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    FAQ/Walkthrough by FemmeFromMars

    Version: 1.2 | Updated: 11/04/08 | Printable Version | Search Guide | Bookmark Guide

    
    *******************************************************************************
    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.
    *******************************************************************************
    
    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.
    
    
    ******************************
    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.