Inspector Gadget(subtitle: Gadget's Crazy Maze) FAQ (PSX game) version 1.0.0 by Andrew Schultz schultza@earthlink.net copyright 2002 Please do not reproduce this FAQ for profit without my prior consent. However, if you write a polite e-mail to me referring to me(and this FAQ) by name, then I will probably say OK. But if I ignore you that means no--and I am bad about answering e-mail. Sorry. **** AD SPACE: **** My home page: http://www.geocities.com/SoHo/Exhibit/2762 My Java stuff, including a game: http://home.earthlink.net/~schultza/java/java.htm ================================ OUTLINE 1. INTRODUCTION 1-1. WHAT THIS FAQ COVERS 1-2. TERMINOLOGY AND SYNONYMS 1-3. MAP LEDGERS 1-4. POSSIBLE ERRATA(MINE) 1-5. ERRATA OR INCOMPREHENSIBILITY(THEIRS) 2. BASICS 2-1. CONTROLS 2-2. POINTS 2-3. OTHER ENTITIES 3. GENERAL STRATEGIES 3-1. PUTTING BLOCKS IN PLACE 3-2. SAVING TIME/POINTS ON 'HARD' 3-3. NUISANCES AND NUANCES 4. LEVEL BY LEVEL WALKTHROUGH 4-1. CITY WORLD 4-1-1. UNWANTED GUESTS 4-1-2. MARKET SQUARE 4-1-3. PARK STREET 4-1-4. NEIGHBORHOOD 4-1-5. CITY RACER 4-1-6. FREE YOUR FRIENDS 4-2. CIRCUS WORLD 4-2-1. CIRCUS ARRIVES 4-2-2. SETTING UP 4-2-3. CLOSED TODAY 4-2-4. CLOWNS ON STRIKE 4-2-5. FREE YOUR FRIENDS 4-3. HAUNTED HOUSE 4-3-1. GUARDED CRYSTALS 4-3-2. THE VAULT 4-3-3. TRICKS AND TRAPS 4-3-4. THE MASTER IS OUT 4-3-5. FREE YOUR FRIENDS 4-4. CANDY WORLD 4-4-1. KIDS' CORNER 4-4-2. ANGRY AGENTS 4-4-3. CANDY 21 4-4-4. AGENTS' DAY OFF 4-4-5. FREE YOUR FRIENDS 4-5. SPACE STATION 4-5-1. MACHINE ROOM 4-5-2. COMMAND CENTRAL 4-5-3. SPACE LAB 4-5-4. LOGIC DECK 4-5-5. FREE YOUR FRIENDS 5. VERSIONS 6. CREDITS ================================ OUTLINE 1. INTRODUCTION 1-1. WHAT THIS FAQ COVERS Detailed maps are a bit too much here, so I'll just settle for referring to general areas. I am providing a complete walkthrough that I know occurs on EASY mode. This should also work for medium and hard, as the only difference is the timing. On every level I have looked to maximize efficiency of pushing all the gems into place. However, I suspect I've overlooked some subtleties. I also think I may have overlooked some hidden levels; the game claims there are forty levels, but going through easy only gives you 26, and when I tried to go through hard, no secret levels popped up right away. Yet on the back of the box is a level I didn't get through when I looked at easy mode. Sounds like a job for...GameShark. Once I scrounge up the cash to buy it. This FAQ can still cover strategies for the level I've found as well as general strategies; what to do is simple enough. Bash bad guys that get too close, but you only get points if you shift gems on a grid so that three or more of the same color are in a line. This must be done in a certain time limit, which isn't an issue except for meager bonus points on easy, but it makes hard a potentially more rewarding challenge. As for the general personal blurb, I wanted to write a FAQ for a game with the letter I to make my collection span all letters of the alphabet. I've got X and Z to go now. I noticed this was high on the GameFAQs request list after I bought it so I figured I'd dive into it. 1-2. TERMINOLOGY AND SYNONYMS For moving I may use a shorthand : 1R 4U is one right then four up, 1L 4D is one left and four down. I may also use UL or another abbreviation to describe a relative displacement or the direction a wall is in. But for pushing something I will give full details. Wild card = multicolor goon = guard 'gems of the same color' includes multicolored gems. row = row or column of gems of the same color. I'll also abbreviate 'blue gem' to blue and so forth. As the FAQ progresses I'll fill in fewer details which I feel should be somewhat clear to an experienced player. For instance, if it's just a simple move or two to put a gem in the right spot and nothing else is around, I will try to be sparse. 1-3. MAP LEDGERS Occasionally I'll give a mini-map of an area which needs particular instructional attention. B/b = blue gem R/r = red gem G/g = green gem Y/y = yellow gem D/d = diamond X = immovable obstacle T/! = movable obstacle(usually a trash can.) M/m = multicolored gem . = ground ^ = spikes 1-4. POSSIBLE ERRATA This FAQ may have several errors(right when I mean left and so forth.) If you can help me correct them, that'd be great. I wouldn't be offended. I'd also be interested in more elegant solutions, even if they only cut down a move or so or just are smoother in general. A proof, giving number of squares Gadget walks on, would be nice but not necessary--a lot is just obvious from the description. I may also substitute a screen direction(up/down/left/right) with the ordinal direction it's generally compared with.. 1-5. ERRATA OR INCOMPREHENSIBILITY(THEIRS) --X is used to confirm, as usual. But in the menus it has a check mark next to it. But wait; triangle is used to cancel. But it has an X mark next to it. --Not an error, but did they have to have the SAME CUT SCENES with the machine making gems before the next level? And before the final part of each level as well? --I'm just not terribly pleased they fail to give a bonus if, on the final wave of a level, you manage to turn all gems into coins. A bit aesthetic, but there's no encouragement to solve everything. 2. BASICS 2-1. CONTROLS Inspector Gadget can move in any of the four usual directions. He can also move diagonally and will slide along if he hits a wall and you move him diagonally. Moving diagonally is a nice advantage as Gadget moves like a king in chess. For every one unit of time you can move a square horizontally and/or a square vertically. Therefore you can cover twice the ground with the risk that Gadget's a bit tougher to control. If Inspector Gadget does not have a hammer, pushing X will make him kick a gem. The gem will go three squares in the direction you kick it. If you have a hammer he will smack a bad guy in front of him if they are close enough. The bad guy will then be prone and harmless. You can hammer a bad guy even when he's down; this is useful if you need a bit more time to complete a task. Push start and go to the red arrow and hit X twice to restart the screen. This is useful if you painted yourself into a corner and can't solve the current scene any more. 2-2. POINTS 1 point for each bronze coin you pick up 10 points for each silver coin you pick up. You get a silver coin by putting four gems of the same color in a row. 50 points for each gold coin you pick up. You get a gold coin by putting five gems of the same color in a row or alternatively getting more than one row of three. Below is an example: RR.M ..B ..B Push the multi left and you get five coins. Note you can never have six coins in a row. The coin you put in to complete the chain taken away, it would connect two chains one of which would have more than three...however you can change seven coins at once or six. See below. Push the multicolored down in each case. M M RR.BB RR.R G B G B You also get a time bonus based on the following: 10 pts per second on hard(not rounded--really 1 point per .1 second.) 1 pt per second on intermediate 1 pt per 10 seconds on easy You also get recharged for each row you make: 5 sec for a row of 3 = 5/10, 5 or 50 points depending on your game's skill level 6 sec for a row of 4 = 5/10, 6 or 60 points depending on your game's skill level 8 sec for a row of 5+ = 8/10, 8 or 80 points depending on your game's skill level The most potentially lucrative is the hard level as the easy level gives at most 40 bonus points(6+ minutes / 10, the equivalent of 4 seconds on hard which seems probable on all levels given that making a row gains you five seconds.) but of course it may require persistence and exact control not to run out of time in the first place. Extra points at 200/300/500 for the various levels(easy/medium/hard.) Note that points are never summed until the end of the level, after you've won. You don't get any points for coins you picked up before you got beaten up/reset the game. 2-3. OTHER ENTITIES --doors will unlock with the right key or occasionally if you stand on a panel. --spikes appear generally cyclically among a few squares. Time them and you should be okay. Occasionally the wave of spikes will move faster than you, but usually you'll find yourself waiting on them. A test of your patience and alertness. --furniture: the smaller stuff can be moved. This way you can block enemies, clear a path for a gem, or depress a yellow/black square. Trash cans and crates can also be moved around. --keys/hammers: you can only have one at once, and a key unlocks doors(X) but a hammer has five swats at a bad guy. Unfortunately you can't drop the hammer and pick it up to get it recharged as in some of my favorite old school games. --normal goons/thugs. They move randomly, even when you are close by, and often turn back. They are easily outrun, and if you hit them with a hammer they'll be harmless. --clowns. They track you pretty well, but you can outrun them and use obstacles to outwit them. They don't like to turn around, so if you have the following situation(1=you, 2=them): 1.... XXX XXX XXX ....2 ...just wait to see which way they go and run away from them. You can also move diagonally to buy extra time in more open areas. If you are in a narrow hall you may want to sucker them into a wider area or, better yet, trap them in a corner if crates are lying around. --'G'/'M' squares are important; 'G' squares often allow you to take a breather or wait for a monster to go somewhere randomly, after which you can sneak past them when they move into a corner. Note that if you push a gem onto an M square you can't move it any more. --other agents that act the same as clowns may chase you extra when you get close. The red agents seem to chase you no matter what, the others that track you can also be outrun. --cats cannot be outrun. They also sneak up beside you and attack. They're pretty rare, but when you see them, try to stand on a 'G' square --arrows, etc. Occasionally a gem or crate will land on a yellow/black tile next to an arrow and will be kicked somewhere else. This is bad(you lose a life if hit) and good(you can get the tiles/arrows to push gems of the same color together.) Often boxes will go in a cycle and you'll need to put something in its path to block it. --roller skates are annoying to control but necessary to get somewhere quickly, either before the timer runs out or because you can't run through certain obstacles. Often the game will throw them at you when you don't need them, so push X to take them off. You can lean in a corner(i.e. if blocked above and to the right, push up and tap left if you wish to move up; see below. You=u.) .XXX ..uX ...X 3. GENERAL STRATEGIES 3-1. PUTTING BLOCKS IN PLACE About half of the time it shouldn't be too much of a problem to figure this out. Two gems will be next to each other, and you'll need to complete the deal. Other times it may be trickier, although I've tried to list some specific cases below. --if a gem is in a corner, with none of its boundaries movable, you'll have to bring the matching gems to it. --if a gem is against a side wall, and you can't push it so it is free on three sides, it's stuck there. --often you may need to push a gem and circle around from a different direction to push it again. This may take a bit as illustrated below. .......BX .......BX ........X ....B...X .XXXXXX.X .XXXXXX.X ........X Here you push the blue gem right, then circle left/down/right/up to push it up. This can be time consuming so look for other ways first. You may also have a wish to put two gems together--any two--but that isn't always good. XXXXXXXX X.1.2.3X Here if you push 1 into 2 you will be stuck. But if you push 2 into 3 and then 1 into 2, you'll get the three gems to disappear. Lining up four gems in a row can be a bit tricky, especially since you can't just line up three and drop the fourth one in; the first three will vanish, and you'll be left with a stray! Always save when you can at a pennant. There's no delay for the memory card, and they're usually conveniently along the way. Then if you're beaten up you don't have to start all over again! Even if you're beaten up and you have too little time to win on the restart, then you can just restart the whole level. 3-2. SAVING TIME/POINTS ON 'HARD' The number one way to save time and points is to move diagonally. Gadget moves at the same speed in each direction even if you're moving in two at once. This can potentially cut your time to get somewhere in half, and also if there is a goon chasing you they will be at a disadvantage. They can move linearly, only. Note if you're trying to get past a goon, though, this is not always the best idea. You may cut out a slightly wider path and may be more exposed to getting hit. Common sense dictates that if you want to go diagonally past a goon you'll want to go away from it in one direction. Remember that the fewer times you have to pivot to put a block in place, the better. So if you have the following position on the left and need to get to the right: ...... .bb... ...... ...... ...... ...... ..BB.. ...... You might want to push the right b up and three to the left and the left b up three as opposed to pushing each one up three and left. Also in this sort of case: B.. .B. ..B It's easier to push two gems up or two gems down then to align each of the gems next to the center one. Finally, remember you can always restart if you've got a couple of seconds left and things aren't working out. Also you may notice that it's not always worth it to get all the gems on hard. Silver or gold coins are worth it; you get 10 or 50 points and it shouldn't take more than a second(10 points.) But the other coins aren't unless they're in your way or you need to free the squares they're on(you can't push a gem over a coin.) Note that if you restart after losing a guy(i.e. hit by a moving gem) you won't get the guy back, and if you reset just before you lose a guy then you will not only save a life but also time. Getting killed often hurts your overall time performance as well as it usually kicks you back to a less progressive place--although it can be handy if you're in a maze and just want to solve the level. Also note that any guard that beats you up disappears--meaning you won't have to face them again during the game unless you restart! So dying isn't all bad if you've saved. Running into a gem gives no such bonus so if you've a choice between the two, go for that human touch or something. 3-3. NUISANCES AND NUANCES Some of this is hinted at before, but these are the big things that annoy me or that I forget. --Note that an item may be hidden behind a bookshelf or something tall. --Don't ever feel you have to pick up all the coins. Leaving one may actually block a monster's path, and on the hard level it may cost you points anyway. --Line up monsters horizontally or vertically so that you have a clearer shot at them. --Be careful picking up a hammer if you already have a key. --Remember that combinations of yellow/black squares--and not just one-- may open certain doors later. 4. LEVEL BY LEVEL WALKTHROUGH 4-1. CITY WORLD This is a great introductory level and sadly the others don't really achieve the variety it promises. Certainly each one after it is original but with such a diverse introduction you'd hope for more. You also have that extra roller skating wave, which makes this the only level with six areas on a straight walkthrough. 4-1-1. UNWANTED GUESTS Going straight down gets you the key. That will allow you to unlock the door just to the left of the house. Do so(X key to unlock.) Get the hammer and push the yellow gem up two. Cricle around clockwise and push the red gem down one. Then push the yellow gem on the left right a few squares. Here it's good to discuss when you should go for picking up all coins and when you shouldn't. On hard difficulty you get 1 point per bronze coin and 10 points per second. So unless it takes you under .3 seconds to get the coins it's not worth it. Translation: it isn't unless you pick one up accidentally. From here push the rainbow gem right into the house, down past the trash cans, right past the trash cans, and down to form a 'T' with the other four red gems. This is much easier than the following way, which is somewhat fun to try after you've mastered the game(I in fact thought it was the only way at first:) R.R <- push up, then left, then bring rainbow on top, push final R in. R R Go back up to the house where the diamonds are. Push the left diamond right, then push the diamond that was in the middle up and to the right. Now hook down, right and up to get to the right edge. Push the middle blue diamond in the upper left up one. Then push the rightmost yellow behind the house to the left and push the bottom one up. Yellows: 6 Reds: 7 Diamonds: 3 Greens: 0 Blue: 3 Wildcards: 1 Starting times Easy 1:48 Normal Hard There are some possibilities for alternate solutions but the one I mentioned gets the most points. For instance you can use the wild card on the yellows after clearing the reds in the upper left. But then you have a mess with clearing the four reds at the bottom; you'll have to push two in place. Things are set up in the first level so you can get through it pretty quickly and only have to think about the basics, so take advantage of it. 4-1-2. MARKET SQUARE This is obviously a bit longer than the first one, but again only basic principles of pushing gems around are needed here. You do look into the special cases of having gems in corners(dictating a certain course of action,) having to use the wild card gem on a specific gem, and lining up four gems from a distant formation. You'll also want to make good use of the hammers. Here you need to go to the middle of the map to get the keys and then go to each of the three houses in the corners with back yards, enter, sneak past the bad guys, and push the gems around. The first gems to get rid of are the four in the center. I'll draw a map. 1 2 k..h .**. .**. k..k 3 4 You'll approach 3 and 4 first. Push 3 one square left. Push 4 four squares left, under the one key. Push 2 down five squares and left three. Now push 1 down. It's necessary to knock out all four at once and not just get three in a row as that way you'll have one diamond left, and there are no wild cards, meaning you can't win the level unless you restart the board. Remember if you run over a hammer when you pick up a key, you drop the key. With all the hammers and keys in this board it will happen. The upper right should be next to clear. You'll need to push the trash can wedged between two reds up, then come back with the multi-colored and push it between the two reds. Then you push the blue left four squares and up into the corner. My first choice of houses with back yards is generally to go to the upper left. I like to unlock the door, pick up the hammer(the guard in the back yard is pesky,) and push the two yellow bales down, left one first, before pushing the trash can to the left. Then I push the green to the left two squares and complete the line. So: h g yTyg y g becomes... g T yyyg g becomes... g Tg g Then I clear the back yard. Pretty easy to push the only free red to the left. Now the lower right presents a nasty challenge. You have After that I clear the lower left. It's the best to clear last in hard mode because the back yard's the biggest and the guard is the toughest to avoid or hit. Be sure to pick up a key in the center. You'll have to push the yellow out of the way, then go down, two left and push the yellow up. Down, two right and up and push the yellow left--pick up the hammer after unlocking the door as it should save time. Now for the back yard. XXX bX X bXXXX b The blue in the corner can't be moved, so you will instead need to push the blue below it up one and push the other around. With a guard snooping around this may be tough, so try to knock him with the hammer ASAP. Note that if you push the lower blue right so you 'almost' have a line all is not lost. You can push it back off to the side and attend to the other free one just the same. The last part is the lower right. Go back to the center and get the final key, and then enter the final garden. XXX Xr X X Xr X Xr This causes a few minor headaches as well. Push the second red up into the corner, then the bottom one. You may have to contend with the guard; again there's a hammer around(back yard,) so use it if you're inconvenienced. Yellows: 6 Reds: 7 Diamonds: 3 Greens: 0 Blue: 3 Wildcards: 1 Starting times Easy 5:20 Normal Hard 4-1-3. PARK STREET A more complex map here. Fortunately you have a lot of things you can get rid of early. On the hard level you won't want to worry about coins at all but just about creating three-gem chains. Pretty much any order will work out but for the hard level you'll want to focus on gem groups that are close together and my walkthrough shows my recommended order. You'll see sets of three blue gems, diamonds, yellow and green on the first screen. Take care of the top first; push the leftmost diamond up, then get the hammer and push the rightmost one left. Push the blue gem right 2, down 4, right 1, up 1. Clearing the yellows is a bit sticky so I made a map. Y G T T * * * Y* * * *Y * * * * * Go between the two trash cans and push left. Now go down and circle around the bottom trash can. Push it up next to the other yellow, go back down, and push the remaining one up. Next is the green; push it 1 right, 4 down, and 1 right. Now at the bottom there is a little garden and you'll want to push the blue all the way right, up, and right. Then push the diamond all the way right, down, and right. Sweep around back to get the key and then go back up to where the street ends. Push the lower of the two red gems close to each other up 2 squares. Then before pushing the gem off to the side right 4 to match them, use a finesse. Push the yellow into the wild card. With the reds disposed of, push the yellow down. Don't worry about the wild card yet. You should now have the yellows looking as follows: M <...> YY. L. Your goal is to get YY. YYM LY -> LY Y Y Since there are five yellows remaining, you'll need to get all of them together. This looks to be the most efficient way. To do so you'll need to take the top yellow by the house and push it left until it's DR of the street lamp. Then take the other one, push it two up, and push it left until it hits the street lamp. The wildcard now drops nicely down to make two rows of five each. Now for the yard by the house. Note that there are four gems remaining, so you'll need a row of four. XXXXXXXXXX X.....X... X.XMX.X... X.X.X.X... X.....X... XXX/XXXX.X X..d.....X X.X.X.d..X X..h.....X X.X.X.d..X X........X XXXXXXXXT. If you can, use the trash can to trap the one guard wandering in the unlocked part in the very upper right. It will mean one less bad guy to navigate. Now push the top diamond right three to get almost a row, and then open the door with the key(remember to check if you walked over the hammer,) pick up the hammer, and circle around to push the multi-colored gem down six squares. Go 1U 2W 2S and push right. You'll get a row of four and a silver coin, and the level is complete. Yellows: Reds: Diamonds: Greens: Blue: Wildcards: Starting times Easy 5:30 Normal Hard 4-1-4. NEIGHBORHOOD Now you will be introduced to the quicker spies who actually chase after you here. The first place to go is behind the door with the blue gem guarding it. A hammer is there; with quick work I find I only need to use it twice. The major nuisance here is learning to fly. I lost a whole game on this once. On expert levels you'll need to save this for last, but on easy you may want to go at it first until you get the hang of it. /X BX X B M Because time is important here even on easy I'll provbide a diagram. Push the multicolored right and up. Then push the blue left and go right up to the door. In the back yard pick up the hammer to 'discourage' the red guy chasing you. Put the two yellows and wild card together and get out. Off to the left are three reds; push the right one up three. Below that are three greens. Push the one off to the side right three and down to make another row. You're on a roll now; there's a park to the right, and push the blue diamond you see first to the right. Get the gems, go down and push the multicolored em to the left. It'll create two rows(three greens and three reds in five gems, and it adds up because the multicolored mixes with anything.) The set of four yellows a bit further to the right is trickier. It's as follows: ....... Y..Y.YY ....T.. It's easy to get 2 in a row or 3, but you need four. Push the middle yellow up one and left, loop around and push the left yellow right (i.e. just before you make a row,) and push the yellow above the others down. Voila, a silver coin. Yellows: Reds: Diamonds: Greens: Blue: Wildcards: Starting times Easy 2:02 Normal Hard 4-1-5. CITY RACER An unorthodox level counter to the game; it's a pure racing game. Although the roller skating is used in a couple of other levels, this provides a change from the box shifting and so forth. Not much to pick up here but try to stay in the center in general when on the roller skates. In fact I find flooring it to the right from the start of the scene work OK--until there's that park to the south of you. Then you need to start turning south. It may be safest to run into the lamppost at the right edge. Then tap left until you go down(avoid the goon that way) and go left when you see an open space. The first set of gems will be in a garden to the north with an opening: two reds with a multi-colored between you just need to push a square up. See if you can get to them without losing your skates(again, tapping the button helps here.) Don't bother to pick up the first set of gems as it requires a lot of slipping and sliding. Yellows: Reds: Diamonds: Greens: Blue: Wildcards: Starting times Easy Normal Hard 4-1-6. FREE YOUR FRIENDS This level certainly throws a lot at you. You don't have to get all the gems in order to get to Penny and Brain, but it can't hurt. There are three red gems in the house garden to start; you should have no problem disposing with them. The hammer will come in useful later so even if you waste a second or two it is a good investment on any level. YR YR YR YRR R R ->R Y Y YY RY RY RY RY Push the yellow left, and the red up. Now push the red on the far left left, go around, push it right, and when it's below the two reds push it up. Now you'll have two yellows free. Push the left of the two down and right to form a row of three yellows. Y R Y R RY The rest is not too bad although there's a bit of dragging stuff about. Push the top red left 2 and down. Push the middle(up/down) yellow right three and down. Then push the top yellow three right and down. Everything's gone! Now onto the next roadblock. M D G M D M G M Push the multi-colored gem left. Get the coins and then pus the bottom diamond right and up. That's cleared. Then there is something else to deal with: M MR X B ... B M Push the blue from the right into position next to the other blue, move the multi-colored left and up two, and circle around and line up the final multi-colored to make another row. The next part is one of the more entertaining pure gem-pushing puzzles in the game. Too bad it doesn't have to be solved. GX Y X G GX Y Y G G Y Y G Y Of the leftmost yellows push the upper one right and the lower up two squares. Get the coins(and do so in the future,) push the lowest G right and two up. Push the lower right Y up and the left Y right two. Push the left G up and two right. Go in the room to the left, curve sharply down and push the yellows together. You can then push the red gem just outside up four squares and the gem to the left of it up one square. Now you can go right and if you want to clear everything you can take the right green gem, push it down, two right and up before putting the multi colored gem between the red and blue. Otherwise there's an easier way to get the gold coin. Then you can use the key behind the diamonds that are easy to line up to get to the upper right corner, where you'll find the key and unlock the gate. Yellows: Reds: Diamonds: Greens: Blue: Wildcards: Starting times Easy Normal Hard 4-2. CIRCUS WORLD 4-2-1. CIRCUS ARRIVES It's important to get off to a good start here. You can mess up a lot in the upper right area if you're not careful. In fact the lower middle part is tricky, as well, and it's not easy to navigate the clown; he's as fast as you are but can be faked out if you hide around barriers and wait for him to move randomly away. Go left, pushing the red gem to the wall. Push the blue gem down and get the coins. Push the middle red gem down. Go all the way back around up. After pushing the block two squares left, push the green left to the wall and down. Push the diamonds in the upper right so that they almost form a row with the other diamond, i.e.: X X X X XdX XdX d X X X XXX If you go too far with one diamond push it all the way down and try to put the top diamond where the first went. You've cleared the upper right. Now the lower part is a bit trickier, but what you need to do is first push the top multi-colored gem left and then the right gem left. There seems no way to get five gems lined up after getting the four lined up if you just pushed the red gem. So after getting the first row of three the second should be obvious(multi gem down.) Now getting the last three gems in order will be a bit tricky but just push the two movable blocks(red and yellow) down. Push the right gem down and to the left so you have two in a row. Then push the crate below the left red gem left and down. Now push the final gem one left, one down, right, and down. Voila. This sort of shifting maneuver will become more important later on, with tougher variants. The diamonds are much easier; just push the garbage can north and then the two diamonds likewise. Run behind the house to get the key and then to the middle again beneath the yellows. Push one forward at the right time. You'll need a bit of time to avoid the clown after you enter. It's possible to lure it by placing yourself strategically. It seems to generally tend toward you, but if you go right of the entrance as it goes up it will wind up in a cul-de-sac. You can also sucker the bad guy out of the square where he is(if you have the time) and block the entrance with a crate. If you do not you may get beaten up as the bad guy runs after you even if you manage to get the gems at the top together(go right quickly, up and left.) If not you can probably trap the monster in the upper right corner of the area with the crates. When you fake him to the left as he goes up, quickly double back and push the crate up. You can even push it up once first to be sure. Yellows: Reds: Diamonds: Greens: Blue: Wildcards: Starting times Easy Normal Hard 4-2-2. SETTING UP This will be your first encounter with the G squares(you can step on them, monsters can't) and the M squares(vice versa.) Some annoying machinations here but nothing too hard hopefully. The blue gems below should go first. Push the upper crate into the UL corner, the other crate to the left wall. Arrange the blue gems one column away from the edge. The red gems are next. Push the lower one up two, right two, and the other one one down and left. The yellow gems--just be sure to push the middle one left first. Then go along the bottom and push the bottom green gem up. Now you go to the upper part. The yellows are first to go; push the upper one down one, then push the three in a vertical line. The diamonds are next. Push the one beneath the G up until it collides with another diamond, then bring the third one right. Get the hammer too. You may have to bash the monster a few times now, but it's doable. Now go through the 'G' squares. The greens at the top should not be too tough to figure out, but for the reds the safest way is to make use of the M square. Push the red gem onto the M square so that you're insulated in a corner, then make a row of two. Push the remaining red gem up, right and down. If you're really feeling adventurous you can push everything against the top wall, but this is risky. Finally you'll want to cover the area behind the locked door. The puzzle is not how to push the gems but how to get there. The key is in the upper right, and you should have few problems getting to it. You can also pick up the helicopter and fly to the bottom although this is a bit risky so only do it if you're short on time. Yellows: Reds: Diamonds: Greens: Blue: Wildcards: Starting times Easy Normal Hard 4-2-3. CLOSED TODAY The key here is when to use the jetpack capability. The lower right is off limits by walking(all the M icons) so you do so only when you are finished with everything else. The blues don't need more than the standard way of putting things together. Push the crate above the right one to the right, then bring it up a square and left. The third will be easy to place. For the reds push the top one down 2 right 1. Push the unconnected red one up and four right. For the yellows near the hammer push one up and another right(the only ones to move.) Push the bottom green outside the g's right, then push the other green behind it to get another row. For the yellows push the top one one left four down and the other down, 3 right, down. The greens above the area with the g's--move one of them right, the next up. Use the hammer to navigate the reds below it, and for the finale you'll need to fly a bit. Be sure you've saved some hammers. Try to land in a very open space, circle around the multi-colored gem and push it down and left to make the final row. Yellows: Reds: Diamonds: Greens: Blue: Wildcards: Starting times Easy Normal Hard 4-2-4. CLOWNS ON STRIKE This level may be a bit unfair on hard as there is a lot of random waiting about. But it's got some clever puzzles and is quite fun on easy. There's a nasty puzzle right off th bat here. What to do about those five diamonds? Well, don't touch them right away. The only two you can push from outside create a row of three. From outside, hmm. Instead go up/left to get the blue diamonds in order and up/left, pushing the garbage can down first, to get the reds in order. There are reds up and to the right as well; push the right one left for and then the top one down two, left three. With the wild card that is a row. Now you want to go to the right where you can put the three reds in a line fairly easily. Don't get the topmost coin as that will release the one monster. Use stealth to get by the green monster and goon trapped between the two G's in the place before the three blue diamonds. Line the three blue diamonds up(push them against the right wall, moving the crate up first) and then after you get out, check the crates with the greens lined up. G XG XXG Push the top green right three and down, the bottom one up one. Now note that the helicopter power is behind the van to the right. Pick it up and fly as fast as possible to the inner part. Now this is tricky; push all diamonds in a row, with the middle one last. XXXX dX d d d X d X XXXX Push the middle one right, then the bottom two right. Then push the middle one two squares right and the one formerly above it left. The middle one can now go left, and you'll have all the coins. If you want to cut out all the busy work you may also start with going up/right and then getting the chopper. That way the toughest part is gone first. Yellows: Reds: Diamonds: Greens: Blue: Wildcards: Starting times Easy 4:11 Normal Hard 4-2-5. FREE YOUR FRIENDS Yikes, Uncle Gadget! Gems bouncing back and forth! Touch one and you lose a life. The rules here are that pushing a gem on a yellow/black platform causes it to start moving(and if you're behind it, you get hit,) and to stop things you just push a gem into another gem's path. If you need to cross, do so at an edge; the gems are less likely to pass by there. This is a tricky level, but if you can navigate the first part and notice what goes where, monsters won't bother you much. First cross on te right hand side as you go up. Push the blue gem down, and if you can trap the other blue gem against the wall it means you won't have to worry about crossing. Then push the green gem down into the moving green gem's path. Off to the left there are two trash cans in a row; push the right one down. Go left and up and push the blue gem into the row of three. You'll need to move about a bit to put the other green gem in the right position(down 2, left two, down three, right.) Then push the two yellow gems that don't move up two; the other gem will bounce into them. If the moving gem gets trapped on the left side then move the bottom left gem left a square first. But whatever you do, unless you feel confident enough to move the left gem and trap the moving gem in the square to the left, be sure to move the right gem first or otherwise you will be trapped in a no win situation. Cross the area where the yellow gem was. Take the first multi colored gem and put it between the green and red gems. Then push the yellow gem down, get the coins, and push the green gem down. Then take the bottom diamond, push it down, and push it up twice. Get the coins and now take the other multi-colored gem and push it through where the diamonds were and into the square next to the red, blue and yellow. Go up and right through the corridor, push the crate up, and get the hammer. If you are on the hard level you will want to use the skates to get past the guys with the hamers, which requires using a bit of momentum, but in either case you'll need the trash can that appears just above the entrance to the crossings where crates are being kicked back and forth in order to get through. Push it into the path of the crates, never letting it touch an edge, and you will make it. Get the chopper in the bottom right and fly back left of the trash can. Drop in, get the key, and release Penny and Brain while ducking the goon. Yellows: Reds: Diamonds: Greens: Blue: Wildcards: Starting times Easy 6:44 Normal Hard 4-3. HAUNTED HOUSE 4-3-1. GUARDED CRYSTALS Your first experience with spikes! Enjoy it, or something. Lots of keys here but this level is compartmented enough that it seems logical enough. You just have to do a lot of moving around. Clear the left side first; it's the toughest so you won't have it to dread later. Push the yellow gem up a bit to get the key. Then open the gate and step on the panel and quickly dodge. Push the right gem(Against the wall) into the bouncing gem's path(if the gem is not bouncing back and forth push it up against the top wall.) Then push the other gem into the row you've made. Enter the top left. Push the red gem in the corner four down, three right and four up. It may not look like you can push it down, but you can. Clear the yellows next by pushing the one in front of you all the way up. Now note which way the spikes go. Note you go faster than the spikes, so don't rush across. And don't be too eager to follow; even tiny spikes can kill you. The bottom sequence of spikes is the way to go; they go to the right. You'll want to leave via the top sequence. Beware of the yellow/black square in the room with the bookshelves. It will release the red gem at the bottom up at you. However it is useful to save a bit of time once you've placed another red gem in the way-- probably the middle one, which you can push down(optical illusions or fallacies are becoming more of the challenge as levels go on. Try to push stuff down you're not sure you can; remember the game is in perspective.) The blue gems are easy enough to put together. Push them all to the left and the top one down. Yellows: Reds: Diamonds: Greens: Blue: Wildcards: Starting times Easy Normal Hard 4-3-2. THE VAULT This one really annoyed me but the only really problem is to find how to get the middle part. There's a hidden tile--but more on that later-- and another optical illusion, and even a neat puzzle with getting the gems on the left side, which should be saved for last especially if you want to pick up all the coins. I think that the best way to go about things is to start on the right. The other ways, you may release a bad guy and have him chasing you all the time. It will have to happen anyway, so save it 'til last. First push the green gem right onto the yellow/black square. Go up, push the green gem there up one, go down, and push the green gem two squares right. Now you've set yourself up for later without letting a patrolman out.Get the key on the far right. Now there are four rooms here and the order you do things in is important. Open the upper right room, get the key, push the diamond down to the center of the hallway, and two squares left of between the two left doors. Unlock the lower left room. Get the key before you push the red gem up and to the right and unlock the door above. Make a detour to get the three green gems in place before you put the red gem between the entrances to the right rooms, in the middle of the hallway. Go back to the upper right and behind(above) the bookcases to get the key you can't see, and then push the diamond onto the yellow/black tile to open the door to the right. Now you can put the red gems in a row. Do so before putting the diamonds in a row. Now for the fun part. You can go across the slightly hidden yellow and black tile just below the square area that is enclosed. That turns all the gems there. You can leave the patrolman in there but won't get the bonus points you might hope for; the alternative is to let him out, let him chase you around, enter, give him the run around again, and then get out. Whether or not you get the gems you'll need to clear out the left side. Push the green gem back onto the yellow/black and all the way up. Then circle around and above the final green gem. Push it down and then right; if the patrolman interferes, run clockwise and away from him a few times. Be sure that, if you're near the end, you don't get killed just after you get all three gems together. Yellows: Reds: Diamonds: Greens: Blue: Wildcards: Starting times Easy 4:21 Normal Hard 4-3-3. TRICKS AND TRAPS Be prepared to start over a lot. Also note that if you get hit by the cat it will disappear, which is not all bad as your progress is not reset. Go left and avoid the blue gem bouncing back and forth. Push the gem above it down while it's to the left, then push the other blue gem left and down. Be sure that the cat is nowhere close when you do, or that you can time your use of the hammer; it's fast. It's probably best to stay just outside the boundaries, whack the cat, align the yellows(push to the bottom,) and run out again after getting the roller skates. Bash the cat again on the way if you need to or feel like it. You want to be sure you can roller skate over the spikes as you sure can't walk. Roller skating is not trivial but tap the controller in the direction you want to go and don't be scared to skulk in corners(the upper left one is good to head for.) After the spikes have passed the intro and gone up, skate onto the narrow passage and go up for all it's worth. Again you may get blind-sided here because a gem just doesn't show up. Here's what to do. Push the left green gem up one. Push the right one left three and push the above one left. Then push both up. Walk to the right of them and you'll set off a spring; the third green gem will hit them. Push the yellow gem right and you'll get another row of three. The final bit is surprisingly easy. Push the lower blue gem left and two up, and push the multicolored gem up three. Whew. Yellows: Reds: Diamonds: Greens: Blue: Wildcards: Starting times Easy Normal Hard 4-3-4. THE MASTER IS OUT I'm not totally satisfied with my solution here. It involves losing a man and also a lot of trickery where I think just hitting a certain square would suffice. But then again you expect that from a later sub- level, so here it is. Don't delay moving up a few squares. If you stay put, gems running by will ambush you. Go up and right to the pennant. Then cross the two red gems that are going past. You'll have to slip by the second one again to the right in order to push the blue gems together. Once you do, go back around the rightmost yellow/black and get the key. Push the red gem down four, left three, up, left a few, and then block the path of the first red gem. Move your gem up one again when the two other red gems are on opposite sides of your gem. Then getting three gems in a row should be easy. The room to the right of this is next; push the middle green gem up and move quickly right. Now you must get over to the room with five gems. Grab the pennant next to it to save your game. Then move down quickly after the spikes have passed to push the multicolored gem left. BB BB BB BB B BB B B B M ->M ->MB ->MB B ->MB BB Push the multi-colored gem three left. Then push the leftmost blue down, push the rightmost blue down and two left, and the new rightmost blue down. You should now be able to push the last blue down to get five in a row. This is not totally trivial, as you constantly have to avoid spikes as well. Generally you'll want to wait until the spikes have passed where you want to go and then push one gem into place. Be prepared to move to a safe spot if your first effort fails as well and, in fact, to sacrifice a few lives. Once you're done you may wish to use the chopper to go left into the next room. From there push the red gem north. This will lose you a life, but I don't see any other way to release the catch that will shoot the gem out. Circle back up, left and down to the room again, being sure to push the yellow gem at its entrance down two and left two. This will block up the other gems that are constantly moving around the perimeter. Eventually they'll form a row and coins. From there it is not trivial to direct the green gems down the narrow tunnel to match with the other one, but you can do it. This will complete the level. Be aware that the chairs move and that touching the fire will lose you a life. Yellows: Reds: Diamonds: Greens: Blue: Wildcards: Starting times Easy Normal Hard 4-3-5. FREE YOUR FRIENDS In the room to the immediate right, Push the rightmost greens left. Above that, push one yellow gem two down, the other left and two down. Then go off to the left. Push the multicolored gem below to the right up. Then push the other one left, then the original one down and right. Now to get beyond the locked door you'll need to move a crate in the far upper left room and a chair in the upper right. This will release the two panels which in conjunction will unlock the door. Now if you want to get all five blue gems, push them three up and two left/right, obviously starting with the one closest to the multicolored gem on each side. See alphabetized diagram below for an order--then you push the multicolored gem down. * ba cd BA CD Below the twisting corridors there are thre blue gems it's easy to put together. However if you just want to get on with things, you may want to touch the two yellow/black panels including the one at the dead end of the corridor that will open the bottom right to you. Be sure to save your progress at the G pennant after opening the first. The red agent may get you--in which case he's no longer a problem, but you'll be set back a bit. Then go down and through the open gate to the left. Run over the platform, push the blue gems together, and hit the other one. The gent is now sealed from you. The next big thing is, what about those moving boxes? Note the box off to the left on the side that's not moving. Push it up one. You're halfway done; wait until the pile-up stops. Go below the pile-up and
push the create north of the yellow/black onto it.
If you're on easy or medium, now you can take the crate at the bottom
of the pile-up and go right, four up, two right for another pile-up.
Push a crate out of the way. There's a row of four greens to the right.
In any event you're now ready to get Penny and Brain. Follow the path
to the three red gems and push them together. Then with the following
final configuration here's how to get all four yellows in a row,
although you can push the two middle ones down quickly to make a quick
path in hard mode:
Y Y
YKY-> YKY-> YKY-> YK -> K
Y Y Y Y Y YY YYYY
Of course you will pick up the key before then but I leave it as
reference.
In hard mode the extra coin isn't worth your time so I just suggest
the following:
Y Y
Y Y
YKY-> KY-> KY-> K
Y YY YY YYY
In any case you need to get the coin from the square where the bottom
Y was so you could even just push the yellow gem into a corner, quickly
detouring to get the key. Once you've got the key, go see Penny and
Brain. The next part will be much easier.
Yellows:
Reds:
Diamonds:
Greens:
Blue:
Wildcards:
Starting times
Easy
Normal
Hard
4-4. CANDY WORLD
Appallingly easy for its advanced stage in the game, but it's fun to
look at.
4-4-1. KIDS' CORNER
The tough part here is figuring out how to get the greens to work. Up,
left, down, left, up, right, down, push right. Right, loop
counterclockwise to push the diamond down, push red right, push red
down.
Push the multicolored up and left past the other two. Push them into
line for a row of three. Back to the right, push the green gem above to
the left. Push the yellow up along the way. Cross over and push the blue
gem you see up two. Circle around clockwise and push the yellow right
before pushing the blue down, then push the remaining blue up.
Yellows:
Reds:
Diamonds:
Greens:
Blue:
Wildcards:
Starting times
Easy
Normal
Hard
4-4-2. ANGRY AGENTS
The patrolman is disguised like a regular goon here.
If you are on hard level then the only coins you want to take are the
ones made when you put the blue ones in a row.
This is almost shamefully easy. You can go up to line up the red gems,
right and up to knock out the greens, down, right and up to line up the
diamonds. Get the hammer if you need and then go down, right and down to
line up the greens before going up to line up the reds. Go left(there's
a passage back that way, and you'll notice it if you wait and watch the
guard as the scene starts.) Go down and left to push the blue gems
together. Get all the coins, go right and down and left(push the
diamonds together) and circle around to push the yellow gem up. You may
have to bash the patrolman once before moving on.
This level is one where I believe you can end with more time than you
started.
Yellows:
Reds:
Diamonds:
Greens:
Blue:
Wildcards:
Starting times
Easy 1:54
Normal
Hard
4-4-3. CANDY 21
Another dopey one, quite frankly. You need only get to the center to
step on the panel to get most of the gems turned to coins. For the left
side you proceed as follows:
Two down, two right, up to turn the blues on the left into coins.
Two down, two left, up to turn the reds on the right into coins.
The right side is pretty easy, or half of it is. There are four
horizontal strips, the middle two offering no obstruction to putting
three gems in a row. Scrunch the side ones against the middle ones.
For the end parts you'll need to try to push the far left and right
towards the center as you can. It often helps to goad the patrolman
towards you and run to entirely the other side. You can also trap the
bottom one off to one side, say, the left(note the gift box,) and move
the center and right over to make a row.
Yellows:
Reds:
Diamonds:
Greens:
Blue:
Wildcards:
Starting times
Easy
Normal
Hard
4-4-4. AGENTS' DAY OFF
Go up and take the roller skates all the way left. Then push the
multi-colored gem left two to create the 'T' and get a gold coin. Notice
the gift below you can use to push your way out.
X R
XMR M
X R
XXXXX!
Now working left to right, top to bottom:
--push the red gem down two squares.
--push the diamond up and left.
--push the multicolored gem right. It looks like you might be blocked
from doing so, but you aren't.
--push the gift up. Push the blue gem right of it where the gift was.
--push the green gem right. Get the key. Open the locked door just to
the right. Push bottom diamond up, push top diamond right.
--You may wish to save at the 'G' pennant before this as it may cost a
life. Push one of two gift boxes two squares to right. Push red gem to
the right. Now circle around before taking any of the gems and push the
other gift box right two before you do; this should trap the enemy
agent. Push green gem up, get coins, push blue gems that are free up.
Yellows:
Reds:
Diamonds:
Greens:
Blue:
Wildcards:
Starting times
Easy 6:36
Normal
Hard
4-4-5. FREE YOUR FRIENDS
Lots of stuff to pick up here that isn't fully necessary to. However
it's rather fun, so if you're on easy, why not? Necessary parts are
asterisked here for those of you on the hard level. Some of these sets
of gems are very easy to get to and line up; they will actually gain you
a bit of time. The closer they are, the better.
Go up above the blue diamond and push it down one and then left. Go up
and right, push a green right, get the coins, and push the blue near you
left. You may have to wait a bit here to push the red gem up and then
circle around right/up/left and push the other gem left. Go right from
the wafer area to the grassy area. Push the middle yellow right and then
go up to push the diamond onto the two above it. You may want to save at
the pennant before pushing the left multicolor(in the area to the right)
right two, then take the right one, push it up and left. Now cross the
spikes(bottom when you go right.) Push the diamond down. Push the red
gem up and get the key on the way up. Pick up the chopper and move down
to the right center by the row/column of gems. Push the multicolored up
to make rows of the green and yellow.
**begin critical**
Now there's a green above the boundary to the bottom part. Push it
left and kick it down. Get the coin and circle under the blue gem that's
not quite in the row of four. Push it up. Push the red gem below it
right. This gains you a bit of time. Cross any one of the spikes.
**end critical**
Getting the yellow gems to the left in line is tough. Push to yellows
all the way to the left then push them together. Then move the third
into these two. This can be a nuisance if the bad guy insists on hanging
around so you may just wish to go around them, avoiding the bad
guy(watch which way he goes.)
**begin critical**
Note that the hammer between the last two of the three spikes is a
nasty trap. You'll drop the key and pick it up. So you'll have to double
back once you're across the spikes. Wait a second for the leftmost
spikes to go down before going back--you can probably save at the
pennant and time it just right.
If you are short of time then you should probably wipe out the two
gems here--it may be tough to wait for(and sneak by) that final guard by
where Penny and Brain are. So quickly push the two greens above to the
left. Then push the two reds below one square left(those that can be
pushed.) Now there's a bit of a crossroad after this. You should be able
to navigate it with ease though.
X B D DD
X X X XXXXX
X XBXMX X
X X M X
X XMXBX X
X X X XXXXX
X
XXXXXXXXXXX
Push the multicolored and the blue at the bottom up, get the coins,
and push the blue and then the multicolored up. Push the diamond right.
Wait for the guard to leave the immediate jail cell area and run up and
unlock the door with the key--you do have the key and not the hammer,
don't you?
On to level five!
Yellows:
Reds:
Diamonds:
Greens:
Blue:
Wildcards:
Starting times
Easy
Normal
Hard
4-5. SPACE STATION
None of the levels here are too tough, strangely enough. The last one
is an interesting case; I tried for a bit to get all the gems to
disappear. Lots of yellow/black tiles here and lots of cheap shots. Also
there are plenty of sub-rooms meaning you'll have to run around quite a
bit.
4-5-1. MACHINE ROOM
A lot of small specific puzzles, with a neat way of navigating a blue
gem bouncing between two trap panels.
Push the green gem seven squares to the right(i.e. when it is just
before the wall) and then push it up into the gem above. Push the gem
above down. Avoid the bouncing blue gem by sneaking in between the
teleportals and moving down one niche at a time. When down you want to
detour for the key before you push the blue gem right. Be sure to trap
the moving gem above it. Then take the gem you moved and push it left
one and up. Open the locked door(with the radioactive sign on it) and
push the diamond up to get another row. Go back down, left and up
through the red 'no entry' sign and push the yellow gem up and then the
multi-colored one. Circle down, left and up to push the remaining red
gem up, then push it right.
Now walk across the spikes for the final slightly tricky puzzle. I've
made a diagram below of the critical parts.
X *
X X*
XMX*
X X*
X
X M
X M
XT
XXXX
Here's the pedestrian solution: Push the right multicolored left into
the wall. Push the lowest multicolored up two to hit the wall. Push the
new lowest up two squares, then push the remaining gem left into place.
However, you can end with a flourish by going left from the spikes and
pushing the multicolored gem down into the trash can. Then push the
rightmost one down, and you have a row.
Yellows:
Reds:
Diamonds:
Greens:
Blue:
Wildcards:
Starting times
Easy 3:57
Normal
Hard
4-5-2. COMMAND CENTRAL
This is a one-way trip but has a few nuances. However it's not too
bad, and the puzzles are more intimidating than outright challenging.
For starters there's a nasty conveyor belt that will knock you out
with the three blue diamonds if you go over it at the wrong time. And
you'll have to go over it twice. Note that there's a longer break
between one pair of gems than the other two; take advantage of that even
if you have to wait for it a bit. Go north(circle around left) and push
the first crate you find three squares right and then down onto the
conveyor belt. That takes care of the three gems that zipped around. Now
you'll want to go all the way up and through the G's. When the red spy
is turned, push the blue gem right. If you can wait a fraction of a
second, the gem will be kicked between the two below it for another row.
If not you can push it into position but on hard that may cost valuable
time. Go right to get the key and save at the pennant and open the right
door. Charge down when the spy is ignoring you and unlock the second
door.
Go left/down and push the multicolored down. Then push the middle
yellow down two, left two, and down. Push the remaining yellow down and
all the way left. Now hook down to where the green gem is between the
two X's. Push the green gem left(not like there's a choice of ways to
move it.) Then move it up a few. You'll be trapped in the room and the
screen should fade to signify the change of level; if not, oh well, you
can restart with little damage done--and some experience gained, I
guess.
Yellows:
Reds:
Diamonds:
Greens:
Blue:
Wildcards:
Starting times
Easy 2:14
Normal
Hard
4-5-3. SPACE LAB
This one's a bit tougher. A little urgency at the start as you must
zigzag past the first guard. Then you can push the diamond on the left
up; don't stop with it on the tile, but let it wait one square before so
that the red gem is not as much of a danger. Still, move quickly down
before the red gem hits you.
Now if you're unlucky(really--it's more work and time that way even
though it's a bit safer) a guard will have walked in the way of the red
gem, but if not, cross and push one of the red gems down. Be sure to
stick the gem that was bouncing back and forth between the other two
horizontally, so you can push the third gem down with ease.
Now to cover the top part. There are two blue gems above the bouncing
one; take the left one, push it right and down. You'll want to pin the
moving gem to the right so pushing the other blue gem left and down
creates a row. Teleporters make moving around awkward, but it's doable
and not that risky. Then off to the right push the green left gem up and
then two right. Push the right gem up two and left.
Push the yellow gem all the way down, being sure to run across the
yellow/black panel. That gets one row, and if you loop around the yellow
gem above it and move it right into the next wall you'll have another
row. Now go up and push the right diamond up. Push the diamond above it
up two and right one. Zigzag diagonally if the red spy sees you, heading
toward the further-away wall, and touch the pennant. Circle around to
get the hammer, bash the red spy, and then move the red gem left and all
the way up before doing the same for the yellow. If you slip then bash
the red spy while he's down to buy a little more time(or get practice--
it's not easy to control a hammer popping out of your hat you know, and
it may come in handy in the next mission,) just in case. Time your walk
down to get past the red guard who just moves back and forth
predictably. Go left from there and push the green, red and blue gems
down to create rows of four. Push the red gem left to create an
entertaining and lucrative chain reaction(a puzzle would have been more
appropriate here.) Then step over the red X(this was tougher to figure
out/remember than pushing the red gem left, which I got by accident.)
Pick up the coins and, in the lower left, the key. If you can afford the
time and risk, zip into the room above and get the gold coin.
Back right, detour up and use the key. Get the hammer for security
once you've whacked the red guy, go clockwise around the machine and
push the yellow gem out. Go down almost all the way and look right. step
on the yellow/black tile and watch the red gem go flying. Now you'd like
to push the red gem to the right of the G's two right and down(trap the
moving gem below it,) and then push the left of the three diamonds right
until you have a column. Now go past the G square above. The blues
aren't trivial to arrange so I present the numbered diagram below. No
blue can go over the X.
3
x
12
Push 2 up, 1 right. You can't see the floor but you can in fact walk
around gem 1 without walking around the teleporter. Cross over the
second G above and push the yellow gem to the top of the screen.
Yellows:
Reds:
Diamonds:
Greens:
Blue:
Wildcards:
Starting times
Easy
Normal
Hard
4-5-4. LOGIC DECK
There's not as much logic as you might fear here. First push the red
gem up and quickly move down out of the way. Then retrace your steps.
For the next part go up/right/up into the room with the green and yellow
lights. Push the side yellow gems up and the center one a square down.
Note all three lights in the vicinity should be on now. Go back left and
up to the door. Stand on the yellow/black tile and the door should open.
Once in the room push the green gem right and then get the coins before
pushing the multicolored gem right. Go back below the room with the
three yellow gems. Save the progress you've made at the pennant. Push
one multicolored gem onto one green square(say the bottom one. Left,
four up, three left, two up.) Push the other onto the other green
square(left, four up, left, up.) Push the low yellow gem up for a gold
coin. The rest is more of an endurance test.
XXXXX XX
X xB BX
X 1 X
X 23X
X 4 5B X
X X
XXXXXXXX
I numbered the crates in the room below the red/green light room. Push
1 left, 3 down, 2 right, and circle around and push the blue gem up.
Cross the G's and enter the big square room. Here you can't really
distinguish between the fast guard and the slow one. Just try to get to
the center, push a gem away, and make a row. THey're in a windmill so
you should be able to push one the first few times. Later you may want a
hammer but if you can cross to the other side without getting hit then
that is ideal--you'll need to sneak back along the bottom wall and get
the key. It may be worth it to sacrifice a life to the guard that can
sniff you out, just to save time, especially on hard.
Now go right, down and left into the right room. You want to get to
the upper right but the guard is pesky. Go left, up and right when he is
near the upper right corner and you should have no problem. Leave the
same way. Note the green gems that were in the center are coins now;
standing on the trigger did that. Entry to the room trumps the coins'
value. Both guards are dumb so it's easy to outsmart them for the key.
Then climb across the spikes noting that the rows pop up when guards
walk over the critical trigger squares. You need to walk on the trigger
square above the monster squares to get the final three gems together.
You may get killed if you don't back up just the right amount(by the gem
or spikes) but with enough lives left it should be moot. Especially
given that the final level is low-risk once you understand it.
Yellows:
Reds:
Diamonds:
Greens:
Blue:
Wildcards:
Starting times
Easy 5:46
Normal
Hard
4-5-5. FREE YOUR FRIENDS
The ending here is pretty dippy, nothing to brag about. I missed it
the first time through because I figured there would be more levels.
There aren't. Surprisingly this level is not too bad although it looks
incredibly nasty at first.
The key to seeing how this operates is to note that there are three
switches; the crates just above/left of the blue, red and yellow dots
that prevent access for you. You must step on the triggers below them to
push the crates up. The trigger to the right of them kicks the next gem
out. If the gem is not the color you want then be sure the yellow, red
and blue crates are down until it is. However this should not be a
problem. Just be sure to clear out the coins after each time you run the
machine.
Notice that stepping on the trigger above the dot pushes its crate
back down, and if you kick a gem through, any crate it hits against(by
the blue, red or yellow) is pushed down. Note that is only one crate,
though.
1. push the crate by the yellow button(push yellow,) step on the right
trigger(kick one gem)
2. push blue, get the coins, push trigger
3. push red, get coins, push trigger
4. push yellow, get coins, bypass the gems below if you're in a hurry--
skip to step 5.
4a. Diagram below. Step on the pennant square.
XXXXXXXXX!** X
X BYB R X
X Y RB X
X Y R X
XXXXXXXXXXXXXX
The first ones you can synchronize are the reds. Push them both left.
Push the blue up and left after clearing the coins. Now push the bottom
yellow four left, push the yellow above it right, and push the bottom
yellow right until you get a column. Get the coins and then push the
blue right.
5. Getting past the guard may be a bit daunting at first, but if you
lean on diagonal movement you should be OK. It's best to start when the
guard is on the bottom of the screen. Remember you can always change
diagonal direction as you're going right, and if necessary you can wait
for the guard to come at you and move away, steering diagonally. Even if
you're worked into a corner you can just go up(on the right side) or
up/right and down/right until you're at the right side.
6. Crossing the spiked pits to get the key requires a bit of footwork.
It's easy to time the first spikes but for the second part you'll need
to time the crate bouncing back and forth as well as the spikes. Go to
the bottom after crossing the first spikes. The crate's a bit tougher to
time than the spikes so allow yourself a little more leeway if you worry
about getting hit with the spikes.
7. The second set of spikes is easier but it may be tricky to tap the
controller right just enough to get between them and the crate. See if
you can walk diagonally once you're one square above the spikes, but if
not, and you have another life to spare, you'll be kicked back to 5.
Complete that if you lost your man, and go unlock Penny and Brain. You
win! Just remember not to hit the Go Go Gadget X key to skip the cut
scenes--which are actually different this time if not thrilling.
**A brief digression**
I think I have conclusive proof that you can't get all the gems on
this board. There are three yellow gems, two red and two blue in the
machine in the upper left. Now two yellow must go to the pairs of gems
in the tunnel above the pennant, as must a blue and a red. That leaves a
yellow, a blue and a red. But you can't get four reds in a row, as the
bottom one would be on the bottom row, and the red coming from the
chute/machine would have to wind up four rows above it. One of the three
rows in between could not be occupied by a red, of which there are two
left.
Yellows:
Reds:
Diamonds:
Greens:
Blue:
Wildcards:
Starting times
Easy 4:24
Normal
Hard
End of FAQ proper
**This FAQ will not self destruct in 15 seconds but it probably will
tumble into obscurity in a year or so. Same thing with the universe
being as old as it is.**
================================
5. VERSIONS
1.0.0: Go go gadget FTP'd to GameFaqs on 9/4/2002 with only minor level
info missing. Should have all the easy levels through although I'll take
another look when I get GameShark.
6. CREDITS
Coconuts for putting this game on my Go Go Gadget bargain radar with a
great deal($9.99 bargain bin.)
GameFAQs and the people who requested this, without which I would not
have considered this game so much