Xybots FAQ(NES) version 1.0.0 copyright 2005 by Brian Sulpher and Andrew Schultz Please do not redistribute for profit without my consent. This took time to write and would have taken more without a lot of experience parsing Apple disk data. However, if you contact me with a *SPECIFIC* query to post this FAQ on your site I will probably be in an agreeable mood. Or I may not respond. Which is sort of a passive no but nothing personal. While the maps may be valid for the Arcade game, there are fundamental differences in the controls between the Arcade and the NES. So we can't guarantee this will work for any other version, but the strategies should be the same. Some items may be calibrated differently. We also have graphic maps for Xybots on GameFAQs. ****AD SPACE**** Andrew's home page: http://www.geocities.com/SoHo/Exhibit/2762 ================================ OUTLINE 1. INTRODUCTION 2. CONTROLS 2-1. BASIC CONTROLS 2-2. ADVANCED CONTROLS 3. ITEMS 3-1. MAZE ITEMS 3-2. SHOP ITEMS 4. ENEMIES AND POINTS 5. GENERAL STRATEGIES 5-1. COMBAT AND EXPLORATION 5-2. MANAGING YOUR FINANCES 6. WALKTHROUGH (search "level xy" for level xy--01 to 50) 6a. LEVEL TRANSPORT SUMMARY 7. VERSIONS 8. CREDITS ================================ 1. INTRODUCTION 1-1. OBJECTIVE EVALUATION Xybots is a game in the 3-d perrspective of an 80s RPG like Wizardry and Might and Magic, only it's a sci-fi shoot-em-up. It is a 50 level game that cycles to the beginning once you are finished and features bosses every 8 levels(OK, the same one, really,) items, power-ups, and several different enemies. Your objective is to care a path through each maze while retaining your life force, which decreases with time and enemy hits. While it seems to have some bugs(especially ones that give the Blue Screen on fceu...grr) and the graphics are a bit squarish, it's worth a try and worth writing a guide for, even though it never made it out of the prototype state. The mazes and enemies start off simple but rapidly get more complex. The first two levels are more or less linear, but the second has kamikaze attackers and a portal to a much lower level behind a locked door. The third has an even bigger portal. Further levels have more branches, teleport squares, and niches with energy pods to heal your life force--guarded by lots of enemies. Xybots's only problem is that, if you know the maps, it's a bit too easy, and if you don't it becomes drudge worthy. That's because the right items can make you invisible. It's too bad, because the early possibilities seem so great that I got intimidated by writing my first ever guide for an X game and wondered if I would...but eventually the game turned to hack and slash. Still there's an interesting boss and the levels have interesting semantics. But it's not terribly balanced, and once you're through all 50 levels you probably won't want to go back again. Xybots came out for the Atari Lynx and Arcade and if these games were a bit more balanced then I suspect it's a better game. I can see why it was a prototype; it goes from too hard to too easy too quickly. Plus it bluescreened FCEU several times in a row so I suspect it needed some debugging too. But I still like the idea. 1-2. PRESS RELEASE The heroes Major Rock Hardy (Player 1) and Captain Ace Gunn (Player 2) have the mission of infiltrating an underground base to destroy the Master Xybot. The subterranean city is composed of convoluted mazes with locked doors barring entry to different levels, and transporters connect these different areas. Hordes of the Xybot menace patrol the corridors, requiring battle to reach the exit transporter for the area to advance to the next level. However, some help does exist within these narrow passages, as in the mazes are energy pods, keys, and money credits to buy supplies from the end of each level store. So, are you ready to go after the Master Xybot and his ilk? Are you man enough to end the threat from these metal evils, ridding the universe of the most dire threat it has ever faced? Better grab your Laser Gun and your Zapper, tighten up your laces, and get off running, as 50 levels await you intrepid explorer! Credit Source: http://www.amigagames.com/gage/x/xybots.html 2. CONTROLS 2-1. BASIC CONTROLS UP & DOWN...: Moves the hero forward and backward respectively. LEFT & RIGHT: Moves the hero left and right respectively. SELECT......: Fires off the Zapper weapon, which depletes the Hero's total energy level by about 10%. The Zapper stuns enemies for a few seconds. START.......: Pauses/unpauses the game. A Button....: Fires off the hero's laser gun weapon. 2-2. ADVANCED CONTROLS B Button + LEFT.: While holding the B Button, pressing LEFTT will cause the hero to turn and face a new direction 90 degrees to the left. B Button + RIGHT: While holding the B Button, pressing RIGHT will cause the hero to turn and face a new direction 90 degrees to the right. Example ____ | ^ | | | | Hold B Button and then press RIGHT |____| ____ | | |--> | Now facing the new direction. |____| Note that turning takes some time so be sure to use it cautiously. Sometimes you may be better off running diagonally if a corridor has a slight bend than taking all that time to turn. 3. ITEMS 3-1. MAZE ITEMS Money Credit: A small, orange ball that will add an extra dollar to your funds. Use these to purchase shop items at the exit of each level. Energy Pod..: These small, brown tanks will refill any lost energy you have. 50% of your bar can be refilled early on, and later it can go to 100%. Often these are in out-of-the-way places where you may need to risk losing a life to get to them. Obviously you don't want to get to them too soon. A quick strategy you may note is to lead enemies to the energy pod, use a freeze attack, and blast them. Then get the energy pod. You can go exploring and come back later, too. Key.........: As the name indicates, these small, metallic objects will open a door for you, but as soon as they are used, they are destroyed. Be wary of wasting too many too quickly in a level, as you can run out sometimes, especially near the end. But if you are worried, purchase some from the end- of-level shops to cover for your Key needs, and there is usually a key for each door in a maze. 3-2. SHOP ITEMS Shop items appear randomly at the end of the level, or not at all if you can't afford them. Don't buy anything just because you feel you have to. Wait for the right items to appear and stockpile. If you decide to use level warps, you may get off to a rocky start, but eventually you'll get what you want. Name: Warning Arrows Cost: $1 Use : Whenever an enemy is nearby, the arrows will point out which direction they are coming from. Note that this method will often result you in turning to face a wall, as enemies on the other side will register on your warning system. Sometimes it also points you to goodies as well. This item can depreciate randomly with levels completed. Name: Second Shot Cost: $1 Use : Purchasing these will increase the amount of shots that your character will have for blasting apart Xybots. While it does not increase the amount of damage any shot does, it makes you more likely to hit wavering enemies. Move from side to side as you fire to get more range. This item can depreciate randomly with levels completed. Name: Key Cost: $1 Use : These will open one door each, so having an extra one or two in hand will make it easier for you to get through locked areas to the exit/Items. However, these are available within the mazes as well, so collect them during the level to get through those locked doors if you do not have any extra ones on hand. There is usually a key in every maze for every locked door, until the very later levels. And until then there are often doors that don't need to be locked, so you can save up. Name: Extra Armor Cost: $7 Use : The extra armor will lessen the damage that the hero will take from enemy attacks. This effect can be improved upon through repeated purchases. This is one of the first purchases your hero can and should make. Name: Extra Shot Speed Cost: $7 Use : Shots from the hero will travel at an increased rate, allowing him to hit enemies faster and more frequently than before. This isn't strictly useful but it can help you get through quicker. Name: Extra Shot Power Cost: $7 Use : Shots from the hero will pack a little bit more punch, making them more deadly for foes that wander the labrynths. This effect can be improved upon through repeated purchases. Name: Extra Zap Energy Cost: $7 Use : Instead of just stunning the robots, this power-up enables the zap attack of the hero to damage the enemy as well. This effect can be improved upon through repeated purchases. It saves a bit of time polishing off stunned enemies but is not critical. Name: 50% Energy Pod Cost: $6 Use : This power-up will replenish half of the hero's energy meter. Handy in a pinch if there are no pods available early in the level. Name: Wall Mapper Cost: $1 Use : With these in the hero's hands, he will be able to have a floor plan for the level he is on. This will allow him to have an idea of the layout, making it tougher for Xybots to ambush him. Multiple copies will assure that the hero will not enter a level blind for a long time. Name: Slow Enrgy Drain Cost: $2 Use : Halves the regular energy drain that occurs from roaming and shooting, but not the damage drain recieved from foes. This effect can be improved upon through repeated purchases. This may randomly disappear with each level completed, but it's good to stock up on. Name: Guard Mapper Cost: $2 Use : This map enhancing device will mark off the locations of all the regular Xybots in a maze, but it will not reveal the location of Kamikazes or Flying Xybots. You can't get multiple copies of this, but a spare one is always available. It's useful even with the text maps in this guide. Name: Wide Shots Cost: $5 Use : This will make your hero's projectiles larger, meaning they will have an easier time making connection with the hated robotic enemy. These are not so useful, as later on you should be able to just bash through enemies. Name: Extra Speed Cost: $7 Use : The hero will gain some flighty feet with this power-up, enabling him to move at speeds that far outdistance his normal gait. This effect can be improved upon through repeated purchases. This helps the hero to take less "drain" damage through the course of the level. Name: 100% Energy Pod Cost: $10 Use : This power-up will completely replenish the hero's energy meter. It is a better buy than the 50% energy pod if you are very low, but often you may find it is not necessary, as there should be enough pods along the way if you know your maps. Name: Extra Life Cost: $20 Use : Buy it and enjoy having an additional life to use to take down the mighty and evil Xybot empire! Note that you can't ever have more than 6 lives. 4. ENEMIES 4-1. BASIC DESCRIPTIONS Xybots - Basic drones of the Master Xybot, they come in a variety of forms. They will come after you, firing shots and mimicking your movements. To kill them, let them fire, step to the side quickly, then fire a volley of shots that will nail them as they move into position to fire off another volley in your direction. Flying Xybots - Much like their grounded counterparts, they try to get in close before firing, so try to lead them into your shots to destroy them. Kamikaze Xybots - These fast moving foes have no projectile attacks, but they zip directly after you as soon as you are sighted. If they get into contact with you, they explode, removing about 25% of your energy bar. Fire rapidly as they approach, which will make it nearly impossible for them to zip in close enough to explode. Master Xybot - The ultimate baddie, it appears frequently through out the game, trying to destroy the invaders. It has a variety of cannons to fire out of, which it will do as you move back and forth in front of it, firing your own shots to destroy those cannons. By destroying all of the cannons, the Master Xybot will be temporarily defeated, but lose and the Master Xybot will continue to take over the universe! You get 10000 points for defeating the L8 Master Xybot and $15. Basically it has five cannons but no two adjacent ones shoot at the same time, so you can fire and step out of the way. 4-2. ANALYTICAL BREAKDOWN Enemy monsters come in six flavors. They can take from 1-3 hits, except for kamikzaed. Note that if you have power-ups you don't get points for the first few hits. No points for using the stun if it kills the monster directly(increased zap power,) but cherry picking the monsters afterwards works well. Monsters also can and will hit themselves, the idiots, but you don't get points for that. Gold monsters take one hit to kill at minimum power, green take 2, silver take 3. A. Kamikazes run at you and swerve once they see you, but they bounce randomly otherwise. They are worth 500 points if you kill them but nothing if they explode on hitting you. B-D. Triangular Xybots can make life tough for you by running around, and they never stay still to shoot if they line you up. But they do not do much damage. They are pretty easy to kill if you get a square away and fire when they are 2/3 of the way to the edge. 1000 for a kill hit + 200 for each non- kill. E-G. Big robots stand still and fire at you when they see where you are. So don't shoot, let them fire, move two squares over, and they'll walk into your line of fire. Then shoot them. 1200 for a kill hit + 300 for each non-kill. H-J. Cylindrical tanks move a lot quicker than the triangular Xybots and are very nasty to kill. They're more likely to get in close, when you need to move backwards or stun them. 1300 for a kill hit + 400 for each non-kill. K-M. Even bigger versions of E-G but they don't sit around to get hit, and they do a bit more damage. 1500 for a kill hit + 500 for each non-kill. N-P. These xybots float in a diamond pattern and are annoying as heck to pick off. Stun them and move on. The time you waste trying to get the shot right will drain you more than 10% anyway. Watch where they sink, and you may have to move left/right to get them, but don't be scared to go in close. These guys are also extremely nasty from the side, so you really do want to move in and get rid of them quickly. 2000 for a kill hit + 500 for each non-kill. 5. GENERAL STRATEGIES 5-1. COMBAT AND EXPLORATION Exploration is pretty simple. Keep what you don't know ahead of you at all times. The only execption proves this rule; if you can see where you're going on the guard map, and nothing is there, then don't worry about which way you face. Side to side movement is recommended if you are going to a new area. Rotate your player so that he's facing the way he needs to view, and keep the unknown in front. The game goes a bit faster if you move from side to side-- the NES doesn't have to calculate your player's shrinkage etc. Turning takes so long that you want to do it in advance. Beware of two enemies stacked together, aka shots coming from nowhere. They can cancel each other out in the game view and you won't be able to see either of them. To go through a bunch of teleporters, keep stepping off and on. Teleporters generally seem to go from bottom to top, then left to right, in the pecking order. You can hook around a wall pretty easily by switching diagonal movements, and it can save some time. Often it's easier to backpedal around a wall than to move forward and around it, but in any case, remember that when the 3-d view changes, you've moved a square. Often there's something neat past the end-of-level portal, so walk around it to the other side if you have the time/patience. Viewing the map and pausing the game to figure out where everything is can help a long way. Planning is everything in Xybots. It can make some big confusing levels very easy. Diagonal movement is also a good idea if you're trying to conserve HP. It's twice as fast each way as forward or lateral movement, because with each tick you have the opportunity to go forward/backward one or left/right one. Diagonal movement works great if there's an enemy behind you and you just need to run. Zag and when a shot goes by, zig back across it. You'll avoid things, because enemies generally only shoot when you are right in front of them. It's easy enough to duck them when you can see them and not much tougher when you can't. Don't worry too much about kamikazes, and remember to hold out on healing pods until you need them. Let's say you have 80% left, get a pod right away, and take 20% damage. Reverse those two actions, you're at 100%. But as they are, you've lost 20%. It's often even worth it to go deeper in the maze and run back for the energy pod. Sometimes monsters will start running squares around you(yes, squares, not circles) and it's best just to stun them to get out of the way. Similarly with general combat. If monsters trouble you at all, just hit stun. Bam. Have a finger on the select button if you see a kamikaze flying around. They come at you fast. If you are near a multiple of 50000 points, and your health is low and you have 6 lives, you can just get killed and start up and shoot a few enemies and your extra life is not wasted--you'll wind up with a full bar of health instead of a small one. Shooting and moving diagonally, especially with double shots, is a big help. You'll also want to shoot near but not at the edges of an enemy's back-and- forth bounce. Think about it. If you're a bit out of rhythm, the robot may bounce back into your shots. And when in doubt or when confused, don't play Rambo. Stun your enemies and pick them off later. You may have to move to the side or backwards or even rotate to zap them if they are on the square edge, but it can't be that bad. It doesn't get you the big points but it's definitely safe and will help you survive. Keep in mind that losing a guy isn't the end of the world and remember that you can always buy a new guy. In fact, since each guy comes after 50000 points, a tradeoff of half your energy for 25000 points is even. Also if a monster is behind you(i.e. your person is forward on the square and the monster behind) just run back through him and fire. He's a sitting duck. You'll take more damage rotating to shoot him. 5-2. MANAGING YOUR FINANCES Part of managing your finances is not needing a map. Through the first few levels you can take care of that with no problem--the game is rather nice and gives you guard arrows, trasure locations and wall maps. But these fall away randomly when you start to need them. Still you should quickly get enough gold to at least cope on the later levels. One of the first things to buy is armor. That means that enemies can't hit you for much damage and you can often bull through them. At an armor of 3 you are nearly invincible in fights, so if you skip ahead you should be able to take care of this pretty easily. Other power-ups are a lot less critical and you should avoid indulging in energy pods unless you are very low. It's worthwhile to have 5+ keys later on. Early on you should just concentrate on picking up armor. That helps cut down enemy damage so much that you can even stand in front of them and fire away. With the guide maps you don't need the maps for guards etc., and you can find extra gold pieces. After killing your first master Xybot you should be able to get your armor up to 3, and then you can get other stats up there. Slow energy is the best bargain--cheap and you get killed more slowly. Get shot power up to 3 so one shot kills everything, then push zap power and finally shot speed. Then get some second shots, and keep some in reserve. Recharge second shots when needed and when you are flush with cash, go for wide shots. Defeating the master Xybot is a great time to sweep through and buy a ton of stuff. Remember that cash is limited in the game, so try to avoid buying an energy pod unless you are really low on lives. One 100% pod equals a power-up and a half. 6. WALKTHROUGH Disclaimer for the maps: they are not perfectly accurate as items/monsters can be a square off where they should be, but if you look around, there should be enough. Also monsters tend to move in rapidly on you so don't trust their original locations too much. Ledger # = locked door ** = where you start k = key A-P = monsters [caps] + = energy pod(50) = = energy pod(100%) 1 = teleportal 1(default) to next level 2 = teleportal to lower level(+25 gold) t = teleportal around the level ~ = secret door. Shoot through it from anywhere. d,e,? = unknown, but apparently special Monster types A = kamikaze B-D = triangular monsters, bounce back and forth and follow you, low damage B=1 hit, C=2 hit, D=3 hit E-G = monsters that follow you horizontally, fire when in range E=1 hit, F=2 hit, G=3 hit H-J = monsters that bounce back and forth continually H=1 hit, I=2 hit, J=3 hit K-M = huge monsters like E-G K=1 hit, L=2 hit, M=3 hit N-P = flying Xybots, move in diagonal, drop to ground when stunned N=1 hit, O=2 hit, P=3 hit (STUN THEM!!!!) Monsters tend to try to run at you except for Kamikazes, which are random until they get close. LEVEL 01: +--+--+--+ | **| + +--+--+--+ | # $ | + +--+--+ + | k | | | +--+--+--+ + + |F | + + | | + + | +| +--+--+--+ + | 1 + | +--+--+--+--+ Get the key in the DR square in the room where you start. Then open the right-center door and there'll be an enemy beyond. Shoot him. Then turn right and go down the corridor. There'll be gold and another enemy. Shoot him. Pick up the pods as you're at it. After a second turn you'll be heading towards the exit, which is a target. Step on that and you will be transported to level 2. You should be at full health. You won't need to buy any keys, so save your shiny gold piece. LEVEL 02: +--+--+--+--+--+ | 2 I J | 1| +--+ + + | # | +--+--+--+ + |C$ | + +--+ | | + +--+ |C= k| +--+ + | | + + |A | +--+ + |C A | + +--+ | | + + |**| +--+ Here the game gets a bit trickier. The kamikaze robots will surge at you. And you don't have energy pods to help you recover immediately. It's a good place to use a stun(select) when they come zigzagging, but even if you fail, there's a pod ahead. You should get a couple more coins here, but don't spend them yet. If you are trying to get through the game quickly, or just get oriented, you may want to skip the door to the side--and don't open it just for fun. Save the key. You don't really have to turn in this level either. Note here you can use the strategy of fighting ahead before retreating to get the healing pod. But if you just want to try your luck on a lower level and level 26(from level 3, next) intimidates you, enter the level warp. You'll get $25 extra cash for doing so. It will kick you to level 9. If you want to go to level 26 via level 3, then either 1) don't open the door leading to level 9--give up the points for killing the monsters--or 2) buy a key at the trading post on completing the level. LEVEL 03: +--+--+--+--+--+--+--+ | $ E $| + +--+--+--+--+--+ + | | | | + + +--+ + + | | |G2| | | + + + + + + | | |G | |E | + + + + + + | | | | | | + +--+--+--+##+ + + |E$ 1 +| | | +--+--+--+--+--+ + + | | +--+ + |** $| +--+--+ This is a good level to recover some strength. The monsters here still aren't tricky, but the one thing to remember is--keep to the side as you approach the exit. That way you won't step on it and you can get the energy pod beyond it. Now you can shoot unlock the door just ahead, if you saved the key from level 2 and wish to warp to level 26, or you can just take the warp to level 4. But before you do so, be sure you are oriented facing north. Because your most critical enemy is facing that way when you start, too. In fact, this is a good time to practice turning before you get to the next area. One square before the bend in the spiral, turn to the left. LEVEL 04: +--+--+--+--+ | | + +--+ + + |H 1 |H | + +--+ + + | | + + +--+ + | | $ | + + +--+ +--+ |H **| +--+--+--+--+--+ Moving diagonally here can save a lot of grief. Go NW and fire at the enemy in the distance. Get the coin to the left and turn to face left. Back up and go UR and then UL and you should hit the warp. Few options here and few places to slip, but the monsters close in quickly. LEVEL 05: +--+--+--+--+--+ | | + +--+ +--+ +--+ | G A 1| + +--+--+--+--+--+ |F +| + +--+ + |F A $ | +--+--+--+--+--+ + | | + + | $ E | + +--+--+--+--+ |E | + +--+ | $ E | +--+--+ + | | + + |**| +--+ Two ambushers here. Wait for the monsters to come over from the side and blast them at leisure. Note there's another one around the next wall to wait for after you go U/L. Then an ambusher around the corner. If you have gone U- L-U-R and don't see the ambusher, rotate to your left and see if you can stun it and the other enemy at the same time. With an energy pod just ahead this is a good bargain. Then go forward and look north for any enemies coming your way before heading up and right. LEVEL 06 +--+--+--+--+ | $ | =| + + + + | |A | + + + + |E | | +--+ +--+--+ +--+ |E |F $| + + +--+ + |E$ A |**| | +--+--+--+--+ +--+ | 1 | | + + + + | K |K | + + + + | M | =| +--+--+--+--+ You start off in a hole here so I might buy an energy pod before I start this level just in case you get too low. A stun early on will really help kill enemies and then you can go as deep in the maze as you want--kill a bunch of bad guys, maybe even using one stun per enemy--retreat and get the pod in the UR, then the one in the DR, then hit the exit. +--+ +--+ | 1| | | + + + + | | | | + + + + | | |F | + +--+--+--+ + | $ F $| + +--+--+--+ + | | | | + + + + | | | | + + + + |F | | | + + + + | | |**| +--+ +--+ Not a difficult level if you just go forward and take a few shots. You might want to buy an energy pod if you are close to death. Although you get a full recharge after defeating the boss, it takes about half of your energy until then. Even when you know the pattern you still have to hit five cannons, several times. LEVEL 08: The first boss. The plan is pretty simple: stay in front of a cannon until it is about to fire. Keep firing until it opens, then peel off a last shot and step to the side. Do this twice and then head for another cannon and do the same thing. I go for the center-left, far left, center-right and far right. Pinning yourself in the corner right away leads to trouble but otherwise it's straightforward and you can pull back to the center when fired upon. You get 15 gold and 10000 points for killing the bad guy. LEVEL 09: +--+--+--+--+--+--+--+--+--+--+ | = G | $ | = |G 1| +--+ +--+--+ + + + +--+--+ | | |G | G | + + + + +--+ + +--+ + + | | $| G $| | $ | | | + + + +--+ + +--+ +--+ + |G |G |G$ G | | +--+ +--+--+ +--+ +--+ + + |F G k| G | + +--+ +--+--+ +--+ +--+##+ | $|** G | $| =| $| + +--+ +--+--+ +--+--+ + + |F G |G G | =| +--+--+--+--+--+--+--+--+--+--+ Because of the scramble/maze nature of this level you need to have a good plan out of the box. Note that there are several energy pods, so you can probably get away with stunning a lot of enemies and blasting them just to get to an energy pod. Note the secret in the SE. I am not sure the $ on the left side is worth it, but I still recommend going up to the UL and taking on all comers. When you get low, grab the energy pod and then head diagonally DR two squares then back UR and get a coin. On the other side of the wall to the east is an energy block. If you've been killing off enemies effectively then you may want to double back and get the key past any monsters left and the energy pod--then loop to above the DR corner. From there you can go ULUR to level 10. LEVEL 10: +--+--+--+--+--+ | $ $| + + |A L A$ L | +--+--+--+##+--+--+--+--+ | =| k| $ M | +--+ +--+ +--+ +--+ + | t M A # k ** k#A $ | +--+ +--+ +--+ + + | $ M | | $| $| t|A | +--+--+ + + + + + | |M M=| + + +--+--+--+ |M |A M 1| +--+ + +--+ |M$ M M | +--+--+--+--+--+ If you want to get through things quickly you can just blast to the south. Note that the keys can each open one of the locked doors N/W/E of where you start. Get all three keys at once if you'd like, but open only one at a time and, in fact, I think you would do well to open the left door, stun the monsters, and get the goodies. Then take the teleport and use another stun-- remember you can use about three or four and come out equal--to take out your enemies, recharge and pick up the gold. Note that you can teleport your way out to save a key for later. I can't really advocate going to the north part immediately because it requires two stuns for kamikaze fighters in exchange for 3 gold(1/2 energy pod.) It's too risky. But if you have the skill, or if you've just healed up elsewhere, you can pocket two keys along the way, which can make your life easier later. Don't be shy about using stuns as the monsters can really gang up on you in the open areas. So: west, stun when you see monsters, get the heal, clear the north, go back west, teleport, stun, get the heal, teleport and go south. LEVEL 11: +--+ | 1| +--+ +--+ | O | +--+ + + +--+ | $ | e|O $| +--+ +--+ +--+ +--+ | | | | +--+ +--+ +--+ +--+ +--+ | = N $ =| +--+ +--+ +--+ +--+ +--+ |N |N | | +--+ +--+ +--+ +--+ | $ |Nd|N | +--+ + + +--+ | | +--+ +--+ |**| +--+ Your first encounter with flying Xybots, and the stun will save you no end of troubles. They always fall *down* when you stun them, but you can't hit them while they're up in the air. The heals are at the corners and I would recommend, for going quickly through the level, a trip NW and NE. Ignore the centrer--nothing there. But if you want a little extra something, NW-NE-SE-NW gets you a full heal and some more gold. LEVEL 12: +--+ |**| +--+--+ +--+ | ? L | + + |L M $ | +--+--+ +--+--+--+--+ | d e L | + + |L= A d L A | +--+--+--+--+--+ +--+--+--+ | A | d e | +--+--+ + + | $| 1|L$ e Ld M d M | + + + + + |M |L d d| $ M = A M $| + +--+ +--+--+--+--+--+--+ |M M e L L | +--+--+--+--+--+ Given what a large level this is, I think you may need to break it down a little. This is a big and potentially very confusing level. You should be able to blast your way through to the second room, using stuns when enemies get close, but after that it gets a bit trickier. There are a lot of enemies before the last bit and so you may want to ignore the heal in the third room before clearing out a few bad guys near the end. Go back to pick up the heal when you start flashing and then return to complete the job. LEVEL 13: +--+--+--+--+--+--+--+--+--+--+ | t | | t| + +--+--+ + + +~~+~~+ + |B $~ | | ~ ~ | + +--+--+ + + + + + | ~B$ C | |D ~ J ~ | + +--+--+ +--+~~+ +~~+~~+ + | | k|A D | +--+--+--+##+ +##+--+--+--+ |B | + + | H | +--+--+--+##+ +##+--+--+--+ |A | 1 |I | +--+--+ +--+--+ + | ~ | | I | + + + +--+~~+--+~~+ | ~ A | | $ k | + +--+--+ + + | t **| | A t| +--+--+--+--+--+--+--+--+--+--+ The teleports go SW-NE-NW-SE-SW. And the only immediately available key is in the SE. Your object is to get to the center of the maze, so if you want to just pass through, step on and off the teleporter very quickly several times in a row. In the wide open room, get the key on the diagonal and burst open a secret door to the north. LEVEL 14: +--+ +--+ | $| | k| +--+~~+--+--+~~+--+--+ | | +--+ + |I I I | + +--+--+--+--+--+--+ |** | | $| + +--+--+--+~~+--+ | J | +--+ +--+ |? J | +--+~~+--+--+--+ + | $| |J 1| +--+--+--+--+--+--+ + | | + +--+ |I I I | +--+--+~~+--+--+~~+--+ | =| | $| +--+ +--+ This is one of those levels where a bit of extra endurance can pay off handsomely, or you can just blast through and hope for the best, to the SE and E(get the money from the enclaves in the process.) If you can freeze your opponents and shoot them up, you can get quite a lot of treasure. But if you don't have much strength it's equally likely you'll get caught out. I recommend if at all possible to get the healing behind the wall in the bottom, but of course if you kill yourself in the process, it defeats the purpose, and you don't get that much healed anyway. Note this level is kind of neat in its design--an S that turns into a dollar sign. I imagine once someone finds one secret door there's a compulsion to look for a few more, especially with no treasure immediately visible. Map for level 15: +--+--+--+--+--+--+--+--+--+--+--+--+ | ~ +| | | + +~~+ + + + |K K |K K | +~~+ +--+--+--+--+--+--+ +--+ | $| |M | +~~+ + + | | $ M M | + +--+--+--+ +--+--+--+--+ | $~ **| | +--+ + + | | |K +--+--+--+--+ + + +--+--+ | | | + +--+ + E |L | $ G +--+--+--+--+ +--+--+--+--+ | 1 | + + + E | M $| |F F +--+--+--+--+--+--+--+--+--+--+--+--+ Given the wraparound nature of the level you should see two things pretty quickly. First that a map is only so much help, and second that the game may just run the clock out on you. Couple this with a master xybot fight a bit later, and it's very probable you may lose a life even with best play. Turn right and blast the secret door for a hold and work down and to the left. Don't go any further down, but as you go to the left, you will find a gold in a niche. Once you do, go UR diagonally and start gunning your way to the top. Blast the secret door to get the gold piece and then go right. But unless you're very low, don't get the energy until you've killed the bad guys behind, as they tend to take away a good deal of your energy. Stun as many as you can before retreating. Past them the map gets less cryptic but the enemies are a bit harder. There are a few gold pieces to pick up but without power ups you may be stuck shooting at enemies for a while. Level 16: another master xybot. Once you win this fight it is advisable to buy four keys with your reward money. That is because the next level has some secret doors you don't want to miss out on. Technically, you'll only need two keys, but four keys help you move through quickly. LEVEL 17: +--+--+--+--+--+--+--+--+--+--+--+ | + | | + + + +--+~~+ +~~+~~+ + | $|A e| | $ | | k| | + + + + + + + + | M | d | |F F$| |G $| | + + + +~~+--+ +--+--+ + | $| F | t | + + +--+##+--+--+--+--+--+ | d |A # | # 1| t | + + +##+--+##+ + + | M t| 2# | # | | +--+--+--+--+--+##+--+ + + | | t| k| | + +--+--+ + + + + | | | K A | | |A | + + + +--+--+ + + + |K |A | | A | | + +--+--+ + + + | M | E **| +--+--+--+--+--+--+--+--+--+--+--+ (The teleportals go E-N-S-W) This level is a good old fashioned mess. But it can get you back the guy you probably lost in levels 15-16. Head west and watch for kamikaze guys. Hit stun immediately if you find one. If you just want to make it to level 18, and you have two keys, head for the teleportal but don't step in. Back up a square, unlock left and in the new area, unlock ahead of you. Step on the teleportal. If you only have one key or want to get to level 26, you'll need to clear out the NE. Step on the teleportal in the NW and in the NE area you can bask some secret doors and get the key if you want, but it takes time. Reenter the teleportal and reenter again immediately, facing up if possible--there's nothing interesting here except some nasty fights. Just sidestep and reenter and be ready to stun immediately. Then there's a locked door to the right and to the right again which lets you drop down. The advantage of passing to level 26 is that you get a $25 bonus. Map for level 18: +--+--+--+ +--+ |** $| | t| + +--+--+ + + | | | | + + + + |F | | | + +--+--+ + + | +| | | + +--+--+ + + |A | |A+| + + + + | | |F | + +--+--+ + +--+--+ |F t| | $ 1| +--+--+--+ +--+--+--+ This is much easier than the previous levels, although you may be facing up to start, so head right immediately without turning, get the gold, and turn around. Stun the kamikaze that comes at you and head to the center prong of the E which has a heal. The teleport is at the bottom prong. Be prepared to use another stun walking down the L. You'll get more healing just after. There's another follower to shoot down. But after that it's clear sailing to the end. LEVEL 19: +--+--+--+--+ |** $| + +--+--+ + | | | | + +--+--+ + +--+--+--+--+ |P | | t $| + +--+ + +--+--+ + | + | | | | | + +--+ +--+ + +--+--+ + | | |P | | | + + +--+ + + +--+ | $| | t| |A P +| +--+ +--+ + +--+--+ + | | | | + +--+--+ + |P$ 1| +--+--+--+--+ The only tough part here is dealing with the new monsters. Just stun the guy below you and hit him. He's a floater that takes three hits. You shouly then go and stun the other guy. Pick up the gold before the healing if you have time. In the B, head south to zap the Kamikaze. If you have a chance to buy health here, buy it. LEVEL 20: +--+--+--+--+--+--+ | $ $| 1| + + + + | | | | + + + + | |A $| +--+--+ + +--+ +--+ |** | | | | | + +--+ + + + | A $| | A | + + + + | $ A | |A +| +--+--+--+--+--+ +--+--+ A kamikaze may be waiting for you and in fact that's all there is here so run through quickly. The main problem here is that you may run out of stuns before you find the health. But along the way there's almost enough gold to buy health at the end if you need it. LEVEL 21: +--+--+ +--+--+ |** $| | $ | + + + + |C | |C | +--+ + + +##+--+--+--+ | | | | +| $| +| + +--+ + + + + | | | | | +--+ +--+ + + + | k| |A C C | +--+ + + + |C | 1| +--+--+--+--+ You may be drained from the previous level, so dispatch the enemies quickly and get the key and, after you blast through, be prepared to use your stunner on the Kamikaze. Once you get the first heal you are home free because the second one is north of the teleport. Which you shouldn't take until you get the heal in the cul-de-sac. Another level that's not too tough but the clock may run out on you if level 20 drained you too much. LEVEL 22: +--+--+--+--+ |** | $ | + + + |? | F | + + + |G | + + + + | $| $| | +--+--+--+ +--+--+--+--+ | $ | | + | $ | + + + + + | | | | G | + + + + + | | | + + + + + + + | +| $ G | |F $| 1| +--+--+--+--+--+--+--+--+ Nothing special here. Just run through the level, getting the gold in the niches, and you don't really even need to hold out the first energy pod in the DL. You can just keep running around and hold out to get the energy pod in the SE before moving on. The monsters shouldn't be that tough either. +--+--+--+--+--+--+ |** | $ $ h| + + + |? | M $ $| + + +--+--+ |L |L | + + + | | $ M | + + +--+--+ | | $| + + + | L |L L | + +--+--+--+ + | | + + |L $ 1| +--+--+--+--+--+--+ Here you have a level which is pretty simple stupid if you just want to get through. Head down and to the right and get out. The upper right is not recommended as there's only something to slow down your energy drain down there. You're taking a chance you might lose a life on level 24 if you aren't offered an energy pod at level's end. LEVEL 24: +--+--+--+--+--+--+--+--+--+--+ |** ? $| $ t| + + + | | | + + + + + | | | | + + + + | k| $ J $| $ | + +--+--+--+--+--+--+--+--+ + | | $| $ I | + + + + + | | I |I | + + +##+ +--+--+ |J | $| | + + + + + | t I $| +| + |I 1| +--+--+--+--+--+--+--+--+--+--+ Head down(wall on right) to get this started, and once you get the key before the passage narrows, you can head down and then sidestep to your left. At the wall, head forward and bust through the lock for 50%. Now you can back up, go right and down and go left to get into the teleport, or you can walk around and pick up a few extra gold coins. The second should be your option since you're healed now. From the teleporter in the NE just go down and clear out the botton--don't forget the heal in the SW before going into the SE. That should put you in position for the Master Xybot. You probably won't have to try too hard to dodge bullets. LEVEL 25: Another master Xybot. LEVEL 26: +--+--+--+--+--+--+--+--+--+--+--+--+ | D A e D | + +--+ +--+--+--+ +--+--+--+ + |A t | =| $| =| $| **| | + + +--+ + +--+ + + | | | | | + +--+ + +--+ + | =| | | $ | + +--+ + +--+ + |D | | |A | + + + + + | d| J J J J |J J J J J | | + + + + + | |J J | J |Dd| + +--+ + +--+ + |D $|J J |J J J J | = | + +--+ +--+ + +--+ +--+ + | | $ J | $| 1| k| $| | + +--+--+ +--+--+--+ +--+--+ + | D A e D t| +--+--+--+--+--+--+--+--+--+--+--+--+ This is an extremely lucrative level if you haven't skipped anything. If you have, though, you may find it nearly impossible, because you don't have enough power-ups. Note that there are a lot of places where you can recharge. Use them, or hang around them until the robots start hitting you hard, then use. At the start you can go DL, facing down, and left and then back up when you hit the wall. Don't be afraid to retreat. There are obviously a lot of mosters waiting to cut you down. The teleportals are useful for getting arouind quickly. In fact I would recommend circling the outer wall after you escape from the right room, clearing the left room when you get to the UL(retreat completely for the two 100% heals S and E of the NW) and then continuing to circle. Finally, back in the DR, hit the teleportal to the left room and going DR. You can get about 30000 points if you are quick and armored enough, not to mention several gold and a bonus key, and if you play things right, you can walk out with full health, too. LEVEL 27: +&&+&&+&&+&&+--+--+--+--+--+--+--+&&+ D | 1 A H $| $ +&&+&&+&&+ + +--+--+ +--+--+ +--+ | & | H t| + + + +--+--+--+ +--+--+--+ & | | $ | + + +--+ + +--+--+--+ + + | & ~ H$| ** | | + +&&+ +--+ +--+--+--+ + + | t | | +--+ +--+--+ +--+--+ | | | + +--+ +--+--+--+ + | +| +--+--+--+--+--+--+--+ Ooh, look, a secret door that leads to a long passage with...little or nothing. You're dropped in the middle of the maze and while the quickest way out is up and to the left, you can also head to the DR(quicker to back up and then head forward/right) before going along the bottom and zigzagging back up. You can take the secret door just after the teleporter, but it only has one gold. The teleporter takes you to the other side farther away from the UL exit, so don't bother with it. LEVEL 28: +--+--+--+--+--+--+--+--+--+--+ |M$|G | $|G |G1 G | + + + + +--+ +--+ +--+ + | |**| G |G | +--+ + + +--+ +--+--+##+--+ | | |G |G | | + + + + +--+ +--+ +--+ + |M=| | |G |G$ =| | +--+ + + +--+ +--+--+ + + |M | |G e |G G | + +--+ + +--+ +--+ + + + | |G |G |G$7 | | + + + + +--+ +--+--+--+ + |M$ |M | k|G = G 6 $| +--+--+--+--+--+--+--+--+--+--+ Another level where you can pump up your score and money. This level just takes a while, but again, if you turn at the right places you shouldn't have a problem killing enemies before they find you. First, back up, go to your left, and go forward. This will get you in position to grab the 100% healing to your left. Then you can sweep through the DL corner and get the key to the right of that. Face right and go to your left. Shoot anyone that appears in front of you, get the gold at the top, go back down, turn right and go to your left. There may be a gauntlet of enemies but there's more healing beyond that. The zigzag corridor 4U provides another healing you don't need yet. Bust through the door on the right side and take out the enemies before getting that. LEVEL 29: +--+--+--+--+--+--+--+ |** $ N k| +--+--+--+--+--+--+ + | |P 1| | +--+--+--+ +##+--+ +--+ | t | |P $| +--+ +--+ + +--+ +--+ | | $#P | $|Pt| +--+ +--+--+ + +--+ |P P =| |P | | +--+ +--+ +--+ + +--+--+ |P |P |P | +--+--+ + +--+ +--+ + |P | |P P $| e| +--+ +--+##+--+ + | $ | =| | | +--+ +--+--+ + + |P Pe k| N | +--+ +--+ + + + | k P | t|P | $| +--+--+--+--+--+--+ A bunch of teleports flip you around here. First you can just stun your enemies and pick up a key and some gold. The teleport kicks you to the left, where you have some more flying Xybots to fight if you want. The west is optional, but it does have some nice goodies including a heal. There's a recharge and, at the end of this whole mess, some keys too. See how many enemies you can stun-and-gun before healing up. From the west a teleport takes you to the south. 1U2RD(backpedal) and go up and left. At the T you can go south and a heal is behind the door. Again there are a lot of flying xybots ahead to take out so stun them and shoot them down before coming back. Then N/NW you have the passage to a door that guards the next level. LEVEL 30: +--+--+--+--+--+--+--+ |G | $ | +--+--+ +--+ + +--+ | |** A |M | $| + + +--+ +--+ + +--+ |M | M | | | =| + +--+ +--+ +--+ + + | $ G |G M | +--+--+--+ + + + + + | | |M$|M |M | + + +--+ +--+--+ +--+ |G M | A M | G $| + +--+ +--+--+--+--+--+ | | | t | | + + + +--+ + +--+ + | $| |M=| G | M | +--+ +--+ + +--+ + + | t|M |M $| =| + +--+ +--+ + +--+ |M =|G A |M 1| +--+--+--+--+--+--+--+ This level is less forgiving than the previous ones. It doesn't have the immediate healing that others do. But you can still get going pretty quickly. It's best to head down, first left then right, and you can see the heal at the bottom of the area(D L D 3R 2D L 2D.) Then 2U R U 2L D L 2D ($1) U R 3D R L U R to the teleport. From the teleport push right and then down for the next heal, then UL D DR to get to the level exit. You can speculate in the NE if you want, but that's too much time for me, for just 3 gold pieces. Unless you really need a power-up, don't bother. LEVEL 31: +--+--+--+--+--+--+--+--+--+--+--+--+ | | | $ |A M A $| + +--+ + + +--+ +--+--+--+ |M |M | | =| | | + + + +--+ + +--+ +--+ +--+ + | | | t| |A G M |G A | $| +--+ + +--+ + +--+--+ +--+ +--+ | =| | | A G | + +--+--+--+ +--+--+--+--+ +--+ + | |** A | t +--+--+ +--+--+--+--+--+--+--+ +--+--+--+--+ | A | t| + +--+ + +--+--+ |G A | $ | + +--+ +--+--+ + | A | $ | +--+--+ +--+ +--+ + + | 1 G M | | +--+--+--+--+--+--+--+--+ A two-part level, but don't let that fool you. There's an ambusher right away and a healer in the UL so as soon as you clear out the area to the right, head for them, unless you want to clean out the UR as well. When you hit the teleporter(you need to step out and step back on if you go to the nearest one) watch out for the ambushers--be sure to face left and go to your left. There's some gold to the right and it isn't well guarded, so unless you're really low, pick it up and get out. Note that due to the wraparound you can find some marginally cool stuff to the far right of where you are. Another healer and a few monsters. LEVEL 32: +--+--+--+--+--+--+--+--+--+--+--+--+ | =| G 1| | | + + + + +--+--+ + + +--+--+ + | G | | $|G G | |G | $|K | + +--+ +--+ +--+--+ + + +--+ + |M |G d| G | d G G | +--+ +--+--+ + +--+--+ +--+--+--+ | $|G $| | | | + + +--+--+ + + + + + +--+ + | |A $|A G | | $|A G $| | + +--+--+ +--+--+ +--+--+--+--+--+ |G G A | G$|G G= | +--+--+--+--+ + + +--+--+--+--+--+ |G |G G +--+--+--+ +--+ +--+ + +--+--+--+ | = L d |** M d | +--+--+--+--+--+--+--+--+--+--+--+--+ Again all sorts of stuff here and the first order of business is to sort out where to go. There's a healer UR UL 3R and so if you're low from the previous level, drop in there. You have another one in the DL to retreat to later. The main action is in the UL although the UR has some hard earned gold. You can head for the UL corner and a heal and if you have energy left over, blast south of the heal for gold and points. The tetleporter is actually easier to get to than the 100% pod, but you might as well linger to see what you can get beforehand. LEVEL 33: +--+--+--+--+--+--+--+--+--+--+--+--+ | 1 | $ ~ ~G =~ $ | + + + + + + |G G |G ~G ~ ~M M M | +--+##+--+~~+~~+~~+ +~~+~~+~~+~~+ # | | k|G G | | $# + + + + + + + |G G | G | | |G G |M | +--+--+~~+--+ +~~+~~+~~+~~+~~+~~+ | = M$ | $ ~ + + + #M M M M |G ~M M +~~+~~+~~+~~+--+--+ +~~+~~+~~+~~+ | | | $|M $ | | + + + + + + |G $|G ~G |M |G | +--+--+ +--+--+~~+~~+ +~~+~~+ ~ G | ~ | k k + + + + G G ~G ~G |G ~ k ** +--+--+--+--+--+--+--+--+--+--+--+--+ All these 2x2 rooms and all these secret doors. Which are worth it and which aren't? You have to get to the UL but it is not clear what the cleanest way to do that is. Note that there is a 100% pod just around, and you may only need a few stuns to get there. Let's break the map down into room compartments and see how to get around. fhgbcc ei1bad 611196 754118 153211 From area 1 you may blow open other doors by accident, but the quick way to get through is to use the key in the UL to get to room 6 and then fire at the north walls. Enter area d after blasting some walls down and head east to e then north to f, taking out enemies as you go. However the scenic route would entail a trip through b to get re-healed. There's some good treasure after that in rooms c and d. The DL isn't as lucrative but it's worth a look if you're flush. The main problem with this level is figuring where and how to get places but I hope this map renders that irrelevant. LEVEL 34: +--+--+--+--+--+--+--+--+--+--+--+ | = | **|M M $| $| + + + + +--+ +--+--+ + + | | | | | |A | + + +--+--+--+ +--+ + + + + | $| | |M A | = | | + +--+ + +--+ + +--+--+ + + |M | | |M d|M M | | + + + + + +--+ + +--+--+ + | |M | | | | | $ K | + + + + +--+ + +--+ + +--+ |A$| |M M | | =| | | +--+ + +--+ +--+ + + +--+ + |M #M | $| | $| | | $ | + + +--+ + + + + + +--+ + | $| |M | | Md| A | M | + + + +--+ + + + +--+ +--+ | $| | M |M |M | |M M | 1| + + + + + + + + + +--+ + | $|K A=| |A | M | M | +--+--+--+--+--+--+--+--+--+--+--+ Note the 100% pod to your left and see how far along you can get in the maze without it. Mine the left side for gold pieces and once you've covered that you can work your way right. If you just want to get out you should be able to go along the bottom, heading as far up as you need and going back down. Just face right and it'll be OK. The other 100% pod in the center-right doesn't always seem to be there, but you can just hit the edge, head DL, and go right. Again the abundance of pods should offset the monsters and you should be able to clear the whole maze out; however, it's easier just to snare what's on the left and blast through everyone else. By now you should have enough armor to plow through them all. LEVEL 35: Another master Xybot, but you should really be pumped and practiced by now. LEVEL 36: +--+--+--+--+--+--+--+--+--+--+--+--+ | 1 G $|G G k M | + + +--+ +--+ +~~+ +--+ +--+ + | | A | $| | $| = A | k| | + +--+##+--+ +--+ +--+ +--+ +##+ | |M | |A |A ~ #M | + + +--+--+ + +--+ +--+ + +--+ | | M $ |A | $| + +~~+--+--+~~+--+--+ +--+ +--+ + |M |A |** k G A | + +--+ +~~+--+ +--+--+ +--+~~+--+ |A |M | $~ =| A | k| +--+--+--+ + +--+ +--+##+ +--+ + | A |A | | $ G A | + +--+~~+--+--+ + +--+--+--+~~+--+ | | $ G Mk~ # M+ k| + +--+--+##+--+--+ +--+ + +--+ + |G G A | $ G |A A | +--+--+--+--+--+--+--+--+--+--+--+--+ The simple way: go right, get the key, UL, L all the way, UR and UL to get out of this level. But you can use the secretdoor in the UR to find a heal. There's one in the corridor where you go left, too, and it leads to another heal behind two more secret doors. The DR seems to be using a key to get another, but--hey presto, another secret door. LEVEL 37: +--+--+--+--+--+--+--+--+--+--+ | | $ L | $|** | + + +--+--+--+ + +--+--+ + | | 1| |L | | + +--+--+--+ +--+--+--+ + + | | | | | | | + + +--+ + + +--+ + + + |L L | | | | | $ | | | +--+--+~~+ + + +--+--+ + + | $| | | | |K | + +--+ +--+ + + +--+--+ + |L | | L | | | | +--+ + + + +--+ + + + + | | |L |L | | | | + +--+ + + +--+--+ + + + |L |L | M | +--+--+--+--+--+--+--+--+--+--+ Another tough maze and fortunately it's linear enough. At the 4-way intersection, head left. Then head up at the T and circle around. The dead ends contain gold that it takes too long to collect. With nothing resembling healing you'll want to just get in and get out. LEVEL 38: +--+--+--+--+--+--+--+--+--+--+--+--+ M | $ | t $ | $ + +--+ +--+ + +--+~~+--+ +--+ + | | M | | $ G |G |G | + +--+ + + + +--+--+ + + +--+ |A | =| G | | $ + + +--+ +--+ + +--+ +--+--+ + | |A ~ | M |G | + +--+ +--+ + + +--+ + +--+--+ Gk| M |A G | $ A +--+ +--+--+ +--+--+ +--+--+~~+--+ $|** G | = M + +--+--+ + +--+--+--+ +--+--+--+ |A ~ | $| A $| + +--+ +--+ + +--+--+--+--+~~+ + ~G | |G | | t G ~ + +--+ + +--+ + +--+~~+~~+--+ + G |G | k| $ e +--+ +--+--+ + +--+ +--+--+--+ | 1 G # =| G M $|A +--+--+--+--+--+--+--+--+--+--+--+--+ If you are willing to waste a key, or you bought one on the previous level, this one is treally easy. Note that 2R2ULU you have a full heal. Also there is a key DR D DR of the 4-way intersection, and if you go back UL-UL and down-ish you can get a full heal before using the key to get out. Not much else to do here except collect gold pieces--there are some secret doors and another full heal but it's a bit arduous. From here on out there don't seem to be nearly as many keys, so you may want to buy 7 or so the first chance you get instead of another powerup, of which you should have enough already. You probably want to keep 5+ keys since often you won't be able to buy them. LEVEL 39: +--+--+--+--+--+--+--+--+--+--+ | 1 O P O N =| +--+--+~~+ +--+--+--+--+ +--+ | O $| | $| + +--+--+ + +--+ + +--+--+ |O | | = O | A | $| + +--+--+--+ +--+--+ + + + | | |O | | | + + + + + +--+ + +--+--+ | |N | $| | $ | | + + +--+~~+--+ +--+--+ + + | | =| | | + + +--+ +--+--+--+ +--+ + |Pt| |O O | O | +--+--+ +--+--+ +--+--+ +--+ |O |N O t| | + +--+--+ +--+--+--+--+ + + | O | $ O | | + + + +--+--+--+--+~~+--+ + | | $| =|** $| +--+--+--+--+--+--+--+--+--+--+ A bunch of annoying flying Xybots and the quickest way through is 2U, UL, UR, UL, DL, L, UL UL U UR DR L for the heal. Then you can blast through the top with stuns--take out the enemies guarding the portal to the next level before getting the healing in the UR and then there are two gold lyting around, too, if you want them. The rest is doable because there are other heals but it takes a while. At the end of the level, you may want to get two keys to avoid the teleportal mess of level 40. In fact it's vitally important to have at least one key before starting level 40, or you will not be able to advance further. LEVEL 40: +--+--+ +--+--+--+--+--+--+ M M |M t| +--+--+--+ + + +--+--+--+ | t|A | | |M | | t| + + +--+--+--+ + + + + | | t |M |G | + +--+ +--+ + +--+ + | M |G A |** | $ G | + +--+--+--+--+##+--+--+--+ |M =|L | | t| +--+--+--+--+ + + + + +--+ |G | t| t L =| t| | | $| + + +--+--+--+--+--+ + +--+ + |G$ | # $ |G G | | +--+--+--+ + + + + + |M | |G | t|M$ |G A | + + + +--+--+--+--+##+--+--+ |G | t|G= | t |G 1 | | +--+ +--+--+--+--+ + + + | $| t| | M |G G | +--+--+ +--+--+--+--+--+--+ c b a 9 8 76 5 4 3 2 1 The teleportals go from 1 to 2 to etc...in other words, you search left for a new teleportal, then go up and search left again. That makes the way through a little clearer. If you have a couple of extra keys, then you can just bull through the door on your right at the start of the level, head left and go down to a room with the portal to the next level. There are however ample opportunities to pick up heals. Other rooms and teleportal areas are of varying usefulness. They're outlined below. 1: can only go to 2 2: 1 fight 3: 2 enemies, 1 gold coin, not worth it 4: heal behind a locked door 5: close to the exit, linked with c 6: two enemies to fight to get a heal, recommended 7: 2 enemies, 1 gold coin, not worth it 8: 2 enemies, 1 gold coin, not worth it 9: 2 enemies, not worth it a: 2 enemies, 1 gold coin, not worth it b: 3 enemies, 1 heal, possibly worth it c: use this to get out quickly. You can teleport c-1-2-3-4-5 if you don't want to waste a key. So you may want to get on one teleporter and continually sidestep until you get to location 6(face right so you know when--you'll look out onto a big room) and then you can sidestep some more to get back to position 5 and bust through the final door. LEVEL 41: +--+--+--+--+--+--+--+--+--+--+ | G | $ | + +--+ +--+--+--+ + +--+ + | |G L | | $| G | + + +--+ +--+ +--+ +--+--+ |G | + G | G | $ | = | + +--+--+--+ +--+ + + + + |M |A $| A |G A |G | + + +--+--+ + +--+--+--+ + | 1|G | |G$ | +--+--+--+--+ + +--+--+--+--+ |G $ G |K G | + +--+--+ +--+--+--+--+--+ + |G | $ | | | + +--+ + +--+ + +--+ +--+ |G |** |G=| |G A | + +--+--+--+ +--+ + +--+ + |G A $|G G | |G$ | +--+ +--+--+--+--+ + +--+--+ | = K G G A $| +--+--+--+--+--+--+--+--+--+--+ This is a good level for looting. You have a heal near where you start, another in the DL, and another in the UR. The exit is in the UL and while you can go directly there it's worthwhile just to poke around into all the dead ends. Monsters will tend to run to you, which makes it easier to dispose of them quickly and get on with business. As for order I would recommend going into the DL first unless you're really low--in that casem wait around the center. Then sweep UR and to the left. There's a 50% pod just before you leave that you will want to pick up, too. LEVEL 42: +--+--+--+--+--+--+--+--+--+--+ | G k| $ M A =| + +--+ +--+--+ +--+ +--+ + |A M G G $| G G | +--+~~+--+--+--+--+ + +--+--+ | | G | | | | + +--+ + +--+ + + + + + |G |?$|G G | G |A G | | + + +--+--+ +--+--+--+--+ + |G |** G G | +--+ +--+~~+--+--+--+--+--+##+ | G | G $| K =| + +--+ +--+ + +--+--+--+ + | G =| A | $ M | | + +##+--+ +--+--+--+--+ + + |A |M |M | M |Mt| +--+--+ +--+ + +--+--+--+--+ | $ M M | t|G L $| + +--+--+ +--+--+--+ +--+ + | $| $ G M | 1 G | +--+--+--+--+--+--+--+--+--+--+ A very straightforward level if you have an extra key: go right, enter the locked door below, get the heal, enter the teleporter, head right to the wall, go DL and you're out. But you can specilate if you wish, going through the long loop through the top instead of opening the door below. Then you can go off to th e left. But given the convoluted maze it's probably more convenient just to take the door and teleport quickly. There's two gold there which should recompensate you for the key you used at the next trading point. LEVEL 43: +--+--+--+--+--+--+--+--+--+--+ | $ K K $| = A G | +--+--+ + +--+--+--+--+--+ + | | M M | M | + +--+--+ +--+--+ +--+--+ + | | M | $| M | + + + +--+ + + +--+ +--+ |G | |M $| |M | $| + + +--+--+ +--+--+ +--+ + |A= |** # | 1| | +--+--+--+--+ + + +--+ + + | $| | |A$| | | + + +--+--+ + +--+ +--+ + | M |G |M | | M | +--+--+--+ +--+--+ + + +--+ | | M | G | + +--+--+--+ +--+--+--+--+ + |M | =| | | | + + + + +--+ + + + +--+ |G |M $|A=|M M $| +--+--+--+--+--+--+--+--+--+--+ The UL corner provides good spoils for the monsters you have to face, and you should have plenty of health from the 100% pod in level 42, so poke around there. When you're done you can go to the UR, which has healing and gold too, and though the DL might be too long of a trek, you can poke around in the DR before entering the portal to level 44, which is located in that zigzaggy corridor in the right. You can of course hook around the licked door, and in the interest of conserving keys, you probably should. LEVEL 44: +--+--+--+--+--+--+--+--+--+--+--+--+ | $ M M t# = A | + +--+--+--+ +--+--+--+--+--+--+ + |A G | G 1| | + +--+--+ + +--+--+--+--+ +--+--+ | M | ~ $~ G | M ~ $| + +--+ + +--+--+ + + +--+ + + | $| ~G |A | |M |A | + +--+ + + +--+--+--+--+ +--+ + | ~ | +| | t | | + + +--+--+ +~~+ +--+ +--+ +--+ |M | | |**| | =| M | +--+--+ + +--+ +--+ +--+--+ + + |M M | $| | G $| | + +--+--+--+ + + +--+--+--+--+ + | G A | | $ e M | +--+--+--+--+ + + +--+--+--+--+##+ | M | | $| $ | =| + +--+ +--+ + +--+ + +--+ + + |M | $| G | G | t M | | +--+--+--+--+--+--+--+--+--+--+--+--+ This floor has a lot of secret doors including one behind you. But for the quick way out, it is actually not as convenient as going DR-D-DR-DR-UR-DR-L to the teleportal, which gets you some gold. Then you can sidestep and reenter the next teleportal, unlock the door to the right, and get a full heal. Hook L-D-R and exit. But if you want to collect a bit more then you can explore DL a bit for a couple gold, then take the door above/behind you and go U-DR-DR-R and up and around. Sweeping to the left is not so bad as there are a lot of secret doors lined up. Some treasure in the UL as well but the rest is somewhat harder to get to. LEVEL 45: +--+--+--+--+--+--+--+--+--+ | t| $ d L d | +--+ +--+ +--+~~+--+--+--+ + | $| | | =| G | $ L | + + + + + + +--+ + +--+ | G | | |M | 1|A | +--+--+--+ + +--+ +--+--+ + | $| M #M G | + + + +--+--+--+--+--+~~+##+ |M | | |G | +--+--+--+ + +--+ + +--+ + | $ |G $|**|A | |M$ | + +--+ +--+--+ + + + +--+ |G |G M |M | +--+ + + +--+--+--+--+--+ + | | =|M M $|M | + +--+--+--+--+--+--+ + +--+ |L $|A t| +--+--+--+ +--+--+ +--+--+--+ | $ G L =| +--+--+--+--+--+--+--+--+--+ This level has goodies lined in a row, so go for it. There's a 100% pod just to the left in a niche so it's advisable to follow the path that way. It will wind around a bit but there are some more niches with gold, just off to the side, before there is another 100% pod and then a teleportal. That kicks you to the UL where a gold is DL and another is in a niche to the left after you hit the tip. Then face south and go to your left- -the screen's right--and blast until you see a secret door. You can go DR from there to get to the next level or, if you really need healing, go D/DR/L/UL/U and back. There's not much else to do. Because the next level is a master Xybot level you don't have to be at 100%. LEVEL 46: Another Master Xybot fight. You should know what to do by now. You've long since had enough armor just to sit in front and knock off the guns one by one. LEVEL 47: + +--+ + | | $| | +--+--+--+--+--+ +--+--+ + +--+ M M =| |M t M | | +--+--+ +--+--+--+--+ +--+--+ M | |M M M | M +--+ +--+--+ +--+ +--+##+--+ +--+ | =| $ M M M | + +--+ +--+--+--+--+--+--+--+--+ + | $|G ** M | + +--+--+ +--+--+--+--+--+ +--+--+ | | $ G | G | +--+ + + + + + + + + |G | A | | = G |G +--+ +--+ + + + +--+ + +--+ + | G | $ | | G G | | | + +--+ + + + +--+--+--+--+--+ | = G G | | + A G 2| +--+--+--+--+--+ + + +--+--+--+--+ | t 1| + + +--+ To get out, just go hard left and--if you need it, L/UR for full healing-- then DR a bunch. You can go UR to get to a 50% pod and there is a teleportal in the dead end, but it leads back to level 10. And then you'd miss the fun of the last few levels. Heading L and then UL and following that passage will get you lots of ponts, some gold and another heal, but it does lead into a long dead end and thus for practical considerations it's a very bad thing. You'll notice some gold you can snipe by taking a step or two away from the suggested path, so why not try for it if you'd like. This can be a very quick level though. Oh--and the teleporter just leads to a big old fight with a bunch of enemies, and one gold. You probably don't want/need the points by now. LEVEL 48: +--+--+--+--+--+--+--+ |P= P | | =|P + + + +--+--+ |A P | |P P +--+ + + +--+--+ | |P $|P |P +--+--+ +--+--+--+--+ + + | | | |P $ + + + + + | $ | | |P P +--+--+ + +--+--+ +--+--+--+ | | | P | | + + + + + + | A P | $ ** P |P $|P | + +--+--+ +--+--+ + + | |P | | =| +--+--+ +--+--+ + + +--+ | |P P $ |P | 1 + + + +--+ P P $ |A | P +--+--+--+--+--+--+--+ + Lots of open rooms here make you spoilt for choice, and with all the flying Xybots you'll be using your stun a bit. The rooms UL-to the wall and UR-then UL a bit from your starting point have 100% pods, so---UL annd the way(going through a narrow passage to th e north,) then back, then you can go DR more and UR near the bottom, and down at the right edge. U-DL-DL-DR-UR to the exit. For a really quick exit just go DL to the wall, L, and you'll see the gate in front of you. You'll want to have 50%+ energy for level 49 so buy an energy pod if you don't want to lose a life. LEVEL 49: +--+--+--+--+--+ +--+--+--+--+--+ | $ N **| | O | + +--+--+--+--+ + +--+--+--+ + | | | | t| $| 1| | + + + + +--+ + + |N$| |O | =| $~ | | + +--+--+--+--+ + +--+~~+--+ + | | | P # $ O | +--+--+--+--+ + + +--+--+--+--+ | | | | + + + + |N | | | +--+--+--+--+ + + + +--+--+ | t P ~N | | t| | k t| +--+--+--+--+--+ +--+ +--+--+ Ooh, look at all the teleports. The first part is obviously completely linear. Map for level 50: +--+--+--+--+--+--+--+--+--+--+ | $ $ $ $ $ $ | + +--+--+--+ +--+--+--+ + |A D D A D D A A | + +--+--+ +--+##+ + | D | $ $| D | $ $| | +--+ + + + + +--+ | | | t $| | 2 $| | | + + +--+--+ +--+--+ + + | | | | +--+ +--+ | | + +~~+~~+~~+~~+~~+~~+ + | | | | t|**| | | | + +--+--+--+--+--+--+ + | J | | |J |J | | | | + +~~+~~+~~+~~+~~+~~+ + |J k B B J J | + + | B B B B B B | +--+--+--+--+--+--+--+--+--+--+ Cute. A robot face. Sort of reminds me of "Robot World" in the lamentably too-soon-over Interplanteary Spy gamebook series. Where you don't fight a boss, but get to knock the baddie's teeth out or something and gouge money from his eyes and stuff. Yeah! Yeah! There's no bonus extra special Xybot here, just 25 gold if you win. In fact, this level is rather easy if you have a key. Turn around(you face south to start) and blast the secret door, go forward into the wall, turn around, go to the left, open the door, get the gold, and enter the portal. Of course if you need a key then you will want to keep your back to the wall as you circle left, down and right. Fortunately the monsters are pretty easy, if numerous. If you're feeling lucky there are two places to grab gold: the teleporter east of where you started leads to 3 free gold, and the top row has a lot too. But you risk running down your health meter. And you don't need much unless you want to play the game indefinitely and run up the score. By the time I got through level 50 I found the faster pace the second time around to be welcome indeed. 6a. LEVEL TRANSPORT SUMMARY If you go to the lower of two levels you get a $25 cash bonus, which is a lot. It can buy you a ton of armor. For completing the Xybots loop you get a bonus, too. 1: go to level 2 2: go to level 3, or to level 9 behind locked door 3: go to level 4, or to level 26 behind locked door 4-16: go to next level 17: go to level 18 behind one pair of locked doors, or 26 behind another 50: go to level 1, with $25 bonus 17: go to level 18 18-46, 48-49: go to the next level 47: go to level 48, or go to level 10 in the dead end 50: go back to level 1, faster and tougher. 7. CHEATS These cheats are only confirmed valid for FCEU save states and memory locations. However, if you wish to try them for other emulators you may wish to look for similar lumps of memory--the memory should translate across machines, but FCEU may have a different length header for its states than other emulators. The delta between memory and the save state is 0x54. We also differentiate between the high nibble and low nibble. That just means that if you want to get 1 of an item with high nibble, put in 10. If you want 1 of an item in a low nibble, put in 1. You can have a value in both the low and high nibbles. To edit a memory value in FCEU, (as of version .98,) go to NES: Cheats: and type in a name. For player 1 keys you might type FIVE KEYS for the name, 197 for the address and 5 for the value. This will give you five keys if you have a + by the FIVE KEYS name. You can disable the cheat later if you want but otherwise you'll be frozen with five keys for a while. You can edit the save states with any binary editor. There are plenty out there. I prefer to use the freeware AXE 2.1(search for AXE21.ZIP) or Microsoft Visual Studio C++ 6(open the file as BINARY) but this shouldn't be too hard with any hex editor. I'm sure you can find one that fits your style and needs. | Save state | Memory -----------------+------------+------- P1 extra speed | 1d8(low) | 184(low) P1 extra armor | 1d8(high) | 184(high) P2 extra speed | 1d9(low) | 185(low) P2 extra armor | 1d9(high) | 185(high) P1 shot speed | 1da(low) | 186(low) P1 shot power | 1da(high) | 186(high) P2 shot speed | 1db(low) | 187(low) P2 shot power | 1db(high) | 187(high) P1 slow drain | 1dc(low) | 188(low) P1 extra zappower| 1dc(high) | 188(high) P2 slow drain | 1dd(low) | 189(low) P2 extra zappower| 1dd(high) | 189(high) P1 2ndshot | 1de(low) | 18a(low) P1 # lives | 1de(high) | 18a(high) P2 2ndshot | 1df(low) | 18b(low) P2 # lives | 1df(high) | 18b(high) P1 warning arrows| 1e0(low) | 18c(low) P1 level maps | 1e0(high) | 18c(high) P2 warning arrows| 1e1(low) | 18d(low) P2 level maps | 1e1(high) | 18d(high) P1 item mapper | 1e2(low) | 18e(low) P1 guard mapper | 1e2(high) | 18e(high) must be set to 1 P2 item mapper | 1e3(low) | 18f(low) P2 guard mapper | 1e3(high) | 18f(high) must be set to 1 P1 life | 1e6 | 192 P2 life | 1e7 | 193 P1 $(hex value) | 1e8 | 194 P2 $(hex value) | 1e9 | 195 P1 # keys | 1ea | 196 P2 # keys | 1eb | 197 Note that you can set your life to 255 in a cheat, but it doesn't really matter if you go overboard. Also if you set your life >100 and you get a pod, you're bumped down to 100. Setting your life force to 255 or 100 in memory should let you coast through the game, as should giving yourself a fixed 2+ lives. (Not sure about the check if you just have 1 life.) Also set 18c/18d to 11 hex(17 decimal) so you are always aware. End of FAQ proper ================================ 7. VERSIONS 1.0.0 sent to GameFAQs 12/09/2005 with maps to follow soon. Should be mostly complete. 8. CREDITS Thanks to CJayC as usual for such a great site and, though I hate to admit it, the people who write for more popular games so that these old school FAQs can be hosted for free. Thanks to Adam Lamontagne and lost-levels.org for offering us the ROM dump image and waiting patiently for the results of our fun, uh, toils. And for his encouragement with other games. Andrew Schultz thanks Brian Sulpher for his patience throughout Andrew's Big Life Changes(tm) which were even more important than writing a guide with a fellow NES FAQer he respects very much. Plus the usual GameFAQs gang. They know who they are, and you should, too, because they get some SERIOUS writing done. Good people too--bloomer, falsehead, Sashanan, lisanne, Masters, Retro, Snow Dragon/Brui5ed Ego, ZoopSoul, and others I forgot. Brian Sulpher thanks Andrew Schultz for keeping at this FAQ, showing (from one old goat to another) that two feebs in a young man's game can still crank out a very sweet piece of FAQ! Thanks to the folks in the NES completion project for keeping the torch alive, chipping in, working on COMPLETE TOPIC NUMBER three, and thus making us feel like we're not just doing something like reading Urdu only it's really less respectable because NES games are something you can learn while drinking pop and eating pizza but that's a no-no for learning Urdu which is probably tough to speak with your mouth full of pizza, and not just because ancient Urduland or whatever it was called never had pizza, the poor lambs, or lambherders, or whatever. Write to us at schultz.nadrew [aatt] sbcglobal.net and briansulhper [aatt] hotmail.com with comments. The obvious typos are on purpose to discourage spam. The only good thing spam ever did was inspire spamusement.com, which helped Andrew procrastinate his part of this guide, which helped him procrastinate the activity somewhat resembling work that he's still paid to do after all these years.