Snoopy Magic Show(GameBoy game) FAQ version 1.0.0 copyright 2004 by Andrew Schultz schultza@earthlink.net (all 120 levels walkthrough) 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 ================================ OUTLINE 1. INTRODUCTION 2. CONTROLS AND POINTS 3. ENEMIES AND SURROUNDINGS AND TIPS 4. LEVEL BY LEVEL (Search with ctrl-F for #7 or #53 or whatever. Note levels x and x+60 are lumped together. Text maps may have misplaced ball or Spike, but the places you can push are accurate.) 5. VERSIONS 6. CREDITS ================================ 1. INTRODUCTION In Snoopy Magic Show, your object is to complete 120 levels where Snoopy must rescue 4 Woodstocks from a relatively small grid. If you've seen Peanuts you probably know Snoopy is Charlie Brown's dog and Woodstock is his pal who only speaks in hash marks, although he has many relatives that look exactly as he does. For the first sixty levels you must just avoid bouncing balls, but later on you need to avoid Snoopy's shiftless brother Spike. Each level also has a time limit, and occasionally you can find a power-up that lets you destroy a ball or Spike, or you can even get a timer, although that does not make you invincible. Parts of Snoopy Magic Show are a bit too given to chance, so the strategy is--do this to get in the best position to win. Sometimes, though, avoiding a bobbling ball that swerves diagonally at random is a neat challenge, and figuring out how to eliminate a very random Spike can be an interesting puzzle. But it all drags on a bit too long to be as lovable as the characters in it. 2. CONTROLS AND POINTS Snoopy can move between grid squares, but once he starts to move, he will go to the next square. You can anticipate your next move, and you must hold the pad down to continue moving in a certain direction. Snoopy can push certain blocks in specific directions, but you have to find this out by trial and error in each level. Holding down A and running into a block with a hole in the middle destroys it, but other than that you really don't use the buttons. The trickiest things to move around on are conveyor belts or walkways. These are squares with arrows. If you step on one and let go of the controls, you will move in the direction of the arrow. The game has many of these chained together, but you can actually tread water on a conveyor by pressing the opposite direction of the arrow. There's no way to get off to the side. Points are pretty straightforward. You get 1000 for each Woodstock and 100 for each bar lit up around the edges when you clear a stage. These count as a timer as well, and overall you have 7+16+18+16+7=64 to start with, so the possible maximum is 6400 but in reality you usually get far less than that. When you get halfway through a side or to a corner, certain blocks will reappear or disappear. You can delay when they disappear by standing on them. 3. ENEMIES AND SURROUNDINGS AND TIPS PYRAMIDAL BLOCKS can be pushed, but only in one predetermined direction from their original squares. Then they can be pushed back. Pushing them can uncover teleportals, extra time, or the power-up that lets you destroy Spike and/or the balls. Pushing a block into a square where an opponent is even fractionally there pushes you back to the square you were on. However, if Spike is on the other side and moving off the square, you can push at it and wedge the block successfully. BLOCKS WITH HOLES can be destroyed by running into them and pushing the A button. They sometimes have power-ups in them, too, and the power-up goes off in the direction you ran into the block. VANISHING BLOCKS disappear when the timer reaches the corner and reappear when the timer reaches the halfway mark on a side, or vice versa. You can disrupt this timing for any one block by standing on its vacant area while it's gone. You often need to access areas the vanishing blocks guard, and often you need to push another block from the square they're temporarily on. TELEPORTALS send you to a different part of the maze. If there are two teleportals on a level, you're kicked back and forth between them. If there's one, you'll take your chances the first time through as you don't know the destination. Only one object may use a teleportal at a time, so if a ball is chasing you and you step in, the ball will go over the portal. Similarly you can walk over a ball going through a teleportal. However, you are vulnerable when you are coming out of one, as you flash onto your new location and can't move. TIME CLOCKS allow you a few seconds where opponents are frozen, but they are still lethal to touch. You discover these by pushing blocks, and then you have about 10 seconds to pick up a time clock before it disappears. Often you should wait a square away and jump on the clock when the enemies are in the right position to run past. If they're blocking you, this power-up is worse than useless. POWER UPS are in the shape of a P with a circle around them. They last for about five seconds, and you will kill anything in your path. In this case you will want to go where the balls are about to go, and Spike is pretty easy to kill with these as you can run at him and probably corner him if you have to. The P lasts for ten seconds, so you can even wait for Spike and a ball to approach. You don't have enough time to comb the board so timing when to get the power-up is important. BALLS bounce in odd diagonal directions. The angle of incidence is NOT equal to the angle of reflection, and repeated testing seems to show that the angle the balls bounce off a wall is random, but partially determined by your location and/or movement. In other words, you can't base a walkthrough on how they will bounce around, because they are unpredictable. If a ball is coming at you, it's best to keep two squares away unless you are really in a box. If a ball brushes against you its death, but if you are in a 2x6 corridor then you can run past it after it bounces off a wall, since its width is only 1/2 of an actual square. You just have to pay attention to the angle it bounces off at. You'll also need to anticipate when a ball will touch a corner it just seems to brush and when it won't. This is very inexact and very maddening. Getting trapped in a 2x3, which you need to play by ear, is much more common and reasonable, though. You go as fast as the ball but usually have plenty of time to be a square or two above/next to it when it bounces of the wall and then run past. Given how the balls bounce around, it can be tough to knock them out with a power-up. Pull a Gretzky and look for where the ball is going, not where it is. This is of course not foolproof if the ball bounces off the wall, but remember, if it's going in one general direction(UL, UR, DL, DR) it will go off in a general direction approximately at a right angle to that once it hits a wall. SPIKE appears on levels 61-120. You will have a lot of problems with him. He can do everything Snoopy does, and Snoopy dies if he touches Spike unless you just got a power-up. What's really tough about Spike is that, if you are a square diagonally from him and he runs at you, you can't always run past. If he decides to go down and right towards you, and you go up, he will always clip you. So the solution is to stay as far away from Spike as possible, or have a block or clump of blocks separating you from him. Spike is most frustrating when he plays 'prevent defense' around a Woodstock. He seems to react when you move around. The more you do, the more he does. He tends to follow you generally but there's nothing specific. When you get the power-up you can usually run at him and he is no trouble. He may occasionally be a help to you, pushing some blocks into place, and on some of the later levels with power-ups he replaces a ball that was otherwise troublesome. But often when he makes up his random mind to run straight for you, you need to resign yourself to trying again. 4. LEVEL BY LEVEL LEDGER + = destroyable blocks b = where ball starts B = where ball starts, appears with Spike too S = where Snoopy starts P = where to find powerup udlr = which way you can push the block X = block # = block that can appear/reappear T = teleportal t = teleportal destination & = freezes enemies w = woodstock v^<> = conveyor taking you in various directions K = where Spike starts #1 / #61 XXXXXXXXXXX XW b WX X X X X X + X X + X X S+K X <- P here X + X X X X X XW WX XXXXXXXXXXX You can crack the right square to get the power-up, but 1) be sure to have the other three squares busted first so you have a clear route to the ball, and 2) it's not really necessary as you can just head to a corner away from the ball and use the blocks near the corners to wait and dodge until the ball goes past--then you can sneak in for the next Woodstock. Of course if you get the power-up ball, the level's a cinch. ------ If you get the power-up right away, Spike seems to come through the breach. So instead you may want to knock out the square above and push down and get the power-up a bit later. Spike hangs around in your general vicinity, so you can probably chase him down. No points for killing him, but with only one ball to avoid and few surprises in an open field, the rest of the level is not hard. #2 / #62 XXXXXXXXXXX XW WX X d d X <- power up on left X X X X T X X X XST X X X X X u uKX XW bWX XXXXXXXXXXX Snoopy should go the opposite way he intends at first because those two squares are teleportals. Again you have the general strategy of using the corners to avoid the ball when necessary, although you do have to note the teleport affects the balls too. ------ With Spike around and the teleportal, it looks like there are a lot of factors, but if you walk right quickly you can get the power-up and chase after him. Again, the ball is distant second priority, but Spike isn't too tough to dodge as you can just use the blocks to fake him out even if he does get anywhere near you during your circular walk around the edges to get the Woodstocks. #3 / #63 XXXXXXXXXXX Xw b wX X lK u r X X l r X X l r X X l s r X X l r X X l d r X <- down square holds time Xw wX XXXXXXXXXXX You're safe at the start, but you also seem trapped. You'll need to push blocks out of the way, and your best bet is to push the block at the north end and then follow the ball at a safe distance. It will eventually reverse, and you can sweep in a circle to win pretty easily. ------ With some luck you can push down and follow the watch to the left. You may want to wait for the ball to leave the periphery before picking up the clock. After you do, go clockwise to get the four Woodstocks. The time you use to get away from enemies should put you on the other side of the field of Spike, making this easy. #4 / #64 XXXXXXXXXXX Xw+ b + wX X X X+X <- time on left X+ + X X + + X X +S+ X X + +X X+X X X Xw + K +wX XXXXXXXXXXX Going counterclockwise here from the upper left down works well, because there's the time block you can bust for good points. So you can probably bash the upper block and circle to the left. ------ With Spike around you don't need to change strategy, although you have to watch the initial way the ball bounces. #5 / #65 XXXXXXXXXXX X v X X < + X X>+wX Xw^ X X X X X X X s X X XKvwX Xw+ X X ^ X XXXXXXXXXXX Break the blocks to gain access to the Woodstocks. This is your first time confronting one-way tiles and here, as usual in the future, they kick you past where you need to go. However, they do provide you with a circular motion: Step on the arrow and then bash the brick to Snoopy's left as you go counterclockwise, duck in for Woodstock, and repeat. The best place to start is going down and right, because you'll run into the power-up. ------ Spike often trails you here, which is annoying and means that you will need to move quickly down and right. Use the arrow to accelerate a bit and proceed as before. Spike is obnoxious as he can take a tile to run at your only path to Woodstock. Wait for him to move away. ??ball #6 / #66 XXXXXXXXXXX Xw #K wX X bX X X X XX XX X X# #X X# S #X X XX XX X X X Xb X Xw # wX XXXXXXXXXXX Here you need to wait while the blocks appear and disappear. You'll want to wait by one of the corners where the balls aren't. Going left or right at first allows a quicker path to the Woodstocks. One should vacate its area, and you can slip in there. After getting a Woodstock, slip into an adjacent corner area if a ball is in the center or has shifted to the next corner area, but otherwise go back to the center and wait for a ball to move and duck in there. There's some luck here as a ball may bounce back and the barriers will come back up, just in time for you to be trapped. But if you see a ball leaving a corner area, go into that area. Repeat a few times. There's also a possibility you'll run out of time, but the odds really are in your favor. You can also dance around if you need to get to the final Woodstock. You can avoid the ball in an enclosed area, and it may be good practice for later levels. ------ Here it's paradoxically a good idea to duck into the side near the corner where Spike is. I generally go to the right edge and the lower part of it. Then I go clockwise and can just make it around in time if the ball doesn't interfere. Spike tends to get trapped at the bottom. #7 / #67 XXXXXXXXXXX XwX XwX X X XX X X XX XK X X X X SXb X XX X X XX X X X X XwX XwX XXXXXXXXXXX The ball does tend to bounce at crazy angles here, so the best bet is to keep far away from it. In fact if you're three squares away and in a straight line, you may not want to move. The ball starts off goind D/R so go up to start. ------ Spike gets blocked out if you're not a straight line away from him. He is close to totally irrelevant unless he gets in the center. When you pick up a Woodstock, make sure he is not about to bolt for you, or he will probably trap you. Spike's less effective when tucked in a corner so he can't move towards you. #8 / #68 XXXXXXXXXXX Xv<<<< bwX Xvw X X Xv X X Xv XvXX^X XvXX^X ^X X X ^X X b X w^X Xw >>>>^X XXXXXXXXXXX This one isn't terribly difficult, but you will have to wait for balls coming down the chutes you want to go back up. The pattern for the Woodstocks is: DR, UR, DL, UL. Be particularly careful about the long UL conveyor as balls can move around a lot then. Make sure they're moving away from the edge when you start. ------ With Spike in the mix things get a bit nastier although the first two Woodstocks are still easy. He frequently blocks one of the ramps. You'll need a bit of luck to get by, but you'll also want to stop, when on the UL conveyor, two squares before the final arrow. That allows any bouncing ball to come back through and miss you. I find it may be necessary just to circle back on the DR conveyor and wait near the bottom to goad Spike over so you only have to fight the ball. #9 / #69 XXXXXXXXXXX Xw wbX X XXX XXX X X X XvX X X X X X S KX X^X X X X XXX XXX X Xbw wX XXXXXXXXXXX The balls tend to run around the edges here, just as you do. I find you can go left and up for the first one, but watch for a ball entering the quarter outside part you want to go in. You may have to duck down the center and take out the bottom two Woodstocks, left one first--the arrow gives you a bit more speed in a pinch. Note the bottom corridors aren't as long as the top and allow for more errors. ---- The ball starts on the lower left and goes right. You can wait for it to pass, go down, and go clockwise. Be prepared to back out if Spike or a ball comes at you. #10 / #70 XXXXXXXXXXX Xw #X#b tX X X X wX X X X X X X X X K X X S X X X X X X X X Xw X X X Xt B#X# wX XXXXXXXXXXX The main problem here is finding when to teleport. The very best time is with a ball right on your tail, as it will be stuck on the other side. You also have to watch for a ball on the other side coming in to the teleportal, which will kill you off. If possible, stay on the teleportal until any ball in your area breaks to one side of the blocks diagonal to you. Then go the other way. ??before 71 not B/b ------ Spike is on the right, which can be annoying. But it allows you to nail stuff on the left pretty easily. When you do move to the right, try for an unimpeded path down to a Woodstock, and use the blocks as protection while outwitting Spike. You may also want to wait for the ball to come left before going right. One less enemy to deal with. #11 / #71 XXXXXXXXXXX XBw v v wKX X^#X X#^X X XX XX X X X X S X X XX XX X Xv#X X#vX X w ^ ^ w X XXXXXXXXXXX Here your big risk is making sure that the ball doesn't ambush you when you go off to the sides and up/down into one of the corners. The ball is pretty easy to track. Wait for it to go by when it's near a danger area, and it won't come back soon. The vanishing squares aren't really a factor. ------ With Spike there will be some nervous moments leaving where you came from. He'll hang around the center a lot, but if you run right, he won't be able to get to you right away. Try to figure if he'll be in the top or bottom and feint that way. If he starts hanging around where you need to exit, make a break as soon as possible and don't forget you can push into the top/bottom wall as a temporary way to avoid him. Of course, don't worry about getting trapped for the final bird. You'll need a bit of luck to escape, but waiting is such a pain it'll make you make a stupid mistake later. #12 / #72 XXXXXXXXXXX XS X w X XXXXvX^XXDX X < X X X X w < X X X B X X X < K X X X XX^XXvX X X w X wX XXXXXXXXXXX The upper right looks like a trap, but it actually teleports Snoopy to where he started. This can be a handy way to get out of a jam. It's a great way to start the level, too. You should watch where the ball gets trapped-- left or right--and nab the Woodstock over there. Once the ball escapes its side area, go to the other side. Then if it's in the center, see if you can sneak by. Even if it ambushes you the other way, you may make it to Woodstock in time. #13 / #73 XXXXXXXXXXX Xw b wX X LUX XXU X X X X L R X X X XXX X X X X S X X X L R X X DXXXXXD X Xw K wX XXXXXXXXXXX It looks like you're trapped in the center, but of course that means you just have to try to start pushing blocks. My suggestion is to go immediately to the lower right corner. Push right. Then go up and wait for the ball to come down. Push right to trap it. The rest is really very easy. The clock is a red herring, and you just need to push the corners out from then as indicated. Note the UL corner's a bit different; you have to push the corner square and the one next to it, not above/below it. UL: push up, left DL: push left, down DR: push right, down UR: push right, up ------ With Spike in the mix it really isn't much different. You just push the blocks so that Spike or the ball gets trapped in a side corridor and doesn't have access to the center when you push two squares in one corner. #14 / #74 XXXXXXXXXXX Xw > < wX X X X X X># ## # < wX XXXXXXXXXXX Here you need to wait for the squares to appear and then quickly step over the arrows next to them to get to the Woodstocks. Note that you can clear two at once, going up/down, if you are quick. Your best bet is also to clear the top Woodstock first and move down--this allows you access to the area where you can get to the side and move up/down even when the alternating squares reappear. The ball seems to start off going to the left, so you might want to try your luck over on the right first. You definitely have the time. The extra time in the center isn't worth it as you'll spend most of it walking around the ball to get back. And in general the upper area isn't worth exploring--less space to avoid the ball. ------ There's no need to go to the top part, either, when Spike is around, and again you just need to be worried about an ambush from the ball. Clear out the left half when the #'s appear for the first time, then the right half. I'd go up first as the ball tends to go there after a bit. Spike's pretty useless here, bumping into the two dead ends in the center, especially if you keep blocks between him and you as you wait for a side block to disappear. #15 / #75 XXXXXXXXXXX Xw> b < X X vKv X X v ^ v X X > w w < X X^ < ^ > ^X X > > < < X XS > b < X XXXXXXXXXXX The first part is easy. Get rid of the Woodstocks by going up through the first one-way, then right. You want to keep to the sides here so that the bouncing balls don't come back on you. Also you may have to use a one-way stair as a temporary dodge. Climb on them and hold the controller down. Once you get the first two Woodstocks, go down a square and right to the edge. You should be able to shuffle up/down until you get the upper right Woodstock. Then go left and down the left arrow. Turn left at the next left arrow and go up at the wall. Again you may need to delay a bit, but you should have the space to move back and forth a bit to avoid balls and such. ------ Spike's not really a factor here either. He gets stuck near the center, but you can still go to the top, back down, right when he's on a one-way where he can't reach you, and down past the third Woodstock. Then go onto the far right arrow and run up when the ball isn't bothering you. #16 / #76 XXXXXXXXXXX Xwv B XwX XX# #>>> X X ^ v X X ^ s v X X <<<# #XX XwX K ^wX XXXXXXXXXXX Note that you can only get Woodstock when the flashing blocks are visible. They prevent you from being kicked anywhere by the walkways. Also, if you wait around the ball gets Snoopy. But if you go down, the conveyor will take you left and you can get the DL Woodstock. Go 3U and back o the belt and you can get the UL woodstock. You may get intimate with the bouncing ball here and have to duck it, but again you can take the conveyor to the left side and you may have to wait before getting #3 in the UR. You should be able to get two Woodstocks for each phase the blocks reappear. ------ With Spike on the board, you'll want to go up, which will kick you right. Then get the Woodstock in the corner. It's riskier to go left and get the UL woodstock and proceed clockwise, but in any case, you want to make sure that you're never in the same quadrant as Spike, unless you think you can duck him. It may be worthwhile to run halfway around the conveyor belts to get to him quickly. If Spike starts hanging around one area, get at the end of the conveyor belt to the next area once the blocks disappear. #17 / #77 XXXXXXXXXXX XB< w X X X X^X X X > X X X ^ X wX Xw XSv X X X < X X XvX X X XK w vbX XXXXXXXXXXX Here you can go up or down depending on which way the balls start out--get the first woodstock easily. The next one may be rather tough as you can get trapped by two balls coming from opposite directions as you round the corners. ------ Having Spike around actually makes this a bit easier. You may want to wait until he gets near you; he can't touch you in the protected center. When he gets on the walkway below, go right and try to swoop for the Woodstock on the bottom, and the rest is going in circles. The last Woodstock may provide some nervous moments if the ball is in that area, but in that case you may want to try to follow it closely and enter the left side only when you're sure the ball won't bounce into the UL corner. #18 / #78 XXXXXXXXXXX Xw b vX X>>>>>>>>vX X^ + + vX X^+ + +w+vX <- power up on left X^+w+ + +vX X^ + s+ vX X^ <<<<<< X X X X X X X X sX X X X bX X XX Uw X X X R^X X L X X R X <- power up XvLk Xs X X wD XX X Xb < wX XXXXXXXXXXX This is not a bad level at all--you can push blocks onto each arrow and it's easy to avoid the balls in the corner too. You probably need to push only one of the blocks out of the way. But the unguarded woodstocks are the best to get first as the balls may disperse in the time it takes you to get them. ------ Spike may save you some time by pushing some blocks where they need to go. You can probably clear out all but the upper right with east. To get the upper right, push the lower of the two center blocks right, and get the power up and bull your way through the upper right. Level #23 / #83: XXXXXXXXXXX XXw L R XX X U D T X <-power up in center XDwU X XX X D UsXwU X X kD U L X Spike?? X DtU X X D X X w w X XXXXXXXXXXX This level is rather tough, but if you know the right pattern it's a lot easier. First, push the block right, then go in for the Woodstock to the left. Push the block below where you started down and go right to push the teleport block. You can wait to do this a bit so that both balls are on the same side, but too long and you're cooked. So you will probably have a choice of killing one of two of the balls. You don't really have time for both, so just be sure of one. The left one is the most annoying, and once it's gone, push above in the center column, then push down/up in each column to the left as you work your way UL to Woodstock. Then you'll need to duck around the lower part to get the DR Woodstock, but push the block below the final woodstock left. ------ With Spike in the mix there's just one more bad guy to dodge. However, you just have to concentrate on killing off the obstacles on the right while proceeding as before. You still push all the same blocks. Level #24 / #84: XXXXXXXXXXX Xw B<<<<>>^X Xv ^ kX Xvw ^ X X>>>>>b wX XXXXXXXXXXX You can avoid the balls' initial trajectory by going left and down. Then you may have to look both ways before going UR, but you can make it, and you can go up on the walkway for the UL Woodstock. The walkway on the left edge takes you to the final one quickly. ------ Spike isn't up to much here because you can always run from him pretty effectively. You can still clean up the center two Woodstocks. Then sucker Spike past where you are, or if in the center, draw him into the center and bolt. You should be able to run circles around him, and just keep to the edge walkways once you've cleared the center. If he's blocking where you want to go, move into the center and goad him and get back out. Level #25 / #85: XXXXXXXXXXX Xw > v wX X >^R >v X X>^ X >vX X k X U X X D X KX <- push down for power up X^< Xs v v wX X U v X Xv vK X X Rb<<>>BL X X ^s ^X X ^ D X Xw ^ X X X X X X X v w v X X RwUvXwL X <- teleport=push up, power-up=push right X> b X X^XvXXXvXwX XwX XvX X X R L > X X < RbL X X <- powerup on left X^X XBX XwX^XXX^XvX X < X X w> k < X XXXXXXXXXXX This is a straightforward level if you know where the power-up is, and if you can get it to work. If not it will take a lot of dodging, although the concept is simple. Go to the outside, push a block to the bottom/top edge, go two over, push the other block up/down, and push the final block over. The power-up's in the upper right. Push the rightmost of the three blocks up. Then push the left one up, revealing the power-up, and push the remaining block right so that you've gained access. You might not be able to do this right away but it seems that if you go directly right the ball bounces into the top area. ------ With Spike this is much tougher. I generally feint to one area, then get the power-up in the upper right. It takes a few tries and I just stomach it. If you can kill Spike, the rest should be trivial. Just avoid the ball getting close to you and trapping you when you push the side blocks up/down. Level #32 / #92: XXXXXXXXXXX Xb K v wX X ^ X Xw ^ < v >X X ^ v X X ^ s v X X< ^ > v wX X <^> v X Xw ^ bX XXXXXXXXXXX The start here is tricky, and all you can do to avoid the balls is go left and down into the little nook. Then you can go up, left to the edge and down to pick off the two woodstocks. Here you may need to wait for a ball or two to go past, as they can trap you in the corner. Take the long walkway back up and go right. You'll zip down and pick off the right two birds the same way you got the left two. ------ Spike is up to surprisingly little here. You can avoid his long runs up the arrow-walkways with ease. As usual, staying to the sides will keep you safe from the balls. Level #33 / #93: XXXXXXXXXXX Xw k X X R^^XXXX X X X LwtX X X X U L X X X L L X X R wX L X <- push right to reveal teleport X XXXXvvL X X s wX XXXXXXXXXXX You can keep well enough away from the ball on the outside--even avoiding it as it bounces your way into the right side of the structure. With the two outside birds caught, go to the left edge and push the second-bottom block right. You'll hit a teleport. Go left two squares to push one block and push the one two below it left. Then, when the ball can't get to the left area of the inner structure, push up. That gives access to the final bird, once you push the block above it back right. There's a time delay here ------ Spike doesn't really get in the way all that much here, so you can proceed as before. Level #34 / #94: XXXXXXXXXXX Xw > b> wX X tX X+ X XvX +X X X X L SR X <- teleport X X X+ R^X X +X D X Xw > wX X b X#UXX X X X v> X X X #X X X X# s X X X <^ X X X XXD#X K X Xw << wX XXXXXXXXXXX Go right to the outside, behind what you detect to be the ball's path. It doesn't reverse often. Pick off the near woodstock, which will be near a 1- way blockage, and go get the other one on the left. There you'll have to avoid the ball and then move quickly clockwise to the next two. The hard parts are seeing which way to go first and stepping around the ball in a moderately spacious corner. ------ As above, but see if you can goad Spike into coming left via the bottom, which makes the right side that much easier to clear. Level #36 / #96: XXXXXXXXXXX X w< X X>>>>>>>^ X XwvU R^ X X v X ^ X X v s ^ X X vL D^wX X v<<<<<<wX X XX XX X XvX bX X X X X X X XsX X X XB X^X X XX XX X Xw< >wX XXXXXXXXXXX Here there are no blocks to push or power ups and the best advice I can give is that you need to duck into a corner when there's nothing there and duck out. The ones you want to concentrate on are the UL and DR because if you get them, you can sneak to the DL or UR for a second Woodstock if the balls aren't anywhere around--and also, you can pick one of these two up last with abandon. The tough parts for this level are when you leave the UL/DR and a ball is just around the corner. Back up into the conveyor you can't cross if you must to avoid a ball, although sometimes they do trap you. Also don't follow them too closely into a corner as they can reverse on you. ------ Spike's pretty nasty in this level. You need a bit of luck here but I find that letting the ball go by and following it can sometimes net a quick pair(DR, then UR.) Double back quickly after getting the UR. Then pick off the UL at your leisure--going through the middle seems to confuse Spike. The key is to find time to get the UR and if you're just trying to hack through this game, you might as well clear the right side right away or go for the UR ASAP. Level #38 / #98: XXXXXXXXXXX Xwv wkX X v v<<<< X X v v ^ X X v v < ^ X X v >s^ ^ X X v ^ ^ X X >>>>^ ^ X X w ^wX XXXXXXXXXXX Duck quickly down here to get started and then walk carefully along the outside of the non-conveyor part. The conveyor always kicks you to the center, so to get the Woodstocks in the corner, you need to avoid it. It's pretty easy to avoid balls along the side, but taking the conveyor back to the center once you're half done is very risky. It's better just to wait for flying objects to pass you by. ------ With Spike around, you have an additional nuisance. He keeps cycling around in the center, and you must start by picking up the Wodstocks that lead to the lower right corner. The only way to distract Spike is to go under the single walkway square facing right, towards the center. Push down when Spike comes down after going right off the spiral walkway. It will eventually work although there's some too-fast-for-comfort timing involved. Through all this you also have a ball to avoid, so keep an eye out for that. Level #39 / #99: XXXXXXXXXXX Xw< K >wX X UR XX X X X X X X R L X X BRsL X X X X X X XX LD X Xw< >wX XXXXXXXXXXX See which way the balls tend and go the into a corner away from them. You can avoid a ball on the side in the middle area there, and you'll need to push a brick in the center back to the middle column in order to return. In fact, you may want to wait to do so until the balls come over to you, after which you can psush the block and run away from them. ------ Spike can really make things much tougher. He'll trap you when you get onto one of the triangular side regions. So try to sucker him in there with you by waiting after you get the first Woodstock--in the UR or (more likely, since Spike starts out on top) DL, so you can run away and push the blocks to escape. Note you only have to pull this escape once--a dead end for the second bit is no big deal really. Level #40 / #100: XXXXXXXXXXX XT wXw b X X v<<<<<^ X X vX X^ X X v ^ X X v s ^ X X vX k X^ X X v>>>>>^ X X wXw TX XXXXXXXXXXX When you are traveling along the conveyors be sure to remember you can pause Snoopy by pushing opposite the direction he's going in. The trips take a while, and the ball has time to catch up to you. They are a big part of this level, the other being the Woodstocks 'behind' the teleportals. Go left into the conveyor and get the first bird to the right. Then go left and up. Here you may have to wait for a ball to bounce off a wall. Enter the teleportal and, when you exit, go left for a bird. Go back into a teleportal, east and west for #3. Then up and left for #4. ------ With Spike around you will need to be a bit quicker. But the same instructions still apply. You also need to beware if Spike is ahead of you on the conveyor belt--he will wait. You can get the DL woodstock and then use the teleport to get the DR and UL respectively. You may want to wait for Spike to whiz by on the conveyor before getting on it. Note the center isn't accessible and if Spike goes into the DL, eventually he takes the conveyor back UR. You should be in the UL after your third bird. Get on the left conveyor going down as soon as Spike gets on the bottom one, and get on the bottom one as soon as he goes back left. That will assure you're behind/ahead of him enough to get the final Woodstock. "More than 80/20. Take it easy!" appears. Level #41 / #101: XXXXXXXXXXX Xb X X < L R > X < timer on the right Xvwv vwvX X > s < X X^w^ ^w^X X < L R > X X X XXXXXXXXXXX This is not a very taxing level once you learn what to push where. The ball in the upper left comes down on you pretty quickly, so move down to the edge right away. Go left to the corner and up. Go right to get Woodstock and back left and push up. Now you can go to the UL and pick off the Woodstock there-- the conveyor would have kicked you past before. You can repeat this for the UR/DR as well. Go to the UR corner and pick a Woodstock off and then push the right block down and get the final one. ------ Spike's biggest nuisance is how he can get stuck in the far lower right. To get him out, go to the far lower left. In the meantime though you can clean up the top part to start. You can also access the timer for insurance if you push the upper right block to the right. Level #42 / #102: XXXXXXXXXXX Xw^ vK wX X v v<<<>X X v X X X vX <> s X^ X X X ^ X X<>>>^ ^ X Xw k^ vwX XXXXXXXXXXX At one end of the conveyors that for the most part suck you back to the center, note how the arrows suddenly flip flop. This allows you to walk in, get Woodstock, and get out. DL woodstock: approach from above DR woodstock: approach from left UR woodstock: approach from below UL woodstock: approach from right Do this in any order you like. You may want to pause to wait for the ball to go in an irrelevant corner although it shouldn't trouble you much. ------ With Spike around it's a bit tougher. He tends to stay just outside the conveyor belt. I find that I like to wait a diagonal square away from the square I walked into the corner area on. If Spike walks to where the conveyor leads, I walk out the way I came. If he gets close to me, I get on the conveyor belt and fly away from him. There's a lot of jumping between corners here. The UL and DR seem easier to work away from, so you may want to hit them first and leave the dead-ends for last. You also may need to duck in another corner immediately if Spike gets back on your trail too quickly. Level #43 / #103: XXXXXXXXXXX Xw wX X bX X X X X X X X> wX XXXXXXXXXXX Here you may be forced to dodge balls in a corner if you get trapped with them. The usual go where they ain't advice applies here. You enter a corner near the center column and exit on the sides, and you may need to wait in the center and bounce around a bit as the balls leave their designated corner. If one ball waits stubbornly in the final corner you can risk going in and nabbing the final Woodstock, but until then you should always have options. ------ Spike isn't too much of a nuisance here if you just sucker him into the triangular areas with the birds. He won't be able to guard the exits that way. If Spike gets stuck where you need to get a Woodstock, the other three are pretty easy, but the final is a bit tough. Go on the arrow on the side that he can't touch, and break to the center when he gets close until he releases fro mthe treacherous corner. Level #44 / #104: XXXXXXXXXXX XK wL #bX X #v<< < X X ^ ^ X X ^ ^wX XUv<< >>^DX Xwv v X X > v s X Xb# >>^#wX XXXXXXXXXXX For the UR and DL areas, you need the vanishing square to be gone. You'll need to hook around where the vanishing square was. The UL and DR can be cleared regardless although you'll still need to hook around a bit. Thus going up is a good start as it kicks you to the UL. Note that you must go among the areas in clockwise order due to how the conveyors are placed. You may be able to take out the DR as well, which is a nice place to step off, as if you push down from the UR you can activate a power-up. It's possible to circle around and get it, but you will probably find it more expedient to dodge the balls for a bit and swoop in to the DL. ------ With Spike you can again start in the DR. In fact the UL is off limits because he's there. However you may wish to wait until the first time blocks vanish so that you can get to one of the tougher birds--just keep behind Spike(you must traverse the walkways in counterclockwise fashion.) You may need to cycle around the horn to evade Spike, until the blocks disappear and you can grab the other two Woodstocks. Staying static after grabbing Woodstock often leads to Spike guarding the exit of the conveyor you crossed. #45 / #105 XXXXXXXXXXX X>>>>>>>>vX X^# w vX X^B>>>>v#vX X^w^ +sv vX X^ ^ ^ v vX X^#^ ^< < X XU U U *X X X X s X XU D R UX X >