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MAHJONG QUEST EXPEDITIONS

Full Game Guide
by FemmeFromMars
Version 1.0 "Flowers"
7/10/08

Version 1.1 "Winds"
8/21/08
Added times for the Puzzle World layouts and made a few minor corrections.

Version 1.2 "Dragons"
11/04/08
Added times for all remaining puzzles.
Added scoring section.
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I. INTRODUCTION [MJQ01]

II. HOW TO PLAY [MJQ02]

III. THE CONTROLS [MJQ03]

IV. MAIN MENU [MJQ04]

V. THE TILES
   A. Standard tiles [MJQ05]
   B. Power tiles [MJQ06]
   C. Game-winning tiles [MJQ07]

VI. THE WORLDS

   A. ADVENTURE - KWAZI'S QUEST
      -- Overview [MJQ08]
      -- Game display and menu, bottom screen [MJQ09]
      -- Game display and menu, top screen [MJQ10]
      -- The levels [MJQ11]

   B. CLASSICS
      -- Overview [MJQ12]
      -- The Modes [MJQ13]
      -- Game display and menu, bottom screen [MJQ14]
      -- Game display and menu, top screen [MJQ15}
      -- The Layouts [MJQ16]
         --Classic
         --Easy
         --Fun
         --Hard Challenges

   C. PUZZLES
      -- Overview [MJQ17}
      -- The Modes
      -- Game display and menu
      -- The Layouts [MJQ18]
         --Puzzle Group 1
         --Puzzle Group 2
         --Good Challenges
         --Unique Puzzles

VII. SCORING [MJQ19]

VIII. STRATEGY TIPS [MJQ20]

IX. LEGAL STUFF, ETC. [MJQ21]


************************
I. INTRODUCTION  [MJQ01]
************************

Welcome to Mah Jong Quest Expeditions! I've always found mah jong solitaire to
be fun and addictive, and this game, with its power tiles and adventure quest,
seemed like it would be a lot of fun. I was not disappointed. However, when I
would put the game down for a few days, I found that when I came back, I
couldn't always remember what the power tiles were supposed to do, and there
wasn't any place I could check in the game or manual to refresh my memory about
which tiles were which or exactly how to use them. So I decided to write a
tile guide. But then it seemed there was other information that might be
helpful to gamers, and it wouldn't be too much trouble to include it, and after
awhile it just seemed sensible to write a complete guide to the game.

One thing that I do not include is step-by-step solutions to the puzzles.
There are several reasons for this. First, many, if not all, of the puzzles
have more than one possible deal. Second, all puzzles have more than one
possible path, except possibly some of the Puzzle World puzzles.
Third, it would be just too complicated to describe! And finally, there are
some situations where it is just impossible, as in the
Gong Master layouts - also to be explained later.

I hope you enjoy the game as much as I have, and that this guide is helpful
to you!


************************
II. HOW TO PLAY [MJQ02]
************************

Mah jong solitaire is a matching game. Tiles are laid out on a board in various
configurations and your job is to get rid of them. You do this by matching
identical tiles, or by matching any flower to any other flower tile, or any
season to any other season tile.

Simple enough. What gives the game its challenge is that most of the tiles
are hidden or unavailable. To be selected, the top face and one of the vertical
sides of a tile must be open. Strategy is required so your moves uncover new
tiles to ensure tiles are available for matching. To pick a pair of matching
tiles, tap them with your stylus and they will be discarded. In traditional
mah jong solitaire and also in this game's Classic World, the object is to
clear the board.

In the Adventure and Puzzle worlds, there are some variations. In particular,
power tiles are added to the mix. Power tiles and how they work will be
described later. In Adventure, the object of each layout is not to clear the
board, but to match the yin and yang game-winning tiles, which will also be
described. In some cases, matches will require choosing three tiles of a kind,
rather than two. The mechanics of making the matches remain the same, however;
use your stylus to tap the tiles you want to match, and they will be removed.



***************************
III. THE CONTROLS  [MJQ03]
***************************

Controls in Mah Jong Quest Expeditions couldn't be much easier. You can use the
stylus and touch screen to do anything, as long as you know which icon to
tap.

If you lose your stylus or prefer to do things the old-fashioned way,
everything can be done by using the D-pad, A, shoulder buttons, start, and X.
Just hit the D-pad and a cursor will appear. (For some reason,
sometimes you need to press the A button instead of the D-pad to get it
started.) It's a colored arrow (green or yellow depending on where it is) and
easy to see. Move the cursor around with the D pad until you get to the tile
you want, then select with A. When you've chosen two (or three) acceptable
tiles, they will automatically be removed. The cursor can also be used on the
menu.

The left and right shoulder buttons can be used to "flip" the gameboard so that
obscured tiles can be more easily viewed. The left shoulder button flips the
board top to bottom, and the right shoulder button flips it left to right. This
action can also be accomplished by tapping the left-right or up-down arrow
icons at the bottom of the game screen, either with your stylus or by using the
cursor.

The start button will take you into the pause menu, although for some reason it
will not get you out again. To close the menu, tap the X icon, either
with your stylus or with the cursor.

The X button will show you available matches on the gameboard, but only when
you are down to one or two possible matches. This can also be accomplished by
tapping the sun icon in the lower right corner of the screen, either with your
stylus or the cursor.

There does not seem to be any use for the B or Y buttons.


***********************
IV. MAIN MENU  [MJQ04]
***********************

Since the menus are primarily icon-based, they can be a little tricky to
navigate, particularly since some of the icons are not all that obvious.
Who knew that a pyramid could mean Restart the Level?

The main menu is the opening menu under the title screen. It welcomes you
and gives you a choice of three puzzle worlds to play.

Along the bottom of the menu screen are four icons. From left to right, they
are:

Person wearing a hat - This allows you to choose which file you want to play,
and also to delete a file. To choose a file, highlight it and tap the check
mark. To delete a file, highlight it and tap the trash can. You will be asked
to confirm. To start a new file, highlight "add new player" and tap the check
mark.

You'll be asked to enter your name to start a file. The game card can handle
three files. Use the stylus to tap the letters or numbers on the keyboard on
the lower screen. Your name can be up to 10 characters or spaces long.
If you make a mistake, press the trash can icon to backspace.
Press the check mark icon when you're finished. The X gets you back to the
list of files. Press X again to get back to the opening screen.

Continuing along the row of icons in the main menu, you'll see a hammer and
chisel. This allows you to set the relative volume of music and sound effects.
You can also watch the credits.

The ? icon opens up a brief description of the three gameplay "worlds":
Kwazi's Qwest (Adventure), Classic Mah Jong, and Mah Jong Puzzles.

The comedy and tragedy mask icon allows you to view "movies." These are the
cutscenes that open, close, and mark the stages of Kwazi's Qwest. You can view
each scene as soon as you have seen it in the Kwazi's Qwest game.

World and game menus will be described as we come to them.



**********************
V. THE TILES
**********************

A. STANDARD TILES [MJQ05]

Standard tiles are the tiles that appear in a real-life mah jong set. In real
life, they have the solid form of dominoes but work something like playing
cards. All boards in Mah Jong Quest Expeditions make use of standard tiles.
Not every board will use as many tiles as I describe, and some will use more
than a standard set, but these are the types of tiles you will see. Although
real mah jong tiles tend to be rectangular, the ones in this game are almost
square.


-- Suits

Most tiles in a mah jong set belong to one of three suits: Bamboos, Characters,
and Coins or Dots. Each suit has 36 tiles: four each of numbers 1 through 9.
They are easy to tell apart: Bamboo tiles are decorated with what looks like
gold bamboo pieces; Characters are decorated with Chinese calligraphy
characters, and Coins have round dots on them corresponding to the value of the
tile. To make things easy, each tile also has a standard Arabic numeral with
its value. In many mah jong sets, the Ace of Bamboo is depicted as a bird, and
I think it's a bird in this set too. However, unless you're looking at it under
a magnifying glass, it looks more like a bowl of rice. You must match these
tiles exactly: for example, 4 of Bamboo to 4 of Bamboo.

-- Honors and Specials

The Four Winds -- These are hard to describe, except to say they each have a
calligraphy character on them, along with a small Roman letter indicating
which wind they are (north, south, east west). A standard set has four of each,
and you must match them exactly.

Dragons -- Dragons come in three colors: red, green and white, which in this
set looks blue. Happily for us, in this set the dragons really do look like
dragons, and not like the calligraphy characters that depict them in many sets.
There are four of each color, and you must match them exactly.

Flowers -- There are four flower tiles - not four kinds, but four total. Each
can be matched with any of the others. They're not all flowers exactly: one is
a bamboo shoot and another looks like a purple plum. The other two are,
I would guess, a purple chrysanthemum and a pinky-peach-colored cherry blossom.

Seasons -- These work like the flower tiles, except they depict the seasons.
There are four total. Spring has a pink flower in the center. Summer looks like
a sun, and Autumn is a leaf. Winter is a white snowflake on a blue background.
Each can be matched with any of the others.


B. POWER TILES [MJQ06]

These are the tiles that set Mah Jong Quest Expeditions apart from other
mah jong solitaire games. They are used in Kwazi's Qwest and also in the
Puzzles section. Power tiles are dealt out as part of the layout.

I'm listing them in the order in which they appear in Kwazi's Qwest.

1. Balloon
   First appearance - Level 2, Balloon Party.
   "Balloons will rise by themselves when uncovered."
  To put one of these into play, just expose the top of it; the sides don't
matter. The balloon will rise up and float away out of the layout, usually
exposing the side of a standard tile that might have been unplayable otherwise.

2. Firecracker and Wall
   First appearance - Level 3, Eve of Destruction. The walls actually appear
first in Level 1, but there's nothing you can do with them.
   "Match a firecracker with its corresponding wall to blast it away."
   Like dragons, firecrackers come in three colors: red, green and blue.
Reds must be matched with a brownish tile inscribed with a circle; it's
apparently supposed to be a brick. Greens must be matched with a sort of
gold-colored bamboo wall tile, and blues are matched with a grayish stone
tile. The firecrackers must be normally selectable with at least one side
exposed, but the walls need only to have the top face exposed. As when the
balloon tiles rise, blasting away a wall tile can make standard tiles playable.
Occasionally walls appear without firecrackers to blast them away. There aren't
necessarily enough firecrackers to blast all the walls, so use your explosives
wisely!

3. Ice Cube
   First appearance - Level 4, Frozen Reservoir.
   "Ice cubes melt when too many sides are exposed."
   For an ice cube to melt, the top face and at least one vertical side must be
exposed. They're fun because getting one tile to melt can set off a chain
reaction where a whole sheet of ice can evaporate into nothingness, exposing
lots of tiles to play.

4. Earthquake
   First appearance - Level 5, Earthquakes and Balloons
   "Earthquakes divide..."
   Earthquake tiles at first glance look like a torch on a two-tone green
background. Look more closely and you'll see it's a flame coming out of some
sundered earth. Cool!
   To use, match two selectable earthquake tiles. The entire board will split
along a fault line, greatly increasing your number of selectable tiles.
In my opinion this is probably the coolest tile effect of the game!

5. Magnet
   First appearance - Level 10, Wise Choices
   "Match a magnet with any visible tile to free up additional tiles."
   This looks like your classic Acme red horseshoe magnet on a green background.
   To use, tap a magnet tile and then a standard mah jong tile. The magnet will
pull the standard tile to where the magnet tile was, and the magnet tile will
be discarded. The magnet tile must be selectable, but the tile you match with
it can be blocked by other tiles.

6. Typhoon
   First appearance - Level 11, Return to Thunderdome
   "Match a typhoon with another tile to remove all occurrences of that tile."
   These look like white aerial views of hurricanes on a blue background. To
use, tap a typhoon tile and then a standard tile. Both the typhoon and the
standard tile must be selectable, but every tile identical to the selected
standard tile will be removed from the layout, whether they're selectable or
not.

7. Up Arrow
   First appearance - Level 15, Triple Trouble
   No explanation!
   This is a white arrow, pointing up, on a blue background. Tap the arrow
tile, then a numbered suit tile. All copies of that tile still on the board
will go up one number in that suit. For example, all the 2's of Bamboo will
become 3's of Bamboo. This has no effect on honors or special tiles, or on 9's,
for that matter.

8. Swap
   First appearance - Level 16, Swaptastic
   "Match a swap with two other tiles to switch them."
   Swap tiles are blue, with a couple of blank tiles pictured in the
center. Above and below the picture of the blank tiles are two yellow arrows
pointing different directions. When you touch a swap tile, the two blank tiles
exchange places and make a shuffling noise. To use, tap the swap tile, then tap
two other tiles you would like to have change places. The swap tile will be
discarded. Although the swap tile must be selectable, neither of the standard
tiles needs to be.

9. Copy
   First appearance - Level 17, Balanced Brotherhood
   "Match the copy tile with two other tiles to make them identical."
   Copy tiles have a turned-down top left edge, as though you're pulling a
white sticker cover off a pale green base. I'm not sure what this has to do
with copying, but oh well. To use, tap the copy tile. Then tap the tile that
you want more copies of. Then tap a tile to be made into a copy of the first
tile. All instances of the second tile will become identical to the first.
For example, if you tap a copy tile, then a four of Coins, then a three of
Bamboo, all tiles in the layout that are three of Bamboo will turn into four
of Coins. The copy tile is then discarded. The copy tile and both standard
tiles that you tap must all be selectable.

10. Down Arrow
   First appearance - Level 18, Balloon Magic
   "Up, down, and magic wand tiles act only on numbered tiles..."
   Down arrow tiles look just like the up arrow tiles we met on Level 15,
except the white arrow is pointing down (duh). And you probably can guess
that they work the same way. Tap the down arrow tile and any suit tile
except a 1, and the value of all instances of that suit tile in the layout
will go down by one. For example, if you tap a 6 of Characters, all 6 of
Characters tiles in the layout will become 5 of Characters, and the down
arrow tile will be discarded. There is no effect on honors or special tiles,
or on 1's. Both the down arrow tile and the standard tile must be selectable.


11. Magic Wand
   First appearance - Level 18, Balloon Magic
   "... Magic wand makes all tiles of the same number adopt the suit of the
selected tile."
   These are blue with a little picture of a magic wand on them. The magic
wand even has a star on the end - how cute! To use, tap the magic wand tile,
then tap a selectable number tile. All tiles with that number in the layout,
regardless of suit, will become identical to the tile you selected.
For example, tap a magic wand tile and a 5 of Coins, and all 5's of Bamboo
and Characters in the layout will become 5 of Coins. The magic wand tile will
then be discarded. Both the magic wand tile and the standard tile must be
selectable.

12. Cover
   First appearance - Level 20, Lots of Help
   "Covers hide tiles until they are selectable."
   Talk about a mixed blessing! On the one hand, cover tiles, by hiding
any tile that is not selectable, make it easier for you to find matches
quickly. On the other hand, because you can't see what's under the covers,
it becomes harder to plan your strategy for digging out tiles you might need
for matching. You do get a hint, though.
   Cover tiles are rather pretty and give the board the appearance of a
patchwork quilt. They have a blue background and an icon on the front that
gives a clue to what's underneath, as follows:
 - A red calligraphy character means a Character tile is underneath.
 - A yellow equal sign means a Bamboo tile is underneath. (I suspect this is
really supposed to look like two pieces of bamboo laid out one over the
other, but it looks like an equal sign to me.)
 - A blue wheel-shaped icon means a Coin tile is underneath.
 - A yellow star means anything else could be under there: wind, dragon,
flower, season, or another kind of power tile.
   To use covers, you don't do anything. The covers will disappear when the
tile becomes selectable.

13. Bounce
   First appearance - Level 26, Friendly Helpers
   "Bouncing help lets you find matches more quickly."
   These have a red dot in the upper left corner of a pale yellow tile. It's
a little hard to figure out what it's supposed to represent, until you tap it.
The red dot is an animated bouncy ball and it bounces back and forth! To use,
you must have two selectable bounce tiles. Tap both of them and they will be
discarded. Then tap a tile for which you want a match - probably something that
is in a crucial position. All selectable matches for that tile will pop out of
the layout. If there are no matches for that tile, you can try to match another
tile. You can keep trying until you make a selection.

14. Hourglass
   First appearance - Level 34, Trying Times
   "The Zhong hourglasses will buy you some extra time."
   These are green tiles with an hourglass on them. When you tap a selectable
pair of them, they refill your time bar a little bit.


C. GAME-WINNING TILES  [MJQ07]
   These special tiles appear in Kwazi's Qwest and in Puzzles, and are
another feature that sets them apart from classic mah jong solitaire.
In classic puzzles, the object is to clear the board by matching all tiles.
In Kwazi's Qwest and some of the Puzzles, the object is to clear the board only
until you make the game-winning tiles selectable, when you can match them to
each other. This may cause you to adopt a different strategy, especially in
Kwazi's Qwest, aiming for the spots where you think the game-winning tiles
are buried. The game-winning tiles are always dealt last in a quest layout,
and you can see the approximate area where they are buried.
  The game-winning tiles are supposed to look like the straw hats of
girl Kwazi and boy Kwazi, or like two halves of the yin-yang symbol. To me
they look like a couple of fish, one black and one white, facing each other.
In any case, the background of the tiles is bright yellow, so there's no
mistaking them. In layouts where you must match three tiles, a yin-yang
symbol tile is added and must be matched to the other two.


*****************
VI. THE WORLDS
*****************

What to call the three types of gameplay you encounter in Mah Jong Quest
Expeditions? I would call them Modes, but that designation has already been
co-opted by the developers for something else we'll see in sections B and C.
So I am going to call them worlds. There are three of them: Kwazi's Qwest,
the adventure world and heart of the game; the Classic World; and the Puzzle
World.

A. ADVENTURE: KWAZI'S QWEST (puzzles 1-64)

-- Overview [MJQ08]

   "Too many arguments and too many wars
    Nature grew sick of the endless disputes
    And so everything that was or will be
    Has split into clean absolutes."

So begins our story, along with a simple animation. As far as we are
concerned, "everything that was or will be" is limited to a young man named
Kwazi, who, after Nature got fed up, is not only a young man but also a
young woman. It is your job to reconcile the two sides of his personality
and bring him/her back together again. For some reason you are able to do
this by solving mah jong puzzles - 64 of them. It doesn't make a lot of
sense to me either.

To play Kwazi's Qwest, tap the big circle, containing two hats, right in
the center of your opening screen. If you're having trouble finding it, it's
the one with "Kwazi's Qwest" written right above it.

As your game begins, you'll see the opening sequence described above. You'll
get a similar sequence moving the plot along every time you solve eight
layouts. Once you've seen a movie, it will be available to view by pressing
the comedy/tragedy mask icon in the lower right corner of the opening screen.


-- Game Display and Menu: Bottom Screen [MJQ09]

The solitaire layout is on the bottom screen of your DS. There is also a row
of menu icons at the bottom of the screen. You select them by tapping with
your stylus or highlighting them with a cursor. From left to right, they are:

Sun/Lightbulb - Will show you available matches, but only when you get down
to two available matches.

Reverse arrow - Will step you back through your previous moves. It will step
you back to the beginning of the puzzle if you want.

Horizontal arrows - Will flip the puzzle left to right along a vertical axis.
This can also be done by pressing the right shoulder button.

Vertical arrows - Will flip the puzzle top to bottom along a horizontal axis.
This can also be done by pressing the left shoulder button.

Circular arrows - Will restart the layout, after asking for confirmation.

Book - Opens up a pause menu, which begins with four choices:

--Hammer and chisel (top left) - This is your options screen, which lets you
set the relative volume of the music and sound effects. No matter whether
you press the check mark or the X after changing your settings, the game will
do the same thing: accept the changes, close the screen and send you back to
the game.

--Gate (bottom left) - Returns you to the main menu, after asking for
confirmation and warning you that your progress will be saved up to the last
completed puzzle. Translated: you will lose all progress on this uncompleted
puzzle.

--Question mark (top right) - Oh! It's a tutorial! Not a very detailed one,
but it's helpful. There are five pages; the second, "Thematic Matches," shows
your season tiles on the top row and flower tiles on the second row. It looks
like I guessed right in identifying the seasons earlier.

--X (lower right) - Closes the menu and returns you to the game at the point
where you left off.

After you successfully beat Kwazi's Qwest, a fifth menu option opens up:

--Pyramid of tiles (center top, above the others) - This is a puzzle selection
screen that allows you to play any of the quest puzzles. Your best score and
time for each will be displayed as you move through the choices. Unfortunately,
from the first puzzle, you can move only one way, so if you want to play the
last puzzle, you must step through the first 63.


-- Game Display and Menu: Top Screen [MJQ10]

The top screen contains a nice background picture and information about the
layout you are playing, as follows:

--Tiles (top row, left) - At the start, shows the number of tiles in the
layout. Counts down as you make matches.

--Lives (top row, center) - Shows the number of lives you have. Yes, this
is an adventure game, so you have lives. You start with four and gain lives
as you complete puzzles successfully, lose them if you run out of time before
completing a puzzle. It's not really a big deal, however, as running out of
lives will merely reset your total score to 0. You don't get a Game Over screen
or have to go back to the beginning or anything; you can just start over again
on the same puzzle. Unfortunately you can't go back and build up lives by
redoing puzzles you've already completed. After you complete the entire
quest once, your lives re-set to 0.

--Matches (top row, right) - Shows the number of available matches you can
currently make.

--Time bar (just below the top information row) - The puzzles are on a timer
and the time bar shrinks as you play. When it gets to the end, a gong sounds
and you're out of time. Your time varies according to puzzle, and the exact
time you have left is not displayed on the bar. Time does not start counting
down until you make your first move, so take your time to study the board
before you start. Available times posted in this FAQ were calculated by me
and my Seiko, and should be considered approximate. Not all times are listed
in version 1.0, but I will add the rest in future versions.

--Puzzle name - Displayed on an illustration that fills the center of the page.

--Total score (bottom row, left) - Shows your cumulative score from all
completed quest puzzles so far. Resets to 0 after completing all layouts.

--Last match made (bottom row, center) - Shows the last match you removed
from the board.

--Score - Shows the score for the current game.


The Levels [MJQ11]

1. Two Houses: Loud/Quiet
Number of tiles: 105
Time: 10 minutes 30 seconds (All times are approximate, but should
be accurate to within 5 seconds.)
Special tiles: There are some wall tiles stuck in there for decoration, but no
firecracker tiles, so you can't blow them up. They really do nothing.

This is your basic tutorial level. I challenge you to lose it - I don't think
you can! For this level only, all available matches are highlighted, but
unavailable tiles are still visible. Also, for this level only, you can hit
the sun icon at the lower left of the screen and it will show you exactly where
the matches are. For all other puzzles, you can use this button only when
your matches get down to 1 or 2.


2. Balloon Party: Decisive/Thoughtful
Number of tiles: 198
Time: 19m 50s
Power tiles: Balloon

The balloon tiles will float up as you uncover them, exposing more playable
tiles.


3. Eve of Destruction: Old/Young
Number of tiles: 98
Time: 9m 55s
Power tiles: Red, green and blue firecracker, and red, green and blue wall

Red firecrackers must be matched to the reddish-tan bricks,
green firecrackers to the bamboo tiles, and blue firecrackers to the blue stone
tiles. The firecrackers will blow up the walls and expose more tiles.


4. Frozen Reservoir: Driven/Patient
Number of tiles: 176
Time: 19m 50s
Power tiles: Ice cube

This looks like two ovals of staggered tiles, with maximum dimensions of
11 x 5. Melt the ice cubes by uncovering the top and one side of each.


5. Earthquakes and Balloons: Cuddly/Coarse
Number of tiles: 158
Time: 19m 30s
Power tiles: Earthquake, balloon

Split the board into three or four parts, depending on how you match the
earthquake tiles.


6. Shake, Rattle and Roll: Cautious/Brave
Number of tiles: 146
Time: 20 minutes
Power tiles: none

Instead of special tiles, this board features the Gong Monster. As soon as you
make your first match, Gong Monster starts walking back and forth between two
gongs. It takes him about 12 seconds to get from one gong to the other.
If he sounds a gong before you have made a match, the remaining tiles on the
board reshuffle. If you make a match before he gets to a gong, he turns around
and heads the other way and you get a little more time with that shuffle.
There doesn't seem to be any point penalty for having the gong sounded, and
it's kind of fun having things mixed up.


7. Two on the Beam: Love/Hate
Number of tiles: 177
Time: 19m 50s
Power tiles: Ice cube, balloon

Hunt for matches for your tall stacks and long horizontal rows first, or you
could get trapped in there.


8. Tri Tri Again: Small/Large
Number of tiles: 147
Time: 20 minutes
Power tiles: none

In this game, instead of matching pairs of tiles, you must match three of a
kind. To win the game, match the two hat tiles with the yin-yang symbol tile.


9. Funny Balloons: Creative/Grounded
Number of tiles: 18
Time: 19m 50s
Power tiles: Balloon

I'm not sure what's so funny about these balloons, other than they seem to
rise up unexpectedly out of the grid.


10. Wise Choices: Shy/Bold
Number of tiles 159
Time: 19m 50s
Power tiles: Magnet

I found this layout pretty easy. You might not even need to use your magnets,
at least not more than one or two of them.


11. Return to Thunderdome: War/Peace
Number of tiles: 159
Time: 19m 50s
Power tiles: Typhoon

This layout looks like a top view of a jet fighter, sort of. It's a little
difficult, with both deep stacks and long rows.


12. Demolition Time: Fast/Slow
Number of tiles: 167
Time: 19m 50s
Power tiles: Firecracker & wall

There are fewer firecrackers than there are walls, so use them judiciously.


13. Water Balloons: Formal/Casual
Number of tiles: 186
Time: 19m 50s
Power tiles: Balloon, ice cube

Work your way in from the edges or you'll get stuck.


14. Bricked Eagle Revisited: Poor/Rich
Number of tiles: 182
Time: 20m 40s
Power tiles: Magnet, typhoon, ice cube, firecracker & wall

Why do we have a Bricked Eagle Revisited when we haven't had a Bricked Eagle?
I don't know.


15. Triple Trouble: Glamour/Ugliness
Number of tiles: 150
Time: 20m
Power tiles: Up arrow

This layout is shaped like three number 3s. It's another where you must match
three of a kind.


16. Swaptastic: Talkative/Quiet
Number of tiles: 156
Time: 19m 50s
Power tiles: Swap

Shaped like a wheel; don't let yourself get trapped under the axle stack.


17. Balanced Brotherhood: Dishonest/Blunt
Number of tiles: 152
Time: 19m 50s
Power tiles: Copy, swap

A 14 x 6 rectangle with a deep wave in the middle.


18. Balloon Magic: Lead/Follow
Number of tiles: 180
Time: 19m 50s
Power tiles: Up arrow, down arrow, magic wand, balloon


19. Courtyard Demolition: Reactive/Stable
Number of tiles: 170
Time: 19m 50s
Power tiles: Magnet, typhoon, firecracker & wall


20. Lots of Help: Clear/Confusing
Number of tiles: 160
Time: 19m 50s
Power tiles: Cover, up arrow, down arrow, magic wand, copy, magnet, hurricane,
swap


21. Classic with Help: Imaginative/Practical
Number of tiles: 158
Time: 20m 15s
Power tiles: Firecracker & wall

This is probably the most common layout for traditional mah jong solitaire,
with the addition of firecrackers & walls, and of course the game-winning
tiles.


22. Going, Going, Gong!!!: Trusting/Vigilant
Number of tiles: 146
Time: 20m
Power tiles: none

Another visit from the Gong Master.


23. Lots of Surprises: Polite/Outspoken
Number of tiles: 178
Time: 20m 10s
Power tiles: ice cube, balloon, copy, swap, up arrow, down arrow, magic wand


24. Through the Looking Glass: Private/Forthright
Number of tiles: 155
Time: 19m 50s
Power tiles: magnet, swap, copy, typhoon

This layout really forces you to use the menu icons or shoulder buttons to flip
the layout, both right to left and top to bottom. Because of the deep stacks,
after making a few matches, you will need to flip the layout to see what tiles
are available.


25. Classic Covers: Concrete/Abstract
Number of tiles: 344
Time: 19m 50s
Power tiles: ice cube, balloon

The most fun opening move of the game.


26. Friendly Helpers: Sloppy/Perfect
Number of tiles: 162
Time: 19m 50s
Power tiles: bounce

Bounce tiles help lets you find matches more quickly, but don't wait until
you've run out of matches to use them.


27. Melting My Life Away: Naive/Cynical
Number of tiles: 190
Time: 19m 50s
Power tiles: ice cube

Attack the ice floe from both sides.


28. Frozen Fountain: Earth/Heaven
Number of tiles: 180
Time: 21m
Power tiles: ice cube


29. Mess of Trouble: Heavy/Light
Number of tiles: 175
Time: 19m 55s
Power tiles: ice cube, typhoon, copy, balloon


30. Ice Cube Test: Submissive/Dominant
Number of tiles: 196
Time: 19m 40s
Power tiles: ice cube


31. Calm Before the Storm: Masculine/Feminine
Number of tiles: 148
Time: 19m 50s
Power tiles: none

Another variation on the traditional layout.


32. Full Houses: Tall/Short
Number of tiles: 211
Time: 20m 45s
Power tiles: wall only (no firecracker)


33. 2nd Half Fun: Low/High
Number of tiles: 168
Time: 19m 50s
Power tiles: ice cube, firecracker & wall

You're halfway done! The board layout announces its name.


34. Trying Times: Inside/Outside
Number of tiles: 164
Time: 5:30 before hourglass tiles are used. Add approximately 2 minutes for
every pair of hourglasses matched.
Power tiles: hourglass

Is it just me, or does the timer count down faster in this one? Try to match
the hourglass tiles to gain extra time.


35. Typhoons of Doom: Indifferent/Sensitive
Number of tiles: 159
Time: 19m 50s
Power tiles: typhoon, balloon


36. Ice Breaker: Flexible/Rigid
Number of tiles: 294
Time: 19m 50s
Power tiles: ice cube, balloon


37. Crisis Intervention: Dark/Light
Number of tiles: 166
Time: 19m 50s
Power tiles: bounce

The matchmaking bounce tiles are very useful because many selectable tiles are
hidden. See the four stacks? All of them are bounce tiles all the way down.


38. Frozen Bifocals: Big/Little
Number of tiles: 174
Time: 19m 50s
Power tiles: ice cube

Be sure to whittle away at the "lenses," which keep many tiles trapped.


39. Hard Times: Weak/Strong
Number of tiles: 162
Time: 7m 05s before hourglass tiles are used. Add approximately 2 minutes for
every pair of hourglasses matched.
Power tiles: hourglass


40. Flip-Flop: Happy/Sad
Number of tiles: 290
Time: 24m 30s
Power tiles: none

This puzzle earns its name. Be prepared to flip the layout often along both the
horizontal and vertical axes to be able to see obscured tiles.


41. Typhoons and Balloons: Grab/Release
Number of tiles: 165
Time: 19m 50s
Power tiles: typhoon, balloon


42. Knot Easy: Bad/Good
Number of tiles: 162
Time: 19m 50s
Power tiles: balloon, ice cube


43. 4-D Goggles: Giving/Selfish
Number of tiles: 298
Time: 24m 30s
Power tiles: typhoon


44. Decisions, Decisions: Wrong/Right
Number of tiles: 222
Time: 16m 10s
Power tiles: balloon, ice cube, firecracker & wall


45. Knockout Punch: Assertive/Passive
Number of tiles: 185
Time: 19m 50s
Power tiles: typhoon, wall only (no firecracker)


46. Coins in the Fountain: Plain/Showy
Number of tiles: 186
Time: 21m 10s
Power tiles: ice cube, balloon

Another match-three layout.


47. Through a Glass Darkly: Group/Self
Number of tiles: 149
Time: 19m 50s
Power tiles: typhoon


48. Beetle Bully: Easy/Hard
Number of tiles: 174, becoming 173 very quickly as two ice cube tiles melt and
two balloon tiles rise before you even start to play.
Time: 20m
Power tiles: ice cube, balloon, typhoon

A match-three layout.


49. Floorplan: Noisy/Silent
Number of tiles: 290
Time: 24m 30s
Power tiles: none

This is a maze-like layout with deep stacks and long rows. Where are all the
matches, you wonder? Even with flipping, it is impossible to see all of the
selectable tiles.


50. The Last Gongurai: Relaxed/Tense
Number of tiles: 290
Time: 24m 50s
Power tiles: none

Another Gong Monster layout. This has a lot of deep stacks, so whittle
away at them with an even hand, or you could end up with duplicates stacked
underneath each other.


51. Calm Before the Storm II: Shallow/Deep
Number of tiles: 294
Time: 24m 30s
Power tiles: magnet, typhoon


52. Byzantium: Rebel/Conformist
Number of tiles: 307
Time: 24m 30s
Power tiles: typhoon


53. Assembly: Cold/Hot
Number of tiles: 326
Time: 24m 30s
Power tiles: ice cube, balloon


54. Watch Your Step: Aloof/Enmeshed
Number of tiles: 158
Time: 19m 50s
Power tiles: bounce


55. Double Time: Cheap/Expensive
Number of tiles: 318
Time: 3m 45s without hourglasses. Add approximately 2 minutes for every pair
of hourglasses matched.
Power tiles: hourglass, wall


56. Easy Empathy: Generous/Economical
Number of tiles: 298
Time: 24m 30s
Power tiles: typhoon


57. Double Triple Towers: Wet/Dry
Number of tiles 336
Time: 24m 30s
Power tiles: balloon

Try not to skip around; work on clearing a level of a tower so that the balloon
tile will rise up, or else tiles underneath will be blocked. Be sure to flip
the layout, as many matches will be hard to see.


58. One Typhoon: Here/There
Number of tiles: 299
Time: 24m 30s
Power tiles: typhoon

Fortunately, there is more than one typhoon tile, despite the name.


59. Priorities Revisited: Staid/Whimsical
Number of tiles: 165
Time: 19m 50s
Power tiles: balloon


60. What's Your Viewpoint? Emotional/Rational
Number of tiles: 290
Time: 24m 30s
Power tiles: none

Flipping is essential.


61. All Together Now: Modest/Liberal
Number of tiles: 314
Time: 24m 30s
Power tiles: firecracker & wall, copy, typhoon, magnet, swap


62. Boxes of Trouble: Health/Sickness
Number of tiles 299
Time: 24m 25s
Power tiles: typhoon

Match three.


63. Triple Fortress: Life/Death
Number of tiles: 327
Time: 24m 30s
Power tiles: magnet, typhoon, up arrow, down arrow, copy, swap

Match three.


64. Final Triumph: Serious/Joking
Number of tiles: 330
Time: 24m 30s
Power tiles: balloon

This one is harder than it looks, but it's the last adventure puzzle! You might
think the logical strategy would be to dig down into one stack until you
release a balloon, then dig down into another. However, in my experience the
puzzle seems to be set up so you have to draw your threesome from different
stacks. At first there are hardly any matches. It opens up after a little
while, but even then you run a decent risk of stalling near the end. Just keep
trying and you'll get it eventually. Remember, all puzzles are solvable!


After finishing puzzle 64, you will have completed Kwazi's Qwest! Enjoy the
animation, watch the credits, turn off the game and come back. You can now
access any of the 64 adventure world layouts, in case you haven't had enough
of them. Unfortunately, if you want to redo number 64, you will have to step
all the way through the previous 63 puzzles; there is no back arrow to take
you backwards from 1. Also, numbering the puzzles is an invention of mine;
the game identifies them only by name, so you'll have to either count or pay
attention.


B. CLASSIC WORLD (puzzles 65-96)

-- Overview [MJQ12]

The 32 puzzles of the Classic World can be found by tapping the circle that is
to the right of and a little bit smaller than the Kwazi's Qwest circle. It is
labeled "Classics." The tap will take you into a menu with four level choices:
Classic, Easy, Fun, and Hard Challenges. Each section has eight puzzles.

Puzzles of the Classic World s are straight-out mah jong solitaire. There are
no power tiles, game-winning tiles or matching three of a kind. You win by
clearing the board. You can, however, vary the gameplay through the use of
modes.


-- The Modes [MJQ13]

Once you tap the level of puzzles you want to play, you will be asked to choose
a mode. Each of the four levels can be played using the same five mode options,
which you step through by tapping the arrow icons. To select, tap the check
mark. Tapping X takes you back to the level menu. You cannot select more than
one mode at a time. The five modes of play are:

-- Classic. Yes, there is a classic world, a classic level, and now a classic
mode. Try to keep up. In classic mode, you solve the puzzles using standard
mah jong rules. All uncovered tiles are visible and they don't change
throughout the game. This is how most mah jong solitaire is played, hence the
triple-classic appellation.

-- Speed. Only tiles that can be matched immediately are visible. The rest are
blank white until they become playable and have a playable match as well. This
does speed up the process of matchmaking. Unfortunately, it hinders strategy
planning, as it keeps you from seeing what is available to free up next.

-- Mixer. This works like the Gong Monster, without the gongs or the monster.
Tiles remaining on the board will be reshuffled whenever no matches are
available or you take too long to make a match. This definitely makes things
a lot easier. Just make sure you don't allow any big stacks to remain standing,
or you'll end up with matches stacked one on top of the other, out of playing
reach.

-- Memory. If Mixer is the easiest mode, Memory has got to be the hardest.
It plays like an old game of Concentration. All tiles are blank white, playable
or not. You make tiles visible one at a time by tapping them with your stylus.
You need to remember where the matches are. When you tap a matching pair one
after the other, they will be removed from the board.

-- Lids. All right, there is one type of power tile used in the Classic World:
those patchwork-quilt-type lids that cover playable tiles. Remember:
  red calligraphy character = character suit (or "cracks" as the game calls
them)
  yellow equal sign = bamboo suit ("bams")
  blue wheels = coins ("circles")
  yellow stars = anything else


After you pick a mode, you will be asked to select one of the puzzles in the
level you have chosen. You can do the puzzles in any order. On the puzzle
selection screen, you will see displayed the best score and best time so far.
This will be the best score and time for all files on the cartridge. so if you
share the cartridge, you will be competing against the players of the other
files.


-- Game Display and Menu: Bottom Screen [MJQ14]

The solitaire layout is on the bottom screen of your DS. There is also a row
of menu icons at the bottom of the screen. From left to right, they are:

Sun/Lightbulb - Will show you available matches, but only when you get down
to two available matches.

Reverse arrow - Will step you back through your previous moves. It will step
you back to the beginning of the puzzle if you want.

Horizontal arrows - Will flip the puzzle left to right along a vertical axis.
This can also be done by pressing the right shoulder button.

Vertical arrows - Will flip the puzzle top to bottom along a horizontal axis.
This can also be done by pressing the left shoulder button.

Move-along arrow - This icon looks sort of like a little M or H. Tapping it
will move you to the next puzzle layout in the level, after asking for
confirmation.

Circular arrows - Will restart the layout, after asking for confirmation.

Book - Opens up a pause menu, with six choices:

-- Moon and pyramids (top left). This allows you to set the background of the
upper screen.

--Hammer and chisel (middle left). This is your options screen, which lets you
set the relative volume of the music and sound effects. No matter whether
you press the check mark or the X after changing your settings, the game will
do the same thing: accept the changes, close the screen and send you back to
the game.

--Gate (bottom left). Returns you to the main menu, after asking for
confirmation and warning you that your progress will be saved up to the last
completed puzzle. Translated: you will lose all progress on this uncompleted
puzzle.

-- Pyramid of tiles (upper right). This takes you back to the board choice
option.

--Question mark (middle right). Another tutorial. This one explains the
various modes, in addition to the general rules.

--X (lower right). Closes the menu and returns you to the game at the point
where you left off.


-- Game Display and Menu: Top Screen  [MJQ15]

The top screen shows information about the layout you are playing, as follows:

--Tiles (top row, left). At the start, shows the number of tiles in the
layout. Counts down as you make matches.

--Matches (top row, right). Shows the number of available matches you can
currently make.

--Time bar (just below the top information row). The puzzles are on a timer
and the time bar shrinks as you play. When it gets to the end, a gong sounds
and you're out of time. The exact time you have left is not displayed on the
bar. Time does not start counting down until you make your first move.

--Puzzle name. Displayed on an illustration that fills the center of the page.

--Time (bottom row, left). Shows the time spent on the current game.

--Last match made (bottom row, center). Shows the last match you removed
from the board.

--Score (bottom row, right). Shows your score for the current game.


-- The Levels [MJQ16]

** Classic **

65. Classic
Number of tiles: 144
Time: 19m 30s

Yes, there is a classic world, a classic level, a classic mode, and now a
classic layout. This is what you play if you want the most traditional mah
jong solitaire experience.


66. Block Party
Number of tiles: 144
Time: 19m 35s


67. Bowtie
Number of tiles: 144
Time: 19m 35s

Looks like its name. Work on the long rows.


68. Courtyard
Number of tiles: 144
Time: 19m 35s

Attack from the inside as well as the outside.


69. Easy Crates
Number of tiles: 144
Time: 19m 35s

Small and large boxes.


70. Intersection
Number of tiles: 144
Time: 19m 35s

Looks like a crossroads cutting through town.


71. In the Warehouse
Number of tiles: 144
Time: 19m 35s


72. Mini Classic
Number of tiles: 144
Time: 19m 35s

Same number of tile as the classic, but a more compact layout stacked more
deeply.


** Easy **

73. Vertebra
Number of tiles: 144
Time: 19m 30s

Work on the horizontal rows in the middle, using the verticals for matching
tiles when needed.


74. Where Genius Starts
Number of tiles: 144
Time: 19m 30s

A set of initials. Lots of verticals means lots of available matches.


75. Dead Eye
Number of tiles: 144
Time: 19m 30s


76. This Is the Empty Layout
Number of tiles: 144
Time: 19m 30s

Not empty at all. It's packed full.


77. Hard Crates
Number of tiles: 144
Time: 19m 30s

Harder than Easy Crates, I guess.


78. Igloo
Number of tiles: 144
Time: 19m 30s

Looks like an igloo.


79. King Tut
Number of tiles: 144
Time: 19m 30s

Looks like a face with an Egyptian wig.


80. Odometer
Number of tiles: 144
Time: 19m 30s

If you use your imagination, this could look like an odometer.


** Fun **

81. Balance Too
Number of tiles: 144
Time: 19m 30s

Multiple overlapping staggered layers increase the challenge.


82. Empty Pedestals
Number of tiles: 144
Time: 19m 30s

These look like the title. A group of small platforms over tall stacks over
larger platforms.


83. Hidden Fountain
Number of tiles: 144
Time: 19m 30s

The fountain is hidden indeed. It must be that little stack in the center.
Get rid of the single tile in the middle first, but don't worry too much about
the stack right away. Work in from the edges first.


84. Hint of Trouble
Number of tiles: 144
Time: 19m 30s


85. Over and Under
Number of tiles: 144
Time: 19m 30s

Kind of a fun basket-weave layout.


86. Platformer
Number of tiles: 144
Time: 19m 30s

The middle is deep, so work in from the sides, especially on that center row.


87. Priorities
Number of tiles: 144
Time: 19m 30s

Work in from the edges. Try not to clear the middle tiles on top until you
need them for matches.


88. Twin Beds Too
Number of tiles: 144
Time: 19m 30s

So cute! And challenging because of all the long rows. Try to get rid of the
pillows.


** Hard Challenges **

89. Hollow Cube
Number of tiles: 144
Time: 19m 35s

Underneath the top layer, the cube is partially hollow. Tiles underneath are
staggered.


90. Solid Block
Number of tiles: 144
Time: 19m 35s

Just as it describes, the block is solid.


91. Fortress of Solitude
Number of tiles: 144
Time: 19m 35s


92. Hollow cubes
Number of tiles: 288
Time: 24m 30s

Twice as much fun as puzzle 89, above.


93. Through the Looking Glass
Number of tiles: 144
Time: 19m 35s

Flip the layout to see all the tiles.


94. Quatro challenge
Number of tiles: 144
Time: 19m 30s

A fun puzzle. Try to get a group of four cleared and out of the way so you
don't have one tile blocking two or more staggered tiles underneath.


95. Solid Blocks
Number of tiles: 288
Time: 24m 30s

Twice as much fun as puzzle 90, above.


96. Classic
Number of tiles: 288
Time: 24m 30s

Yet another classic puzzle. This one has twice as many tiles, with everything
stacked twice as deep as the usual classic puzzle.



C. Puzzle World (puzzles 97-128)

-- Overview [MJQ17]

The Puzzle World is a strange animal. A few of the layouts really are puzzles:
small layouts that give you a particular problem to solve with the aid of
power tiles. Most of the layouts, however, are just more mah jong matching
layouts. They make no use of power tiles or the yin-yang hat tiles. This is not
to say they aren't fun. I suppose they're included in this world because
there was nowhere else to put them.


-- The Modes

The modes are exactly the same as in the Classic World. See section [MJQ13] for
more information.


-- Game Display and Menu: Bottom Screen
-- Game Display and Menu: Top Screen -

These are exactly the same as in the Classic World. See sections [MJQ14] and
[MJQ15] for more information


-- The Levels  [MJQ18]

** Puzzle Group 1 **

The eight layouts in this group are all what I would consider true puzzles.
For this reason, I wouldn't recommend using Mixer mode with these layouts, as
it would just make things too easy. On the other hand, using Memory or Lids
modes can add to the challenge.


97. One Two Three
Number of tiles: 26
Time: 3m 20s
Power tiles: none, but uses the hat tiles

Win by matching the hat tiles. You must figure out in which order to clear the
other tiles.


98. Magnet for Hire
Number of tiles: 15
Time: 1m 45s
Power tiles: magnet

You have one magnet to pull one tile out of a long horizontal row and set up
the rest of your matches to win the game.


99. North by Northwest
Number of tiles: 50
Time: 6m 05s
Power tiles: magnet

A larger layout, with four magnet tiles.


100. Elementary My Dear
Number of tiles: 15
Time: 1m 10s
Power tiles: down arrow, magnet, magic wand, up arrow, wall

If you include the hat tiles as power tiles, your ratio of standard to power
tiles is 8:7. The challenge is figuring out the order in which to use them.


101. Kwazi's Dilemma
Number of tiles: 16
Time: 1m 10s
Power tiles: down arrow, typhoon, firecracker & wall


102. Kwazi's Dilemma Too
Number of tiles: 17
Time: 1m 10s
Power tiles: magnet, down arrow, typhoon, firecracker & wall


103. Tale of Two Swappers
Number of tiles: 22
Time: 2m 35s
Power tiles: swap


104. Temporary Setback
Number of tiles: 55
Time: 5m
Power tiles: firecracker & wall

The real puzzle might be how quickly can you solve this?


** Puzzle Group 2 **

This group starts out with some puzzle layouts similar to the ones in Group 1,
then moves into solitaire layouts.


105. Smiling Dragon
Number of tiles: 36
Time: 2m 25s
Power tiles: firecracker & wall

A smiley face layout composed with dragon tiles, firecrackers and walls.


106. Brick or Brag
Number of tiles: 36
Time: 3m 55s
Power tiles: firecracker & wall


107. A Tale of Two Bricks
Number of tiles: 20
Time: 1m 45s
Power tiles: firecracker & wall


108. Buried Treasure
Number of tiles: 124
Time: 6m 45s
Power tiles: firecracker & wall

This is a treasure hunt. If you can solve it without restarting the board,
you're just incredibly lucky.


109. Copy of a copy
Number of tiles: 22
Time: 2m 35s
Power tiles: copy


110. Triple Fortress
Number of tiles: 288
Time: 24m 30s
Power tiles: none

Beginning with this layout, power tiles and hat tiles disappear, nor do you
get a hint anymore when your possible matches get down to two. Your object is
to clear the board.


111. Tribute
Number of tiles: 288
Time: 24m 30s

Two tall stacks to work down. Try to work your way down in steps to maximize
the number of selectable tiles.



112. The End???
Number of tiles: 144
Time: 19m 30s

Not the end by any means.



** Good Challenges **


113. Sand Block
Number of tiles: 144
Time: 19m 30s

Like a dune, this has waves that ebb and flow.


114. Temple
Number of tiles: 144
Time: 19m 30s

This is built more like a pyramid, with depth at the center. Work your way in
from the sides.


115. That a way
Number of tiles: 144
Time: 19m 30s

The horizontal rows are layered in a staggered fashion, so the ends of rows
pile up in the middle.


116. The Three Wisdoms
Number of tiles: 144
Time: 19m 30s

Remember to flip the layout.


117. Three Columns
Number of tiles: 144
Time: 19m 30s

This is relatively easy, as you start with a great many available tiles.
Try to clear the rows of tiles on top first, which are staggered over the
middle tiles underneath them.


118. Tiger's Eye
Number of tiles: 144
Time: 19m 30s

This is more challenging than it looks. As you work your way down through
the stacks, many tiles around the perimeter will be blocked horizontally.


119. Tough Crates
Number of tiles: 144
Time: 19m 30s


120. Tri Tri Again
Number of tiles: 144
Time: 19m 30s

Concentrate on the large layout of tiles on top, going to the bottom group
for matches as needed.


** Unique Puzzles **

These layouts look like their names.


121. A Bridge Too Far
Number of tiles: 144
Time: 19m 30s


122. Tetrahedron
Number of tiles: 144
Time: 19m 30s


123. Town Square
Number of tiles: 144
Time: 19m 30s


124. Parking Garage
Number of tiles: 144
Time: 19m 30s


125. Connectors
Number of tiles: 144
Time: 19m 30s

Work inward from the ends of the horizontal rows.


126. Bathtub with No Shower
Number of tiles: 144
Time: 19m 30s


127. Bathtub with Shower
Number of tiles: 144
Time: 19m 30s

Use the tall shower pipe to match tiles from the horizontal rows.


128. Through a Glass Darkly
Number of tiles: 144
Time: 19m 30s

Work on the large diamond first, using the reflection for matches when needed.


Congratulations! You have finished all the puzzles! Now you can go back and
try for better times or higher scores, or challenge yourself with some of the
more difficult modes.

*****************************
VII. SCORING  [MJQ19]
*****************************

I really don't pay much attention to scoring when I play, but if you want an
extra challenge, you can try for a high score. I don't know what the potential
high score for any puzzle is, nor do I know whether there's a bonus for
scoring high. If you figure it out, send me an e-mail and I'll include the
information (with credit, of course) in this FAQ.

There are two ways to score points: first, by matching tiles, and second, by
earning a time bonus by completing the puzzle in less than the alloted time.

You get a big bonus if you can match identical tiles two or more times in a
row. For example, say you make a match with 9s of bamboo. For that match, you
will score 9 points. If, on your very next turn, you match another pair of
9s of bamboo, you will score 34 points. The scoring is the same if you are
matching 3 tiles in a match 3 layout. If you happen to make a third match in a
row, as can happen in some layouts, you will get the 34 points again. This will
not work if you change suits; the subsequent matches must be exactly the same
card. The exceptions are the flower and season tiles, because each of those
series has four unique tiles, each of which can be matched with any of the
others. If you match two flowers, you will get 15 points, and if you
can immediately match the other two, you will get 40. Seasons score the same.

Here is a list of tiles and the scores you get for initial and repeat matches:

Tile                1st match             Immediate repeat match
 1                     1                            26
 2                     2                            27
 3                     3                            28
 4                     4                            29
 5                     5                            30
 6                     6                            31
 7                     7                            32
 8                     8                            33
 9                     9                            34
Dragons               10                            35
Winds                 10                            35
Flowers               15                            40
Seasons               15                            40


There is no score given for using a power tile. In addition, you are penalized
in a sense for using the typhoon tiles, because you get no score for the
tiles they sweep off the board. So if you have a choice, you might want to
use those on 1s and 2s rather than your honors tiles.

Even making duplicate matches earns small potatoes when compared to the time
bonus, however. Roughly, you earn about 2 points per second for completing
the puzzle in less than the maximum allotted time. This may not sound like
much, but if you can complete a puzzle 15 minutes early, you can earn a couple
thousand points. So, while it's good to grab those repeat tile match bonuses
when you see them, don't spend too much time looking for them or setting them
up.


*****************************
VIII. STRATEGY TIPS  [MJQ20]
*****************************

-- Work to maximize the number of tiles that are available. When faced with
a choice between two tiles, choose the one that will uncover at least one
other tile.

-- Try to whittle away at long horizontal rows and deep vertical stacks.
Both can trap needed tiles.

-- The timer doesn't start until you touch a tile, so take a little
time to study the board at the beginning before making a move.

-- Don't assume a tile isn't playable. In several layouts, tiles that look
like they are directly underneath other tiles are playable. At other times,
what looks like a long horizontal row might actually be a series of stacks
with playable tiles. If you see a possible match, tap it with your stylus.
The tiles might be playable.

-- If you don't see a good match, flip the layout both horizontally and
vertically. Many times this will show up obscured tiles. Other times, it
might just provide you with a fresh point of view. If an obscured tile
is playable but you can't see what it is, tap it with your stylus to highlight
it before flipping the layout.

--Use your power tiles judiciously, but do use them! Not only do they work
as intended, but sometimes you just need to get them out of the way.

--When working on a long horizontal row that is several tiles deep, try to
get the ends to form "steps." This will expose more tiles than if you start
by trying to just get rid of a row at a time.

--When you work a stack or row down to the point where you have some single
tiles or pairs of tiles on the board, try not to use them unless absolutely
necessary. This is because they don't make anything else available when you use
them, and they will always be available when you need them.


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IX. LEGAL STUFF, ETC. [MJQ21]
******************************

Copyright Notice:

This document is Copyright 2008 Cici L, "FemmeFromMars." It may be not be
reproduced under any circumstances except for personal, private use. It may not
be placed on any web site outside of GameFAQs. It may not be distributed
electronically outside of the GameFAQs web site, and it may not be distributed
otherwise at all.  Use of this guide on any other web site or as a part of any
public format is strictly prohibited, and a violation of copyright. All
trademarks etc. belong to their respective holders.

If you have questions, comments, corrections or additions to this FAQ, please
e-mail me at femmefrommars (at) yahoo (dot) com. Please note in the subject
field that your mail is about the Mahjong FAQ, or it might get deleted.

In conclusion, I'd like to thank IWin and GameFAQs, darklao for being my
FAQ mentor, anotherdeadcow for his encouragement, all my homies on the Grups
board, my husband and kids for more than I deserve, and you for making it all
the way to the end!

This guide is dedicated to Spiral Subject.