Q*Bert 3(SNES) FAQ/Walkthrough version 0.2.0 copyright 2007 by Andrew Schultz schultz.andrew@sbcglobal.net ================================ OUTLINE 1. INTRODUCTION 2. CONTROLS 3. STRATEGIES 4. WALKTHROUGH 5. CHEATS 6. VERSIONS 7. CREDITS ================================ 1. INTRODUCTION 2. CONTROLS Coily 500 Square 25 for match, 15 otherwise cherries 2500 Apple 1000 raspberry 500 750 for finishing the first scene + 250 added on each next scene up to 5000. 250 for each entity left on the board.--note if you wait for Coily with 1 square left it may actually cost you points. In fact if you want to skim points you can wait around to take a last square until harmless enemies are on the board. Extra guys at 5k 20k 35k etc. 3. STRATEGIES 4. WALKTHROUGH 4-1. Jump on each square once. 4-1-1. x x x x x x x x x x x x x x x + x x x x x x + x x x x x x x Nothing different from regular Q*Bert. Having the discs at the bottom helps a lot. You should only need one of them. 4-1-2. x x x x x x x x x x x x x x x x x x x x x x + x x x + Here fans of classic Q*Bert may be surprised at how you jump DR onto a disc but other than that there are no real surprises. As the board tapers to the bottom, you know where a red ball will wind up, so it is probably in your best interest to go diagonally down one direction to the corner of the board(which is a square if you rotate it 45 degrees) and then to the very bottom, mess around a bit and jump on a disc and clear the rest. 4-1-3. Yellow gift->purple gift x x x x x x x x x x x x x x x x x x x x x x x x x x x x x You can clear the left out first as Coily will drop on the right. It'll take him so long to get over that you can clear most of it. Then trek back right. You may face Ugg and Wrong-Way here but staying at the bottom should keep them out of touch. 4-1-4. white/red star->red/white star x x x x x x x x x x --------- x x x x x x x x x x x x + + x x ! You may have to deal with Sam/Slick if you dawdle but you also get a green ball at the start you should try to catch. The shooter at the bottom sends small red balls UL and UR so watch out for those--you can't quite hang out on the sides, but you can see the direction it's facing. 4-2. Now you need to step on everything twice. 4-2-1. Tooth->semi decayed->more decayed This level is tricky because the semi-cavity tooth looks about the same as the full cavity. I frequently forget to take care of stuff at the top. Balls fall on the 2nd-top square, and the shooter fires at the DL and DR corridors. Also, you start at the bottom--and are kicked there after taking a disc--so you want to start off going UL/UR. + x x x x x x x x x x x x x x x x x x + x x x x x x x x x x 4-2-2. yellow top->green top->blue x x x x x x x + x x x x x + x x x x x x x x x x x x x x x x This is the first level where you can take a disc(the left one) from two possible squares. You probably only need to use one disc to complete the whole board--note the discs kick you to different squares at the top. 4-2-3. tan 1->orange 2->green 3 x x x x x x x x x x x x x x x x x x x x x x x x x x x + x x x + Cool dice theme here. Clear out the corner bits first to save time. With the discs at the bottom you can also afford to take care of the top bits before running down. The frog here follows you with no real way to get rid of him other than to let him touch you, which loses a life. He won't jump off. 4-2-4. light green->med green->dark green x x x x x x x x x x x x x x x x x x x x x x x + x x x + x x This level has dead ends and I would recommend clearing the right side, jumping onto that disc, then clearing the left. With the dead ends you need to make a cursory check a red ball can't trap you, and the purple swirly thing can make your life tough too. It goes to the bottom and then doesn't pause to track you. It doesn't jump off, either, but if you can get Coily to fall, it will too. 4-3. 4-3-1. x x x x x x x + x x x x x x x x x x x x + x x x x x x x A green ball comes out soon after Coily and you might want to wait to pick the green ball up so you can clear the right side before you sneak past Coily to the left. The frog here is irritating, especially in such cramped quarters. But it is slow, and you can run past it and just leave one square for later. 4-3-2. 2 2 x x x x x x 3 x x x x x x 1 x x x x x x x x x x x 3 x x x 1 x x x x Here you have discs that teleport you to another area. Because of the small areas, you need to watch out more closely for getting trapped--1/4 chance a ball will go in the corner, so when you see the target light up, get out of there. I recommend clearing the left of the center 4-triangle first then the right. Then you can get on a disc that takes you to area 2. Since you start in a corner there, you can go along the bottom quickly and move to area 3. A Sam/Slick may fall on area 1 unless you're super fast but don't worry about it much--or the raspberry, which is only 500 points. Clear 3 and go back to 1 if need be and you should be done. 4-3-3. x x x x x x ! x x x x x x x x + x x x x x x x x x x x x x x + A tricky level as the shooter can send small red balls into the dead end areas--so clear them when it doesn't face you. Also, you are vulnerable to the shooter firing UL/UR. However, it's not too bad if you can clear off Coily. If you get in a mess, try to get to the top and follow red balls down. 4-3-4. Orange books->red x x ! x x x x x x x x x x x x x x x x x x x x x x x x x x + x x x x x x + Here we have a bottleneck, and you're best off clearing the bottom first then the top after the Coily ball comes down. It will take a while for the Coily ball to bounce down. Sam/Slick may appear, which may impede you for a bit, but another trip via disc to the top and then back down should work OK. 4-4. Q*Bert must step on each square twice. The pace is faster here, which would make things tougher even without a divided board. 4-4-1. white->purple->yellow x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x + + x x x You can clear out most of the UL where you start before taking the disc on the left side. Then clear the rest out--however, if you see a green ball, detour for it. They are plentiful here, which makes this level not too bad. 4-4-2. blue q->yellow b->blue t x x x x x x x x x x x x x x x x x x x x x x x x x x x x x + + You can head to one side then clear out the bottom. The hole in the board tends to direct red balls one way or the other, but when you need to go back up you can always fake them out. You'll probably want to use one disc to get back to the top and clean out that area, and then you can use the time to jump over the bottom twice. 4-4-3. yellow->green->purple x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x + + + This board is tricky because of the ways you can get trapped. Try to direct the frog down so that he can't come from above and trap you when Coily sits at the bottom--as Coily creates a couple of dead ends. If this happens, run into the frog so he is zapped--you can also just clear out a bit and run into the frog as a gambit. You may also get a green ball on the right--wait for it to get a bit down before taking it. There are good points and bad points to trapping Coily--good means the board is clear, but bad means the purple ball will drop again and you will have to watch things. Just remember that your main nemesis, the frog, is much slower than you. Because of the close quarters it is inadvisable to try to do a little more before jumping on a disc--a ball may block you from landing on there after you hook around. Still if you start DL DR UR you should be in good shape. And finally it's ok to double back to turn a square green, but if it is one of the crossroad squares it is a waste of time. You can also take a disc to get out of a jam quickly--you have a surplus of them as there really aren't many squares to jump on. 4-4-4. clear->o->v x x x x x x x x x + x x x x x + x x x x x x x x x x x x + + This level is long more than anything else but if you head down the right side ASAP and clear out the bottom and go to the UL you should be OK. Beware of waiting for the discs in the middle--if you are above them the frog may be able to trap you when you land in the upper corners. 4-5. Your first back and forth color level. Details are given as needed although I've found it's generally better to clear out corners and work your way to the center. It may take a few times getting control of things before you don't panic but I should mention that it's better not to take care of squares as they come up--make a move for one square that's the wrong color, then retrace. It ultimately saves moves. 4-5-1. green<->blue x x x x x x x x x x x x x x x x x x + x x x x + x x x x x x x x x x x + Don't be too concerned about covering a whole area. Just try to turn as many squares as possible and position yourself near a disc. Take the disc and then work as follows: 1. look for a square not covered--run over blues to a green square not covered. 2. You created a bunch of greens, so you can either go back that way or to another green before you go back 3. Keep knocking the green squares out one at a time. If Coily gives chase, drop him off. Even if you leave a trail of greens you can paint over it later. Sacrificing a guy is not a bad idea here if you are having trouble getting the hang of things. After all, you will get at least 1320+5000 points per level, which adds up to serious extra guys--especially if you are continuing. 4-5-2. tan<->blue x 2 x x 2 x x x x 3 x x x x x x x x x x x x x x x x x x 3 x 1 x 1 Here you have 3 3x3's where you can teleport between the two. Spiral DL/DR/UR/UL then go DR DL UR DL DR UL DR and jump on the disc. Now a Sam/Slick will come down on the right side where the disc teleported you so you can just head to the left, clear that off and after you hear the Sam/Slick quack a ball should fall on the left soon. Take it and clean up the left and go back right. You may have to leave the UR square tan, but you can just use discs between the L and R a bunch and you'll eventually win. There's some possibility you'll land on a frog using discs but not much to do about that unless you loop through 1-2-3 which takes more time. I think it's easier to go 1-2-3-2-3 etc. YMMV. 4-5-3. x x x x x x x x x x x x x x x x x x x x x x x x x + x x x x x x + x x x x x x x x x x x x x x x x x + + x Clear out the bottom areas first--right first since a sam/slick appears on the left. The bottom parts are the toughest to get to as you have a bottleneck. The hats in the middle move in a square and are not hard to gauge but get messy to avoid. Coily(ball) may wind up bursting out in the middle. You may need to go down each area twice. A green ball goes down to the right and then the left. Putting all this information together should help you--that and knowing you will want to step on the bottleneck square on the right twice so you can wait by the disc to go back up and not worry about the other bit. You may have a lot of backtracking to do and this is another place where sacrificing a life can help--by running into a hat preferably. 4-5-4. tan<->grey This is a very tough level where at the very end you may be tempted to kill Q*Bert off just to finish things OK. You'll probably need to use all the discs. They'll send you back to the top. First thing to do is to go along the bottom and wait in the UL for Coily to come and then take a disc to get away from him. Then go across the top. Whenever you cut down to the bottom to get a disc remember that you can cut back up--the usual paradigm of taking out one wrong-colored square and going to another works here, but because of the board's size it may take a while. If Sam/Slick drops don't worry about it-- that's just one more trip. Discs do have the downside of allowing an isolated new square, but you will have a lot of weaving to do either way as the odd number of rows means that a lot of one row will be the wrong color, meaning a lot of backtracking. If you're just playing to get through, don't be shy about sacrificing with a lot of guys on the board. x x x x x x x x x x x x x x x x + + x x x x x x x x x x x x x x x x x x x x x x x x + + + 4-6. Now for a twist on the three-color level. a->b<->c This is much like the previous one except you need to step on all the squares once first before the alternation bit. 4-6-1. x x x x x x x x x x x x x x x x x x x x x + x x x x + x The main trick here is to navigate around the hat. You probably want to take out the bottom bits first, waiting for the green ball to come down. Clear the square the hat runs around on while you are invincible, but if you don't quite get it done, then you can follow the hat later after you've dumped Coily. It's best to clear the DR part of the hat's orbit if you are pressed for time--I recommend going DR, DL and UR to clear this. You probably won't have to use the second disc, but it could be useful just in case. Try not to sacrifice a life here. This level is not too bad if you just clear off the squares methodically. 4-6-2. green->red<->purple x x x x x x x x x x x x x x x x + x x x x x x x x x x x x x x x x x x x x x x x x x x + x x x x That hat blocking your way is a real ****er but you can walk around it and, near the end, walk into it or use a green ball to complete the level. There's no point completing the center right away as you'll have to go back across it. You may need to go in-and-out to follow the hat around, and this is best done after having used a disc--again, be sure you've completed one side before going over. 4-6-3. yellow->green<->purple x x x x x x x x x x x x x x x x x + x x x x x x x + x x x x x + + x There are no actual dead ends here but the bottom parts where Coily will land are close. Just take one side out then the other. A few Slicks will pop up but you can deal with them as they come. If you are trapped between purples you don't want to flip back, then you may have to exit 2 squares at a time, i.e. UL UL DR UL and continue. 4-6-4. red->green<->purple x x x x x x x x x x x x x x x x x x x x x x x x + x x x x + x x x x x x + Make it past the bottleneck quickly and clear out the bottom 6, DL first then DR. Leave one outfield square for later if you don't have the time. Then clear out the middle bits and use discs as expedient. Save the top 'til last. You will be positioned there after you take the disc, which makes things a lot easier. 4-7. Back to back-and-forthiness. Sacrificing a life on an early level is only recommended to get the hang of things. 4-7-1. x x x x x x x x x x x x x x ! x x + + x x x x x x x x x + + x white<->grey Head up to the center and clean out the as much of the areas around the shooter as you can being careful not to get hit--especially go for UR and UL of the shooter. Then go up one side and wait for Coily--don't bother to go all the way to the top as you'll be dropped there and will have to cover it again. Here you will want to concentrate on the center more than usual as you're going to be chased up the sides and back down anyway. You may have to duck back in on a square in the center as you go up/down the sides but this should not be too bad. 4-7-2. green<->orange x x x x x x x x x x x x x x x x x x x + x + x x x x x + + Clear out the bottom two rows first--there's almost certainly a way to avoid the balls and catch one of the four discs nearby. Then the center then the top as before. A couple bottlenecks make this tricky, but if you can just knock off Coily after starting to clear the middle, you should be OK. Also note it's easy to get trapped by a red ball in the bottom row unless you stay in the center. This may cost a few extra steps but it's worth it. If you have trouble going up the bottleneck, wait around and clear out most of the bottom and use a second disc on Coily. Then wait from above to get out of the top bit. You may have to retreat a bit from the bottleneck to get in there--again stand 2D and watch which way the ball on the bottleneck square goes before making your move. 4-7-3. yellow<->green x x x x x x x x x x x x x x x x x x + x x x x x x + x x x x x x x x x x x x + + Now is a good level to sacrifice yourself for the frog once lots of pieces are on the board. Be sure also that you use the discs in the dead ends but make sure their squares are green. A policy of working from the bottom up should serve you well. You will probably have a big crossover once you've cleared one side, and as before, if Sam/Slick ruins what you've done, don't worry too much--just clean that bit out later. 4-7-4. light wood<->dark wood x x x x x x x x x x x x x x x x x x x x x x x x x + x x x ! x x x + x x x x x x x x x x x x + + More of the same as in #3 but you have more places to visit and will surely need to use all your discs. Also the road there and back is narrower and more treacherous. Work your way down and up, switch sides, and work your way down then up. It's a bit tricky to move past the shooter and if you have the lives you may wish to suicide into it--though if you have just one, it is better spent when you've almost cleared the board, to make sure you don't start looping around and undoing your work. 4-8. Now we have the same as in level 6, but the levels are disjointed as in #7. 4-8-1. grey->green<->orange x x x x x x x x x x + x x x x x x x x x x x x x x x + x x x x x x x + x x x x x x x x + x x + Everything develops so slowly here that you may be able to clear one side before having to move to the other. There are plenty of discs for you to continue to escape. 4-8-2. x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x + x x x x + x x x x x x x + Having a 2-wide corridor makes all the difference as you can just run Coily around as you please without using a disc. The toughest bit is getting by the hats--usually best done after taking a disc or getting a green ball. They move back and forth and so you will need to make 8 timed jumps in and out(suiciding is a bad idea--tougher things come up later) unless you get a green ball. Green balls tend to fall from the UL/UR to the bottom center and it is worth cutting back around Coily for the privilege. You can just lead Coily above the lower part of the upper bit twice to get that part done. It can be awkward to fill in the last bits, but that is what the discs should be saved for, to buy time. 4-8-3 4-9. Finally the real fun: a->b->c->a. Dave 40000 Lennard 35000 Shippy 30000 Connie 25000 Jeff 20000 Joe 15000 Brmbauer 10000 5. CHEATS In the ZSNES emulator, 1195 = offset for # of lives 2bb3 = offset for score(low byte first) 7e0582 = memory location for # of lives 7e1fa0 = memory location for score(low byte first) End of FAQ Proper ================================ 6. VERSIONS 0.2.0: sent to GameFAQs 3/14/2007, first 7 levels done(of 25?) 7. CREDITS