V V V V V V V C Entities: Coily Background: tri-windmills cyclotrons or something Very easy level. Note that the V squares here do not drop out but give you 100 points anyway. Cannon goes back to main level. The bomb clears everything else off the screen making this extra easy. An odd choice for a level, but it's nice to have an occasional break. 6.3.1.1. BOARD 3-4-b V O u O V X X X X X X X X X V X X X X V X X V X X X X X X X X X X X X X X X X X X X C Entities: red balls, sparks Background: chemistry lab braziers Trending: downward Mirror image(vertical) appears when you step on the u. You must clear both stages.
Cannon on bottom kicks you back to the main phase. Cannon on top kicks you ?. 6.3.1.1. BOARD 3-4-c D . . O . X X . . u C X X X D X X X V C . . X O X X . X X X u O . . X X X X X X X . . D O u X X . . . X X X X X . . . X X X X O . . D . . X X V X X . X X u X . . X V X D X X X X X X X . . C . . . D Entities: Coily, red balls, sparks Background: a mini circuit board Trending: downward to the DL Cannons: send you back to the first level 6.3.1.1. BOARD 3-4-d Z Z Z Z Z , Z Z V O Z Z Z V X Z Z Z X V X Z , X , V X X , X X X X , X X V O V , X X , V V V X X , X V Y V X , X Y Y X , X Y Y Y V X Y Y Y Y V V Y Y Y V V Y Y X X Y X X V X X X X X C Background: oil derrick(?) Entities: red balls, sparks The top Z squares switch back to clear if you bounce on them twice. The top cannon leads back to the main level. 6.1.1. LEVEL 3-5 c d X a X X X S X X X f X b e Each arrow you jump on sends you to a different level. For the most part. Background: green ray tubes, purple spheres 6.3.1.1. BOARD 3-5-a O X X X X X X X X X X X X X x X X X . X X V X D O + X D V V X V X x V X V X X 2 2 X X\V D X X 2 . X X\ X X X . D X X X x x x x . X X X X . X X X X . X X X X . . X O X . X X X + Background: tubes through rings of white/blue stuff DR arrow back home, UL arrow to 3-5-b. 6.3.1.1. BOARD 3-5-b O . O X X X . u . X X X X X . . . . X O X . X X X u X X . X . . X u X X u X X X . X . . X . X X X X . . X. ^ X X X X ^ . u . X X . Entities: Coily, charges Background: u's in diagonal directions You don't have to hit the target squares to win this one, and overall it's relatively pleasant. In this level you don't have to jump on the 'O' squares and the u squares merely vanish the . squares around them temporarily. The left arrow goes to 3-5-c. The right one takes you to 3-5-a. 6.3.1.1. BOARD 3-5-c u X X u X X X X X D , X X X X X X X , X . . X X X . . u . X X D u . X X . O O . . X X . X D X . u X X . u . . X X , . . X X X X X X X X X X X X X X D u X u Pattern of jumping for 'u' squares inside the square: . . u . . Rotates clockwise. For those inside the perimeter, the ones not at the corner make the ,'s reappear. Therefore you want to go clockwinse around the board to win without goofing up. Left goes back home. Right goes to 3-5-a. 6.3.5.4 BOARD 3-5-d u u u u X u u X X u u X X u u X 3 3 X u X X V X X u X 3 3 X u u X X u u X X u u X u u u Entities: sparks Background: vertical greenish lava tubes Tending: three layers, Up(2 puzzles,) middle, down(2 puzzles.) The most bizarre...err distincitve board in the game. Basically when you step on a button it toggles the orientation of various boxes below. The object is to change every single box to the opposite of its starting orientation. This is actually not as bad as it seems once you reason how to see which button does what. Of course there are no squares you can step on that you must turn any color. I don't want to spoil things so I'll give this in steps. 1. On each button, jump twice. Note the box orientations before/after. 2. Write down which buttons toggle which boxes. 3. Try to get buttons that will toggle all 7. If you ever mess things up too much, just start flipping buttons from bottom to top and flip a button backwards if you don't like the looks of what you just did. Anyway here is which button does what: 1st button from left--flips 1st, 2nd from left 2nd button from left--flips 3rd, 4th from left 3rd button from left--flips 3rd, 4th, 5th from left 4th button from left--flips 5th, 6th from left 5th button from left--flips 6th, 7th from left So with a little futzing you realize you step on every odd-numbered button an odd number of times and it works out OK. Fortunately you'll know you're done becuase the tubes start to glow. Left disc takes you to 3-5-c. Right disc takes you home. 6.3.1.1. BOARD 3-5-e V . X O X X X X X O X X O + X X X X X X + X X X X X X X X X X X X X X X X X X X X Left arrow goes back home. Right arrow takes you to 3-5-f. Background: purple dots in grid Entities: 6.3.1.1. BOARD 3-5-f O 5 4 5 5 2 4 4 5 6 2 2 3 4 6 6 1 2 3 3 6 1 1 3 7 1 7 7 S 7 + 8 8 8 8 9 9 9 9 + Entities: Coily Background: vice clamps This is a nice, creative level. It's actually almost timed; you can wait all you want at the start(when the board looks helpless) but will need to get past a certain point quickly or, without any disks available, you'll be snake food for Coily. It should also be pointed out that platforms take time to move in. They initially seem to be disjointed. Be aware of this. The even numbered squares can be reversed. With Coily coming down once 4 comes in play you do need a bit of a system to get through as quickly as possible. In particular you need to try to be able to cover all squares and leave the area ASAP. If you find yourself one square shy(two squares shy, stay in the area--it's solvable) of where you need to be and you are on a flip- flopping 2x2 area, go back to the previous area and jump back on. First, you enter 2 on the DR square. Then UL UR DR lets you get on to 3 without any problem. Then you enter 4 on the DR square--same logic. Enter 6 on the DL square--again same logic. 8 is a bit trickier as you cannot turn everything blue without being in the middle row--UNLESS you quickly jump back to 7 and return. Then DL UR DR DL should do the trick. If you happen to fall off the pyramid you will be sent back to the start. This is exceptionally nasty because if you try to cruise back where you were before, some platforms will move away(for instance, 2 or 4 or 6, already covered, will not be covered if you come by and step on them again. Instead follow the instructions above and don't try to move too quickly. The staggered 'flip' boards make falling off the pyramid a particularly nasty travail.) Left arrow takes you home. Right arrow takes you to 3-5-b. 6.1.1. LEVEL 3-6 The 'spidery' intro level. There are six different sub-parts here branching from the center and each is accessible by only one stairway. You need to step on all blocks to get the cannons in place so you can see the other levels. You also may have squares you haven't touched hidden from you(step on the buttons in the center to check the most obvious cases i.e. a stair you haven't gone up yet and haven't switched the board to.) I'll show the center part and you can see how each operates. To the DL you have an area with a falling square. To the UR you have an area with the target. Beware; you can't really see up top and you may possibly (unfairly) get nailed by a spark. To the UL you have a choice of two areas each way, which are toggled by the square UL of the center. To the DR you have a choice of two platforms, but the bottom one has a falling square where the cannon square should be. The 'above' one has a cannon. They are toggled by the button DR of the center. d c b \ \ / center / \ \ a X e Now there are a lot of sparks running around and you should know that they never step on the bright red squares. However some can be zapped if they are on the ladders you can switch by swapping the red squares--quickly. This is also a good tactic if a spark is coming up the ladder at you. Note that sparks are produced in the a and b areas so if there is already the maximum number of sparks(3) around you may be better off being in the center(where you are invulnerable) and jumping DL for instance when you can see the sparks can't catch you. I also recommend, since you can't see sparks coming at you from the 'above' platform to the UR, that you start by veering UR(otherwise, you may just get nailed by a spark you can't really see. It's a bit unfair, but fortunately there's a way around it.) And don't step on the drop block in the center until you need to fake a spark out. You also have various ways to go about this level; there is more than one exit from any completed level, and one always leads back to this central level. Background: spinning circle with eight circles attached 6.3.1.1. BOARD 3-6-a This is the board DL of the starting point in 3-6. O X X X X V X X X X X Y X ! X X X X X X X Y X X ! X X X X X X X Y X X X X ! X O X X X X X X X X V X V X X P X X X X X X X X X Y X X X X Y C X X X X X X Y X X Y X X X X X X Y X Y X X X X Y X X X C Entities: Arachnids Background: thin purple tubes Tending: DL downward An impressive looking board but not a tough one. The arachnids all follow a predictable pattern(DL, covering the two most UL and DR corridors) and if you can knock out the down square at the top half of them will fall rather stupidly right away. Of course you can sneak behind the arachnids to touch the target square whenever you want to. Note they only patrol 2 DR diagonals so your big problems are the smashers, which are easy to time. UR cannon goes to 3-6-d. DL cannon goes to center level. Pool goes to 3-6-e. 6.3.1.1. BOARD 3-6-b S O O X V X X X X X X V X X X X X X X X X X V X X X X X X X P X X V X X C X X X X X V X X X V UR of the start level. Entities: Coily, shocks, red balls Background: scaffolding, hexagonal vats and silos Trending: downwards Another seminal level where you have to be careful when you knock out the middle squares. The ideal scenario would be if you could clear out one half of the board(you might want to jump quickly on each target square to start off,) use the bottom drop square to jump across, and clear out the other the same way in reverse. Without any discs you will need to step quickly. Once you have the left half cleared off you can use the drop squares in a pinch in case Coily chases you. Pool leads you back home. Cannon leads you to 3-6-e. 6.3.1.1. BOARD 3-6-c LEDGER O . P 1 U D 1 1 . O 1 1 2 u D 1 1 2 2 . u 1 2 2 3 u O . 2 2 3 3 . D D U 2 3 3 4 u . 3 3 4 4 D U 3 4 4 . 4 4 D U 4 C Entities: Coily, shocks, red balls Background: crane with platform Trending: down DL UL/above A potentially completely confusing level still has unfair points. For starters you can just wait around at the bottom although there are few clues as to what you can do. First of all, you start on the cannon with only one square to touch. Go UL and four squares slide in. The two things I find slightly unfair about this level are: 1. [disc] Cannon sends you back home. Pool sends you to 3-6-b. 6.3.1.1. BOARD 3-6-d 2 2 2 2 2 2 2 2 O 2 2 2 2 1 1 2 2 2 2 1 1 1 2 2 2 1 1 1 1 2 1 1 1 1 1 2 . 1 1 1 1 1 ! P 1 1 1 1 C 1 1 1 1 1 S UL/below Entities: red balls, Coily Not a bad level, really. Just get started quickly. I'm not sure which squares you need to nail to get the leftmost squares revealed, but you seem to need to knock off quite a bit of the upper portion. Once you do and you pick up the bomb, push X and upper squares will be revealed. They should not be too hard to pick up even if Coily is coming after you. Pool leads to home. Cannon leads to 3-6-c. 6.3.1.1. BOARD 3-6-e O * X X O X X X X X X X X X X X X X X X X X X V X X X X X x V X X x u x x X , u X X , x X X X C , u X X X , X X X X X V DR/above Entities: red balls, sparks Background: a sort of waterfall with a weird sewage system Trending: mostly downward Board divided into fourths of 4x4's. You hit the u on the upper left to bring a ladder to the bottom. I like doing this one last generally because you may be way out of position to find a cannon once you complete the board--and jumping around is not easy. Stepping on the middle button turns the scaffold squares UR around, vanquishing sparks or red balls. Stepping on the lower one turns the UL squares around. Stepping on the top one toggles the ladder from the upper UL to the lower one. You want it to be in the DL position to be able to get to the obscured area, which I like to do last. In general the 'flip' buttons are not very useful as the red balls generally do not fall onto the ladder and the sparks have predetermined patterns; the ones on top levels go clockwise around the perimeter, the others go counterclockwise. Stepping on the drop block and removing it will cause the sparks to fall off in the middle of their patterns. Don't be scared by falling balls either. They pop up a lot due to the level's vertical disparities but they won't ever hit you. Just clear out the top of each 4x4 quickly and nothing falling will ever hit you. Cannon below, left: back home Cannon to the right: 3-6-a. Cannon above, left: back home 6.4. WORLD 4 6.4.1. LEVEL 4-1 Here the levels are not sequential and they all stem from a central level. a D - D c X - - X X X = L - K = X X - - - - X . X = - - - = X X X - - X d X - X X X X X X X X S b You need to solve the central level by crossing a bridge and grabbing a key after you've duped Coily. Then you dupe him again to get to the lock and rescue the purple gal. Fortunately there's no way to get yourself killed until you've solved all four other levels. The bridges don't appear until then, either. You'll want to move across them quickly as they can fall off too soon. The key to baiting Coily is to have him cross a bridge. Then you take the bridge closest to him and enter the "forbidden zone." You should be able to walk around from one location(K or L) to get to the other one. 6.4.1.1. BOARD 4-1-a X X X X X X X X X X X O X X * Y Y to main X X X * X Y X . X X X X D X X X X X X X X X X D Entities: grasshopper(counterclockwise from S) Blocks: white <-> forest Background: waterfall, leaves Trending: down to bottom of screen This level can be a bit of a nuisance. Your first object is to clear out everything on the right--the 'Y' squares open one brick up to the left side, the 'X' squares open the others. Of course you have to be on the right square when it's all done to walk over and that is a big problem. Because if you slip up you will not be able to wind up on the correct square to jump over unless you touch the 'O' square first(this would happen if you fall off the edge from a 2-square or if you have already touched the O-square once.) Parity reasoning will suffice. 1 2 2 1 1 1 0 2 2 1 1 1 1 1 2 2 2 2 There's an interesting you start out you will need to cover 8 2's and 9 1's. You start DL of the 2 and your first jump will be on a 1. So you will be able to clear the board without touching 0 again if you don't fall off at 1. Why? You start out on 0. Your first jump is to 2 after which the total # of squares remaining to convert is 16. Now after every next two jumps, 1) you'll be on a square with a 2 on it and 2) you'll have 2 more or less(or the same) # of squares remaining to convert. The main point is, it will still be even. 3) Note that landing on a 1 means there will be an ODD # of squares remaining to convert. Therefore you will finish while on a 2. Note that the game is nice to you; if you land on the disc(from a 2,) you are kicked to a 1(below where the grashopper drops.) So the parity is still OK. Ther rest of the level is pretty easy. Just remember to nail the grey square above and have a minimum of caution dealing with red balls(they may actually bounce down the ramp that pops up when you clear the right side. This is the biggest surprise in the level.) 6.4.1.2. BOARD 4-1-b X X O X O S X * X X X X X X X X X X X X X X X X * X D X X X * D X X X * do not need to be covered but pop up when you've conquered the right side. Entities: red balls Blocks: green and brown -> red Background: leaves, pool at bottom Not much to worry about here. You can stay put in your starting spot and you won't get nailed. Just wait for the ball-drop spots to disappear and you'll be OK. 6.4.1.3. BOARD 4-1-c O D X X D X O X D X O X X X X X X X X X X X X X X X X X X X X X X X X D X X X X X X S X X X X X D Entities: red balls, coily Blocks: brown -> orange -> green forest Background: leaves An impressive looking level but there are no special tricks or blocks. Just watch the one disc next to the target if you ever need to use the disc. 6.4.1.4. BOARD 4-1-d d d X X S O O d O O X x X X x X d X x x X X x x X X x X X x X X X X X d X - - X d - - - Entities: red balls, Coily Blocks: combo of above Background: clam shell like leaf When you clear out the 4 x's in the center, disks appear. Of course you will need to jump on them twice. But you probably won't need the discs too much. The trickiest part is making it across the ramp at the bottom to get to the other side. A ball shouldn't drop onto it but if it does there are worse things than sacrificing a life to get across. You shouldn't have many problems with this level. Especially since Coily takes forever to appear. 6.4.2. LEVEL 4-2 P e * * O X X O X X X X X X D X X X X X X X D X X X X X X X X a X X D X D X X b X X X X X X X X X X X D X X X X X X X X X c c c c c c c c c You only have to avoid red balls in this level so it is not too tough. However you need to watch out for, when the ramps pop up, the leftmost one. Go all the way to the edge before jumping DL or you will fall off. The object in this level is: 1. complete the level(green->yellow->orange) 2. complete the side levels and make the screen shake(drops new block.) You may have to return to levels you've already completed. 3. enter the garden in the upper left, do battle with Coily, and sneak past him In the garden the maze is fairly simple, but you need to be able to bait Coily. You can't get in if you haven't completed all four levels, and you can't win unless you have hit all four power squares. I don't have the order you need to hit them in, but once you've solved all the levels you should be able to backtrack with no problems. . go . . al . . . . . . u . . . X . . . u X X . . . X X X . . u X X X . X X X u X X X X X X X X X There is a grasshopper in the lower right that should be easy enough to avoid. To the upper left there are stairs that will be blocked by trees unless you have hit the screen shaker in each of the separate four sub-scenes. Once you have unblocked everything you will be able to reach the spot where the purple girl is imprisoned. Just wait until Coily is upper-left from you and springing. Then upper-right, wait for him to spring again, upper-left twice and run for the prison. What's cool about many of the sub-levels is that they have fences at the bottom so Q*Bert can't fall into them. Not terribly helpful and they would have been better to introduce early, but still a nice touch. 6.4.2.1. BOARD 4-2-a O X X P X X x X D X D X X O X X D X X X X X X ! X ! X ! X X X X X X D * * * D X X X X X X X X X X X D Entities: red balls, coily Blocks: green->yellow->orange Background: plain Obviously the big nuisance will be the top part. Double back quickly to nail the top square and then try to clear out each arm. If you see the shadow of a ball then be sure to move away. Remember you can always loop around to the other side or wait at the square 3DR DL(if you're on the right and a ball drops to the right) and jump away from the ball and back up. Clear the three ! squares to give yourself access to the bottom. Nothing fancy here. 6.4.2.2. BOARD 4-2-b X X X X X X X O O O O X X X X X X X X X X X X X X X D X X X ! X X X D X X ! ! X X x X X ! X X P D X X D ! Entities: Coily, red balls Blocks: green->brown->yellow Background: trees Don't take out the bottom disposable block until you're sure you're done. It's a good shortcut but you'll find it's too tough to transport between the two regions if you knock it out too soon. So go for the right side first then go back to the left. Or vice versa. Also you may find that the area at the top is tough to clear without losing a life. Obviously you want to avoid it when Coily is around and be extra vigilant for shadows when clearing the top left and right as you have to bounce back and forth on a target square. But don't worry if you slip up once; impatience is natural. The rest of this level is not too ad so you won't need to conserve lives that badly. 6.4.2.3. BOARD 4-2-c Off to the side of board 4-2-b after you've solved it. P X . . X X . . X X X X X X X X O X X O X X X O X X X X X X X X X X X X X X D X X D X 3 X 3 3 3 X X 3 3 3 3 X X 3 3 3 X X 3 Entities: Coily, red balls Background: trees Blocks: green->yellow->orange There are several thin parts here which make the level a bit nasty but you can take them out early(note the targets are fairly low on the screen) and lead Coily on a chase around. 6.4.2.4. BOARD 4-2-d . . P X O X . O X X X O X * X X X X * X X D X X X X X D X X X X X X X X X x X X X X D x x D X X X X x x x X X D X X x x X X D X X x X X Entities: Coily and red balls Blocks: green->brown->yellow(X) and green->yellow->orange(x) Background: trees The thin parts where balls have a direct path can get nasty unless you've cleared out the bottom center first. Be sure to do so, and then you can wait DL and UL of the block that has just appeared to jump UL from it and cover the right wing. Repeat for the left wing. Other than that there is not much to worry about. 6.4.2.5. BOARD 4-2-e 6.4.2.6. BOARD 4-2-f 6.4.3. LEVEL 4-3 Yuck! This is a huge maze where you must find keys and then use them to unlock elevators to the next level. The first one is huge but has no enemies. The next ones get smaller but have more enemies. You also can find a torch that will briefly give light. Use it wisely... The bright side is that you don't have to cover every **** square in the maze. But you get more points if you do. On the final scene you may want to sacrifice a guy. The jumpers that appear after the first, and big, maze are annoying and keep you on your toes but can be passed; with the mazes much smaller there's less to map out and you will probably stumble on the key by accident if nothing else. 6.4.3.1. BOARD 4-3-a X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X T X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X L X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X ^ X X X X X X X K X X X X X X X X X X X X X X X X X X X X X S X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X Entities: none Blocks: dark brown -> gold but not necessary Background: empty space This is a slightly nasty 23/24 maze, but fortunately there are no monsters to trap you in a dead-end--and there are not too many dead ends, either! Still, fatigue and frustration can become factors that cause you to lose a Q*Bert. On the bright side, though, you hardly need to bother with the upper part of the maze(or the very lower part) making a potential walkthrough about as easy(relatively) as you could hope. Pick up the torch first(UR4 UL2 DL4 UL5 UR2 DR3 UR3 UL3 DL) and now back at the first intersection after the start go DR UR2 DR4 DL3 DR4 UR3 DR4 UR2 UL5 UR2 DR3 UR2 UL3(got key) UL UR2 DR5 UR5 UL2 UR2 DR2(open hole) DR3 and on to the second board. 6.4.3.2. BOARD 4-3-b ^ X X X X X X L X X X X X X X X X X X X X X X X X X X X X X X X X X X X ! X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X K X X X X X X X X X X X X X X X X X X X X X X X X X X X X S Entities: jumpers Blocks: dark brown -> gold but not necessary Background: empty space You can bounce under the jumpers when they come near you. Also beware lumps on a square as they are lethal(jumpers ready to form.) Be wary also that the key will lead you into a dead end so you will need to go unerd a jumper. You'll also need to go under a jumper again to get o the lock. 6.4.3.3. BOARD 4-3-c X X X X X X X X X X X X X X X ^ K X X X L X X X X X X X X X X X S X X X X X X X Entities: jumpers Blocks: dark brown -> gold but not necessary Background: empty space With the key nice and close to the exit this is not too bad of a board. After all, an 8x8 maze can only be so hard. 6.4.3.4. BOARD 4-3-d X X X X X X X X X S X X X X X X X X K X X ! ! ! ! [your goal] Entities: jumpers Blocks: dark brown -> gold but not necessary Background: empty space This is an annoying board and your goal before you get here should be to have one Q*Bert to spare at the start. The best way to get around all these bad guys is to 1) sacrifice a life or 2) sucker them back into the loops and walk around. Be sure you have the torch if you use this; otherwise the best way is just to bull through. Just before the first jumper go UL for the key. If it's dark, go 2UL 5DL 2DR 2DL UL DR 4DL and don't worry if you lose a guy. 6.4.4. LEVEL 4-4 Now this is a bit of an odd one. You have a detour and ultimately a strange level with keys where you may find a sacrifice attack to be the best option. Locusts have circular patterns but you can jump under them. There are also weird jumps and climbs from one level to the next. 6.4.4.1. BOARD 4-4-a b X X X O X X X X X X X X X V X X X X V V X X X X X D X X X X X V X X X X X X X X O a X X X X V X X X D X X V X Entities: Coily, locust(clockwise pattern) Blocks: tan -> blue Background: edge of cliff Trending: downward to edge of board This level is not too bad as you can pretty much clear out the upper part and follow the locust's path before clearing out the inner part. Coily takes so long to appear that you can probably just outrun him to finish everything. On completion of this level a new path will appear at a. Climb it to get to 4-4-b, and then you'll come back down where you'll find a path at b to 4-4-c. To get to the next level, 4DR, UR, 2UL, 2DL. To get to 4-4-c, 3UL, DL, UL, 2UR, 2DR. 6.4.4.2. BOARD 4-4-b X X O X X X X X X X V X X X X Entities: locust(clockwise) Blocks: pink <-> blue Background: cliff/castle wall Trending: downward going D from target, 3 levels This one's really easy if you don't get bogged down. Although you don't get to jump on the falling platform for points, you can just go 3UL, UR, DR, UR, DR, 2UR, DR, 4DL to complete the level. Just follow the locust, who goes in a square. Even if you miss this pattern, there are only 13 squares to cover with just one enemy. Even if they blink back and forth just cover a section at a time and you'll be OK. 6.4.4.3. BOARD 4-4-c d X X V O V X X X X X X X X X X Entities: red balls Blocks: pink <-> blue Background: cliff/castle wall Trending: upward going D from target, 3 levels Again another easy pattern. Note that the balls always bounce straight DR or DL so just 4UL, UR, 2DR, UR, DR, DL, DR, 2UR, waiting when necessary. Tot get to the next level go 2UL. 6.4.4.4. BOARD 4-4-d e X X O X X X X X O X X X X X O X X X X S X X X X X X X X X D X X Entities: red balls, Coily Blocks: brown wood -> white wood Background: cliff Trending: downward goind DL from target What's slightly annoying about this board is that the targets look the right color even before you step on them. Look to see if they've turned red. Also some squares are slightly hidden from view so if you don't seem finished you may need to look for that too. If all else fails rake the board going all the way UR, then DR, all the way UL, DR, etc. This should be a pretty quick level, and if you don't get done right away, stepping on a disk and dumping Coily should give time to finish the job. To get to 4-4-e: 4UL DL 3UL 6.4.4.5. BOARD 4-4-e f X X X X X X O X X X X X X X X X X X X X X X X S Entities: locust(counterclockwise) Blocks: dark wood <-> light wood Background: hint of 4-4-f above Trending: slightly upward away from the target A bit tougher than the previous 'switch' scenes as you don't really have a set pattern; however you will probably want to start by covering the squares outside the locust's patrol movement. Again be sure to hit the target square and turn it red. Oh yes--make sure to hit the square at the very top of the screen. It's a bit reclusive. To get to 4-4-f, UL DL 3UL. 6.4.4.6. BOARD 4-4-f LEDGER L = lock k = key that reappears when you open a lock(it also turns into a target for locusts later) / = target for locusts that appears after you've opened a key. ? = appears after you open the lock X / L X X X X X X X ? X X L X X X X / X D k X X O X X / X X X X X X X ? X / L X X D Entities: coily, locusts Blocks: pink -> blue Background: stone chimney in the center Trending: none You may need to sacrifice to get through this one comfortably. Each time you have to run back to pick up the key you have a more treacherous road coming on back. Obviously first cover everything you can before opening the first lock. Then try to fake out Coily and the locust when you get the key. If you do sacrifice a Q*Bert(this can buy serious time,) here is a general rule of thumb: 1. If you must run back to get a key, jump off the edge. 2. If you must run to unlock the next lock, let a monster hit you. You may have to have the whole Coily-faking plan down pretty well to pass this level. I recommend good technique in the first few, none of which is terribly complex, to let you bull through this one if need be. 6.1.1. LEVEL 4-5 This level has a linear progression, with alternate levels being roughly similar and variants on a theme. More stuff comes after you though, making it tougher to cope. There's also a common theme running through every level. You'll need to bounce to one square to pick up a key and then to another square(indicated by a rough +) to open the lock. Discs or squares to jump on will be revealed. Once you clear everything, a new disc, different in color from the regular, will pop up. Jump on it to make it to the next level. LEDGER + = disk to another level K = key L = lock * = squares that appear when you put key in lock(you must walk over them twice) d = discs that appear when you put the key in the lock 6.4.5.1. BOARD 4-5-a S O * OX X X X X O X X X X X X X X X * X D X X + X X X X X X X X X X X D K This level is a bit cramped and divided into two halves, and the transition from one side to the other is a bit tricky. You can still see the difference between the blue and the purple squares, which will not be the case two boards from now. Try to hoard extra Q*Berts here if you can. Entities: red balls, coily, extra guy Blocks: green->blue->purple Background: night, but not too dark. blue/purple ice beneath Trending: down as you go DR 6.4.5.2. BOARD 4-5-b D O * S * O O X X X X O O X X L X X O K X X X X X + X X X X X X X X X Entities: Coily, locusts Blocks: green->green rocks/blue->blue rocks/green Background: swirling galaxy below Trending: down as you go follow each locust's path(they all start on the same level) Fortunately the locusts are rather stupid and jump continually DL or DR. Unfortunately they mostly jump on the way down so Q*Bert cannot sneak under them. No problem; position Q*Bert just below where one will fall and if there is no shadow jump up/back twice to cover that square with little risk. If two locusts come and almost flank each other don't worry. With the right lateral movement you'll be able to slip out of the way. In general when you have time you will want to cover one locust's path in one fell swoop. 6.4.5.3. BOARD 4-5-c O X X D X X X X + O X X X X * S X X X X L O X X X X X X X X X D X X X X X D X K Entities: Coily, red balls, extra Q*Bert Blocks: green =->blue->purple Background: swirling galaxy below Trending: down as you go DR The first thing you'll notice here is what you don't notice. Occasionally streaks of light will illuminate the difference between the blue and purple. However you'll have to rely on a bigger, more opaque splotch as purple. Aside from this the level is not too bad except that the key is in a corner and the lock is on the other side. You may want to clear out the drop zones first to your UR and DL. 6.4.5.4. BOARD 4-5-d D d O X * * O X X X L X O X X X X X X O X X X X X X X X X X X X X X K X X X X X X D X X X X X X D Entities: red balls, locusts Blocks: green->green rocks/blue->blue rocks/green Background: swirling galaxy below with weird tree Trending: down as you go DL In some ways this is easier than the previous level(minus one) as you do not have the nuisance of Coily. However shadows are tougher to see and to cover the drop zone squares you may want to sneak in behind the locusts quickly, clear them out, and repeat the process. The discs are pretty useless to jump on but good in a pinch if you get trapped, which you shouldn't even with the key in the corner(only red balls will get there from the left drop zone and even that is not probable.) Even with the darkness it's still quite possible to tell light blue and green apart, so that's not an issue. Especially with the different patterns. 6.4.5.5. BOARD 4-5-e S O O D X X X O d X X X O X X X X X X X O X O X X X X O O X X X K X X X X X X X + X X X L X X X X X X X X X d d X d Entities: Coily, locusts, red balls, extra Q*Bert, green ball Blocks: green->green rocks/blue->blue rocks/green Background: swirling galaxy below Trending: down as you go down the screen This one is not fun. You'll want to get the key and lock relatively early so that you have options among the discs. Also note that the locusts that fall near the bottom targets will look one way and then descend the other(at a right angle.) I'd say clear out the top first and then come back for the rest. Adding to the no-fun of course is that you can only occasionally see what color everything is and it's not always easy to distinguish blue/green. This is a pretty good 'Throw-the-book-at-you' final level and I would really say that 4-5 is on the whole a lot tougher and more climactic than 4-6. 6.4.5.6. BOARD 4-5-f D O O O S O X X O X L X X X O O X X X X X X D O X X X X X X X X O X X X X X X X X X X X X X X X X X X X X X K D D Entities: Coily, locusts Blocks: green->green rocks/blue->blue rocks/green Background: swirling galaxy below Trending: down as you go DR A bit of a break compared to the previous level but that's just a different way for it to be frustrating if you end your game here :). The right hand portion of this is a bit tricky; to get the DR portion of this you may have to use up both discs with Coily following you. Note that the purple ball falls DL/UL of you and drops DL to the bottom. So you don't want to clear out that target square first. 6.4.6. LEVEL 4-6 This is one of the easiest levels you will see. The overall maps are virtually identical and the only problem is that you might miss a square because it is not raise as high as another in front of it. In every level there is a target where a ball drops after a while, a grasshopper that jumps around the perimeter(which you do not have to cover,) and an electric shock that will temporarily stun you if you run into it. Fortunately you're much faster than it. I find I always lose a 'stupid' guy on the last board where you need to jump over everything twice. Of course the perspective in each level is a bit disorienting but as long as you figure which ways you can jump to start out, you should be OK. Entities: purple ball, grasshopper, electric shock Blocks: grey to blue(with spotted in between for the final level) Background: you're on a cube which tilts around until you covered all six sides. Trending: the outside is always level zero but this was simple enough that I could detail the views LEGEND X = stuff you don't have to jump over, same level as 0 > <= where Coily's ball is due to land 6.4.1.1. BOARD 4-6-a X X X X 1 X X 1 1 X X 0 0 0 X X 1>1<1 1 X X 0 0 0 X X 1 1 X X 1 X X X S 6.4.1.1. BOARD 4-6-b X X X X 1 X X 1 1 X X 1>2<1 X S 1 2 2 1 X X 1 2 1 X X 1 1 X X 1 X X X X 6.4.1.1. BOARD 4-6-c X X X X 1 X X 0 0 X X 1 1 1 X X 0 0 0 0 S X 1>1<1 X X 0 0 X X 1 X X X X 6.4.1.1. BOARD 4-6-d S X X X 1 X X 0 0 X X 0 1 0 X X 1 1>1<1 X X 0 1 0 X X 0 0 X X 1 X X X S 6.4.1.1. BOARD 4-6-e X X X X 0 X X 1 1 X X 1>2<1 X S 0 1 2 0 X X 1 2 1 X X 1 1 X X 0 X X X S 6.4.1.1. BOARD 4-6-f X X X X 0 X X 1 1 X X 1 2 1 X X 0 2 2 0 S X 1>2<1 X X 1 1 X X 0 X X X X 6.5. THE BIG FINALE The finale is actually only one level with two phases, so it isn't as intricate as the others. However, it does present a sort of nuisance and 'throws the book' at you. Entities: Coily, Ugg/Wrong Way, red balls, green balls, extra Q*Bert Blocks: change back and forth between purple and (desired) yellow Background: Coily with gold crown behind structure D X ! X D X ! X X ! X X X X ! D ! X X X X X X X X X X X X X X S X X X X X X X X X X X X ! X X X D X X X X X X X X D ! X X X D X X X ! On this level you will need to show some resourcefulness. Fortunately there are plenty of extra Q*Berts and bouncing balls going about. You may need to collect them as accidents will happen. I think a good modus operandi is, when you clear the ! squares at the bottom of the screen, to lure Coily down there if you can. Frequently you are kicked to the top and if Coily does not fall down he may be able to cause you inconvenience--if a ball is dropping on the other side you may be out of luck. I've described the flip back and forth strategy more in detail in the 'Qlassiq Q*Bert' section but suffice it to say that you should start with a small area cleaned out and then go even further. Try to make sure that you've cleared it all because trying to locate that last square you haven't touched up yet can drive you nuts. The contrast makes it tough to pick out especially if the square is on top. Once you've cleared this level, all the blocks turn solid gold and the Coily in the background starts chucking out spheres. Your object is to jump on all the discs before you die. They are in the same place as in the original level, and as there are several Coilys bouncing around at a time it is worth more than just points to wait until the last possible minute to jump if you are by a disc. The discs at the bottom are the toughest to get to, as they can only be accessed by one square, which in turn can only be accessed by one other square. Coilies may block you off for a while. Also note that you are kicked back up to the top center square after landing on most discs so you will want to bait the Coilies as far down as possible so as not to let them trap you when you land(one coming at you from each diagonal.) I find I lose one Q*Bert here as a matter of course and lack of concentration, but you shouldn't need more than that. If going for an elusive disc make sure that you do not jump off the structure or you will be kicked back to the top. It's a long way back down. Finally, enjoy the cute skit at the end. Your score for this stage is not officially recorded, but they make up for it with the entertainment. 7. QLASSIQ Q*BERT 7.1. INTRODUCTION Well, I feel a bit humbled writing about this sub-game as for all its cool puzzle explorations I still remember how a co-worker told me he scored 6666665 on one quarter while alternating play with a friend(they were upset they didn't stop at 5555555.) In fact it is not easy to engineer the exact score but I'm in awe of their accomplishments given what happens on the later repeating board. Still, although I don't have a lot of strategy for the ultimate difficult levels I hope I can nail down the basics for the casual player who might want to get to the level after which they all repeat(5-4.) Or who wants to solve the one where you jump on squares and they bounce back and forth. Classic Q*Bert is still pretty fun even with the various goofs occurring in the PSX port. The two major ones are: 1) less cool high score list without cool 'bye-bye' or messages based on rank at the end 2) chunks of Ugg and Wrong-Way scroll horizontally on the screen 3) adorable tinny music replaced with calliope-reject score Still given the relative simplicity the port of Q*Bert to the PSX(now as a 'classic Q*Bert' subgame) is, all in all, pretty enjoyable. Once again, the controls can be an issue here, and again I recommend holding the PSX at an angle rotated 45 degrees counterclockwise from the norm. I also recommend that you release one direction before pushing down on the next. Stuff I'm not sure is carried over from the arcade is: (get past level 9, it's still level 9)--need GameShark for this. 7.2. SCORING 7.2.1. POINT TOTALS --25 points for changing a square to its correct color --15 points for changing a square neither to or from the correct color --300 points for catching Sam or Slick --500 points for getting Coily to jump off the edge --750+1000L+250X points for completing a board, where X is the round and L is the level. The maximum is 5000. Or 1000 for the first board, 250 added on each consecutive board. --extra men at 8000, 22000, and every subsequent 14000 more. 7.2.2. HIGH SCORE MESSAGES This isn't featured on the PlayStation but the original arcade game had a cute ending segment for high scorers. It displayed a message depending on the place(which made up for the player losing a tiebreak with current high scorers) and even said 'bye-bye' when you were done. It didn't show the numerical value until you'd entered your initials but with 23 different high scores(almost as odd as the extra man point values) there was always something. Some messages are surprisingly snarky. 1 You have usurped all others to become the supreme Noser! Kindly enter your initials for all to see Welcome to the Noser Elite Your rank is 2 You are second only to one 3 You must know something! 4 You make it look so easy! 5 Quite impressive actually 6 An outstanding achievement 7 An expert with a joystick 8 Not shabby at all 9 A potential champion 10 You made the top ten club! 11 Just missed the top ten! 12 You could have done worse! 13 Almost out of the teens! 14 Looking good out there! 15 A truly honorable position 16 Now try and get serious! 17 Its a long way to the top 18 Practice makes perfect! 19 Nothing to brag about! 20 Almost got into the teens! 21 Only 20 scores to beat! 22 Not bad for a beginner! 23 The bottom of the barrel! 7.3. OTHER ENTITIES 7.3.1. COILY Coily bounces down as a large purple ball. He waits at the bottom for a bit then pops out at you. You can jump on a disc at the side to get rid of him--but only if Coily is less than three squares behind you. Coily has a general pattern for following you; obviously he moves the best way diagonally towards you whenever he can, but he also has fixed ways in which he chases you when he is horizontally aligned. He does not explicitly follow you if he is more than one step behind, so if you are trying to lead him on a chase you may want to pause a bit before each move. If Coily is to the LEFT of you, he jumps UR next. If Coily is to the RIGHT of you, he jumps UL next. If Coily is ABOVE you, he jumps DL next. If Coily is BELOW you, he jumps UR next. 7.3.2. RED BALLS Red balls pretty much drop down randomly(well, actually, the quasi- random sequence is generated, so if you restart the machine you'll find a pattern, but unless you have very good memory it might as well be random) DL and DR until they get to the bottom and fall off. You should be safe from them in a corner but that is not always the case. You ARE safe from them on the top square, as the balls first drop on the second row. Below is a list of all the places the balls can go and the probabilities any one ball will go there. 00 01 01 (of 02) 01 02 01 (of 04) 01 03 03 01 (of 08) 01 04 06 04 01 01 05 10 10 05 01 01 06 15 20 15 06 01 So you can see that the balls should tend towards the very center more than half of the time if everything is random(and I believe it is.) It's relatively rare(14/64) that a ball lands in the outer four sectors so you are probably safe there. But just to be sure you can always use the following method. If you are directly below a ball and near an area you need to get to, wait for the ball to drop and go the opposite way. This may not seem
terribly deep, but I find that I lose most of my guys saying "I'll just rush a bit..." The other way I tend to lose guys is when I jump to a square in the second row and don't wait for a ball to drop. I always time it wrong(it seems) and get hit by a ball. Generally even on the fast levels a ball drops no more than every four of your possible moves so if you stand below the top square and wait for a ball to come down you should be able to touch any of the squares you need, even if you have to duck briefly out of the way a bit at first. 7.3.3. SAM AND SLICK Slick's the one with the shades. Annoying little bastards--they change the colors of the squares they jump on, which is annoying if you're THIS close to solving a level. Although occasionally they may change a square to the right color, often they'll leave you in a fix with you having covered the entire board except what they just ran over. They're tough to catch as well. There's an additional problem I describe in level 5. In general they can be annoying distractions from your main task at hand although they come down a bit too quickly in the middle/later levels(3-3 and 3-4) and probably will be the death of you. Fortunately if they come in early they won't do much damage and if they come in late you'll hopefully have gotten enough done anyway(again, chip at the sides and they're less likely to ruin things at the start.) 7.3.4. UGG AND WRONG-WAY I believe Ugg is the ugly one with big eyes. These guys start below and to the side of one bottom corner pyramid square. They complement the red balls(which never touch the corner squares) quite well. They then move horizontally or diagonally. Here are the [relative] probabilities for when they wind up. However you have to read diagonally DR to see them... 01 01 07 01 06 21 01 05 15 35 01 04 10 20 35 01 03 06 10 15 21 01 02 03 04 05 06 07 01 01 01 01 01 01 01 01 <- below the pyramid So it is extremely rare that they will wind up at the top two squares--this is helped by the starting position(below the pyramid) and extra move that Ugg and Wrong-Way gets(random paths converge towards the center.) In addition at the final square they do not pause before jumping off the pyramid. You can actually tell which way these guys are going to go next. Look at their eyes; there's a brief pause before they jump. Their eyes do not face directly as they are going to jump but it is close and if their eyes switch, you can tell what the new direction is going to be. Ugg's a bit easier to figure out than Wrong-Way due to his bigger eyes so if you have to take on(and avoid) one, go with Ugg. Also be sure not to get scrunched by two coming at you from opposite directions, one above the other. If for instance you are in such a position as below: . [edge] U Q . W You can always sneak out depending on which way their eyes are pointing(DL or DR should be effective.) Note also in the situation below if Ugg goes left and you go UR you may hit each other--if he goes UL you will have no problem. . U Q 7.3.5. THE GREEN BALL Smaller than the other balls, but when you pick it up the game freezes until the bonus tune 'winds down.' You can also jump through monsters, so if you are able to move quickly(you can knock out 15 or so squares) you can get a lot done and even position yourself away from the monsters where you can get a bit more time to use your breathing space. 7.3.6. THE DISCS You can jump on the discs to clear the board as long as you can get Coily to fall off too. Otherwise they don't help you much but to provide a temporary safe haven when they kick you to the top of the pyramid. On the early levels they are also useful for letting you cover the top square without having to risk jumping up and getting hit by dropping red balls. You can also clear the squares in the second row too as you go about your business. 7.4. LEVELS The following data is for the easy settings. The hard settings accelerate which levels get which monsters, i.e. more monsters show up more quickly(seems to skip every other level.) Every level has the same shape; however, you need to jump on blocks a different amount of times in each level, and later you can actually change a block to its original state if you jump on it. L7 R7 L6 S R6 L5 O O R5 L4 X X X R4 L3 X X X X R3 L2 X X X X X R2 L1 X X X X X X R1 X X X X X X X LX/RX = possible position for disc(indicated in level summary) X = square you need to turn to the right color S = starting square O = where balls drop General advice to start is to go down one side to a corner and fill that square in, taking a slight detour if Ugg/Wrong-Way is there. Corners are the toughest to access without getting trapped. Except in 2- 4 and 3-4 there is little need to conserve discs as long as you pursue a reasonably aggressive strategy touching squares. 7.4.1 LEVEL 1 You need to step on every square once. This should be pretty easy once you get the hang of things as the action is relatively slow. You are introduced to new entities as the rounds go on but there is no huge combination of enemies. I generally wind up with about 11000 points after completing this level. (average level point possibility = 28*25 + (100-1000.) + bonus, 1000+1250+1500+1750=5500.) However I also frequently wait for Coily to jump over and get him to jump off the board. This may in some ways be safer than trying to get as many squares as possible at once. The rest period after Coily has fallen off the board is a great chance to focus on an area of squares and change them. Strategies for this level include a general one of knocking out the corners and then trying for the middle; this works well because if there is a square in the middle you're having temporary trouble accessing, there are many more roundabout ways to approach it than if it would be on the edge. My favorite pattern(barring being impeded by a red ball) would be: DL 6, UR DR UR DR UR DR UR DR UR DR UR DR, UL as much as possible. With only central squares left(you should cover the right edge and top square after baiting Coily and jumping on a disk) these levels should already be close to done. 7.4.1.1. LEVEL 1-1 Entities: Coily, red balls Discs: L3, R3 Blocks: light blue -> yellow The biggest problem you may have with this is laziness or trying to do too much without using a disc. They are there; use them. I find that I can get impatient with the speed and try to sneak in front of a slow red ball with disastrous results. This place offers a good chance to practice the basic strategy: DR all the way, then UL DL etc. until the left corner(or the mirror image if you prefer.) 7.4.1.2. LEVEL 1-2 Entities: Coily, red balls Discs: L2, R1 Blocks: white -> blue This level is also not so tough. I like to start by burrowing in the right corner(take a small detour) so that I can get rid of Coily quickly. Then I just zoom over to the left hand side with my next Q*Bert and this level is mopped up pretty easily. 7.4.1.3. LEVEL 1-3 Entities: Coily, Ugg/Wrong-Way, green ball Discs: L4, R2 Blocks: white -> grey Cover the sides first and try to hang out in the middle--if the green ball drops into your lap the rest should be a piece of cake. Note that you may not be able to go straight down diagonally as Ugg and Wrong-Way interfere, so be prepared to move towards the center a bit. Practice watching their eyes to see which way they go and, if you must, use the upper few levels as safe havens. Also remember they cannot switch horizontal direction or crawl down the pyramid. 7.4.1.4. LEVEL 1-4 Entities: Coily, green ball, Sam/Slick, red balls Discs: L7, R1 Blocks: lt blue->yellow (and sometimes purple->yellow) You probably want to go DL all the way to start and then burrow in the right corner. Note Sam/Slick turns the squares a weird purple color you haven't seen before if he appears. Don't worry about that. The disc on top is also largely ineffective as, if you are being chased by Coily, you have to time things to get to the top without a red ball dropping on you. It's much better to get up there well before Coily is chasing you and then jump off if you'd like the extra points or the break. 7.4.2 LEVEL 2 I usually end up with about 30000 points at the end of these levels. The bonus is 9500 and the minimum haul per level is (25+15)*28=1120. You'll probably knock off a couple of Coilies each level as well and need to retouch some squares, etc. 7.4.2.1. LEVEL 2-1 Entities: Coily, Ugg/Wrong-Way, Sam/Slick, green ball Discs: L4 R7,3 Blocks: dark blue->white->green Not having the red balls drop on you for the first two scenes of level 1 is rather nice. Don't get lulled into a false sense of security if the purple ball hasn't dropped yet. It likes to wait a lot at times. 7.4.2.2. LEVEL 2-2 Entities: Coily, Ugg/Wrong-Way, Sam/Slick, green ball Discs: L2 R2,7 Blocks: purple->light blue->yellow 7.4.2.3. LEVEL 2-3 Entities: Coily, red balls, green balls, Sam/slick Discs: L5 R2 Blocks: pink->blue->yellow Here Sam and Slick change from just moving a completed square to intermediate to moving it back to the original state. 7.4.2.4. LEVEL 2-4 Entities: All five Discs: L6 R4 Blocks: yellow->blue->pink 7.4.3 LEVEL 3 Here jumping on a square(or Sam/Slick jumping on it) flips it from one color to another. You want to change every square from the starting color to the end one. Obviously there's no quick way to do it but here are some pointers. 1. Don't worry about leaving one square behind. This is in fact the best policy. Trying to cover each square individually will bog you down. For instance if you go all the way DR and then UL, you'll have to go DL UR DL to have the right side covered, then UL DR UL to have the square you're on covered, etc. Eventually Coily will come along and probably force you to mess up your painfully wrought work. There's a better way. 2. The key part of solving this sort of level is what I call 'linking' two separate squares not of the right color yet. See the diagram below: S . . . . X . . . . . . . . . X . . . . . . . . . . . . X=original, .=desired Let's say you've just used a disc to get back to the top of the pyramid, and furthermore pretend there are no monsters to come forever. What's the quickest way to get through? First you nail the X on the right--DR 2. Then UL will take care of the . you flipped back to an X. Now there's one X left and I guess 4DL UL DL is a good way to get there(just in case Coily lands on the 2nd from left square you don't want to step on it first.) Now retrace your steps. In general this process of running from one undone square to another and going partially back works quite well. The pivot square is only hit once and the others are hit twice. 3. The general advice of sniping away at the sides still works well but remember that a general coverage is more important; you can 'link' everything up later indiscriminately. 4. Remember that now going on a disc can have very serious consequences; make sure that you do not 5. Strategic suicide now becomes a viable option. Before, moving around with one square left was harmless. Now it can cause your efforts to become undone. It's a bit of a cop-out to sacrifice a guy for free time but depending on your gut feeling it may be worth it. In the final 2 rounds you will want to try to conserve discs as long as you can because(as I've mentioned before) discs buy free time and now, more importantly, you can avoid the damages of Sam and Slick. 7.4.3.1. LEVEL 3-1 Entities: Red balls, Coily Discs: L3,5 R4,5 Blocks: lt blue<->blue This is a good introduction with plenty of discs if you want to buy some time just jumping around with Coily gone. 7.4.3.2. LEVEL 3-2 Entities: Coily, Ugg/Wrong Way, Sam/Slick, green balls Discs: L4,5 R2,4 Blocks: green<->white There is a quick green ball at the start of this level which can get you off to a great start(nibble at the corners again, crossing over via the bottom.) This is another reason not to pay too much detail to one side. If you can get to the bottom center square you can mimic the ball's horizontal direction, nab it, and be 2/3 of the way through the level before it's really started. 7.4.3.3. LEVEL 3-3 Entities: All five Discs: lt blue<->white Blocks: L5,7 R3 Things are a bit tougher here as the red balls provide a nasty distraction. Fortunately there are discs on each side so you can cover each one relatively safely. 7.4.3.4. LEVEL 3-4 Entities: Coily, Ugg/Wrong Way, Sam/Slick, red balls Discs: yellow<->blue Blocks: R1,3,6 It's close to imperative to drop down to the left to start the level. You can't cover it safely any other way. Little green guys drop down very quickly and frequently. You'll want to conserve discs until the end if you can so that, in your final run, you can slowly chip away at the right side of the board. You might want to suicide just to get through the board as I don't recall seeing a green ball on this board at all. It's a nasty one. 7.4.4 LEVEL 4 Monsters are almost as fast as you. The only real break you have for planning is when you lose a guy or jump on a disc--use either one well! All the levels in level 4 seem to be identical apart from their color and of course how randomly the balls drop. They are probably easier than 3-3 and 3-4. So I really do find this less taxing than the previous one level. The basic idea is that you have 3 colors, call them a, b and c. Jumping on a square changes it a->b->c->b->c->b->c, etc. Ugg and Wrong-Way are absent from this board, which means it's easy to get to the corner. My favorite strategy for painting the corner is(assuming it is the lower right:) 6DR UL DR UL DL UR DL UR DL UL UR UL and you should have six fringe squares covered. If one has a disk you may want to wait by it(be sure everything below and to the side is the right color) which will buy you some time and get you points. Repeating this strategy for both sides can frequently get you far ahead in the game. There are no notes below because all the levels seem to be the same. I don't ever recall losing a game on level four although when I am playing after a long layoff I often crash and burn on the latter parts of level 3. 7.4.4.1. LEVEL 4-1 Entities: Coily, red balls, Sam/Slick, green ball Discs: green->white<->blue Blocks: L2,4,7 R1,2,6 7.4.4.2. LEVEL 4-2 Entities: Coily, red balls, Sam/Slick, green ball Discs: L2,3,7 R1,2,6 Blocks: lt blue->pink<->yellow 7.4.4.3. LEVEL 4-3 Entities: Coily, red balls, Sam/Slick, green ball Discs: L3,5 R3,5,6 Blocks: yellow->pink<->lt blue 7.4.4.4. LEVEL 4-4 Entities: Coily, red balls, Sam/Slick, green ball Discs: L6,7 R1,4 Blocks: purple->lt blue<->yellow 7.4.5 LEVEL 5 Level 5 poses a very nasty problem. While squares that switch back and forth presented a serious nuisance in levels 3 and 4, here they present a potential temporary impossibility. Basically in level 5 a square alternates between three colors, and and level after 5 follows the same rules, too. a->b->c->a Again a good pattern is to go off to the left and cover the bottom left corner. After you do I recommend going UR DR UL DR UR UL. Now you have the bottom triangle covered and can worry about the center and the left. The moves I mentioned work generally(if you have the time) to get out of the mess in the corners. Of course if there is a disc in the corner you can just take a one-way ticket(once Ugg and Wrong-Way are no longer dangerous) and wait for Coily to pop up after getting the corner squares the right color. The strategy of working on one area at a time is again a good one. If Sam or Slick drops down through an area you've covered, it can be a nuisance, but you just have to remember to follow their paths twice. Then you can slowly walk back through that path to polish it up, i.e. - x - - x - - x - - - x - - - - - x - - - - - x - - - - If you're at the top you can cover it by following the x's. Bounce between the first two until they're covered. Then do the same for the next two and then for the final two. Any other method(one at a time, for instance) takes far longer. In general bouncing between two squares until they are covered, paradoxically, works better than chipping away one square at a time. Also remember that taking discs to the top is particularly annoying because you'll have to do several risky jumps if you land on the top square after it is the right color(especially with no disks left.) I'm not sure how to account for this but perhaps it's best to save the top until the end or at least until after you've cleared most of the board. My suggestion for the initial pattern is 6DL(discs seem to be more plentiful on the right hand side so clear the left first) UR DL 2UR DL DR UL DR. You now have the leftmost four squares cleared and they're not likely to change back. This level of course is overall a bit tougher than level 4, but the real nuisance is shown below. + - - + + + - - - - + + + + + - - - - - - + + + + + + + Let the 'score' of any square of this board in Q*Bert be based on: {0 if the square is starting color {1 if it's the intermediate color {2 if it's the final color {multiplied by +1 or -1 in accordance with the chart above Now when we complete the board we will have a sum total of eight(+16, -12) which gives a remainder of 2(or -1) mod 3. Also notice that after our first jump we have a sum total of -1 and if there are no monsters on the board its value will alternate between 0 and -1 mod 3(we always go 0->1->2->0, the equivalent of adding 1 mod 3.) This is because WE ALWAYS JUMP FROM A + TO A -, OR VICE VERSA. Incidentally we'll always end up on the 2nd, 4th or 6th row if we finish and there are no monsters(a big if) as this is when the sum value is -1 mod 3. However there are ways to disrupt this pattern. 1) jump off the board to your death on rows 2, 4, or 6. Note that your last jump was onto an even row and now you'll jump to an even row. 2) jump onto a disc from rows 1, 3, 5 or 7. This throws an additional + into the routine(you go from jumping on a + to jumping on the top square, another +) and just one won't be lethal. In the repeating(5-3 clone) levels you have four discs on odd levels so you wind up still able to solve things. Note jumping on a disc from rows 2, 4 or 6 does not disrupt the equation. 3) if you catch Sam or Slick after he has just covered row 2, 4 or 6. 4) if you let Coily drop while Sam or Slick just touched rows 2, 4 or 6, it's the same as catching Sam/Slick(also if you die as they jump down.) This is the most subtle as you may not always be aware it happened. Being able to keep track of the +/- is probably too much, so don't worry if you can't. Still if you find yourself with just one square to convert and hopping back and forth just isn't working, you'll need to take one of the actions described above(trying to grab a Sam or Slick can be -especially- annoying.) Killing Q*Bert off is actually an option- -be extra sure you jump off the structure on an even numbered row, though! And of course be sure you --need-- to as well. Levels after 5-3 all have the same disc position even if colors change. 7.4.5.1. LEVEL 5-1 Entities: Coily, red balls, Sam/Slick, green ball Discs: L2,4,6,7 R1,5,7 Blocks: pink->yellow->blue-> Note that with four discs in odd rows and three in even, if you never catch Sam/Slick but use all the discs your parity will be off. Leave one and things should be OK. In fact in general leaving a disc on an odd row is a good idea--if you can't solve the level then use it as a last resort. 7.4.5.2. LEVEL 5-2 Entities: Coily, red balls, Sam/Slick, green ball Discs: L2,3,7 R3,4,6 Blocks: green->blue->white-> 7.4.5.3. LEVEL 5-3 Entities: Coily, red balls, Sam/Slick, green ball Discs: L3,5 R1,4,5 Blocks: grey->lt blue->white 7.4.5.4. (AND BEYOND) Entities: Everything(Ugg and Wrong-Way make a return) Discs: L3,5 R1,4,5 Blocks: varied. yellow->blue->purple-> but later there are new colors(light/dark blue, white) appearing in 7-1. Still many of the same thematic colors from earlier rounds show up You actually get decent points for each level. You should get an extra guy 2/3 of the time from level's start to being awarded a bonus. 40 points/square(=15+25 for 1st/2nd jumps) * 28 squares = 1120 5 discs * 500 for each Coily dumped = 2500 Bonus = 5000 Total = 8620+(because you will hit some squares more than once and probably pick up green balls/Sam/Slick as well.) Despite these levels being very tough, you can probably establish a pattern to start things off. Covering the left(as I mentioned before,) taking a disc, and then covering the right(waiting for as little time in the bottom right once you've got it--and the square UL of it--the right color) should get the sides covered. Then you need to navigate Slick/Sam et al and try, with your third attempt, to cover as much of the board as possible before using your next disc. ================================ 8. VERSIONS/CREDITS VERSIONS 1.0.0: sent finished effort to GameFAQs 4/27/2002, proofread and complete(even the tough levels) with arcade-game high-score blurb added 0.8.0: sent to GameFAQs.com 4/23/2002, with 90% of the levels done(some tough levels I thought were done need major touching up) and half solidly proofread, but I have indeed had a go at all the levels and for a 1.0.0 draft I want to fit all my current level summaries to the descriptive formula I decided on. It's not proofread enough to be a final copy yet. 0.5.0: sent to GameFAQs.com 4/22/2002, with the tough levels mostly done. Hope to finish this by the end of the week. CREDITS This is my first PlayStation FAQ and much less 'old skool' than the previous ones and I hope it works out well. It was fun to write but I know there will be errors, which can also be seen as chances for you to get your name in this section! GameShark.com for their GameShark Lite which allowed me to look into details of level plans('Say! Can you do this? Is this a terrible strategy? Can you jump off this block...oops guess not') without having to worry about gaming technique. And eBay and Eric Sauner through whom I got the CD cheap. Atari/Hasbro for a game that's still good and was updated well-- challenging and quirky and fun. The wrong graphic embellishments could have ruined it. Sam's Club for having the game extra cheap($8.99.) www.mame.net for me to be able to check the arcade version(and for cheats there too!) ShowBiz Pizza for getting me hooked on the game(with the swearing at first, I'll admit!) The friendly PSX reviewers on GameFAQs who encouraged me to explore a new system. pop on GameFAQs for suggesting that I use outlines--they seem a bit silly since many numbers mirror the levels but this suggestion will go beyond this FAQ or the one he critiqued(Legend of Blacksilver.)