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    FAQ/Walkthrough by ASchultz

    Version: 1.0.0 | Updated: 05/13/02 | Search Guide | Bookmark Guide

    Pipe Dreams 3d FAQ(PSX game)
    version 1.0.0
    copyright 2002 by Andrew Schultz schultza@earthlink.net
    
    Please do not reproduce this FAQ without my consent. I worked a good 
    deal on it. As of this writing I am not inclined to let any site besides 
    GameFAQs use it. Most of my very old-school FAQs don't make profit so I 
    don't mind shipping them out, but a PSX actually might. So I'd like to 
    keep it with the site that opened up a whole new world of gaming to me. 
    For now.
    
    Current progress: FAQ is final, minus details. Strategy isn't totally 
    specifically organized, but that is beyond my ken with my current other 
    obligations.
    
        **** AD SPACE ****
    
    My home page:
    
    http://www.geocities.com/SoHo/Exhibit/2762/
    
    ========================================
    
      1. INTRODUCTION
    
        1.1. GENERAL COMMENTS
    
        1.2. CONTROLS[THE MANUAL IS WRONG]
    
        1.3. OTHER MADDENING GAMEPLAY FEATURES
    
        1.4. IN-FAQ TERMINOLOGY
    
        1.5. LEDGER BASICS
    
      2. SHAPES
    
        2.1. STRAIGHT PIPES
    
        2.2. BENT PIPES
    
        2.3. ONE-WAY PIPES
    
      3. OTHER ENTITIES
    
      4. GENERAL STRATEGIES
    
        4.1. PUFFING YOURSELF UP
    
        4.2. THE QUICK THROWAWAY
    
        4.3. USING THE 'NEXT' FEATURE
    
        4.4. TAKING NOTICE OF ODDS
    
        4.5. LOOKING AHEAD
    
        4.6. HOLDING PATTERNS
    
        4.7. CUTTING YOUR LOSSES
    
        4.8. SHORING UP
    
        4.9. RACKING UP POINTS
    
        4.10. CROSSES
    
          4.10.1. TIGHT CURVES
    
          4.10.2. EXTENDED CURVES
    
        4.11. DEAD ENDS
    
          4.11.1. COMPUTER CREATED
    
          4.11.2. "USER ERRORS"
    
        4.12. A PAUSE FOR REFLECTION
    
        4.13. NOT UNLUCKY, JUST AN OVERSIGHT
    
      5. REGULAR SCORING
    
      6. END-OF-LEVEL BONUSES
    
      7. GAME MAP
    
      8. LEVEL BY LEVEL WALKTHROUGH
    
        8.1. BEACH ZONE
    
        8.2. AMAZON ZONE
    
        8.3. FIESTA ZONE
    
        8.4. ICE ZONE
    
        8.5. AQUARIUS ZONE
    
        8.6. SPACE CITY ZONE
    
        8.7. DESERT ZONE
    
        8.8. PIPE CITY ZONE
    
        8.9. ANTIPODES ZONE
    
        8.10. JUNGLE ZONE
    
        8.11. TWILIGHT ZONE
    
        8.12. TROPICAL ZONE
    
        8.13. TOMB ZONE
    
        8.14. MYSTIC ZONE
    
        8.15. RADIATION ZONE
    
        8.16. RUINED ZONE
    
        8.17. NORTH POLE
    
        8.18. SPACE ZONE
    
      9. SAVED GAME INFO
    
      10. HYPOTHETICAL QUESTIONS
    
        10.1 MOST CROSS BONUSES AT ONCE
    
        10.2 [THIS SPACE INTENTIONALLY LEFT BLANK]
    
      11. VERSIONS/CREDITS
    
    ========================================
    
      1. INTRODUCTION
    
        1.1. GENERAL COMMENTS
    
      Well, well, well. Pipe Dreams 3d could have been really something but 
    winds up as a minor and intriguing game. Too many bugs in the game play, 
    too much waiting around, and annoying sound and the like(which you still 
    need for an aid) make this a game you're lucky to get through and put to 
    the side. Not to mention that the best way to get through the game 
    involves a method that feels a bit like racketeering. There's a bit of 
    chance involved in this game but on the whole once you learn generally 
    that you can't be perfect and specifically what each board expects you 
    to do, this game is much more manageable. Some of the abstract puzzles 
    are nifty, but others seem too facile and revolve around you creating a 
    waiting pattern. All in all this seems like a good game to write for 
    community service for all the Apple/Commodore emulator images I've 
    downloaded as I had to write an 'honest' FAQ for once, it was pretty 
    high on the GameFAQs request list, and it also felt like, well, forced 
    labor. I do feel absolved in my own mind now.
    
      But as for the game itself it is a simple concept, not quite Tetris 
    simple or as Tetris mindlessly addictive but interesting nonetheless. 
    The game starts on a checkerboard with a pipe facing one way. Your 
    object is to build on that with an assortment of straight, curved or 
    even cross pipes(give a bonus if you get something to flow both ways in 
    it.) You also get a head start before stuff called Flooze comes out. If 
    the Flooze pours where there is no pipe you lose it, and if you lose all 
    your Flooze then you lose a life. Pipes may also disappear if Flooze has 
    traveled through them a few times or on their own--isolated pipes tend 
    to vanish more quickly. Your end-of-level bonus based on how much flooze 
    you have left before it enters a drainhole(which usually appears after 
    you accomplish a few tricks--on the first board you just have to 
    survive) is the mainstay of your point total. You start out with a 
    boring checkerboard but eventually there are special power-ups or items 
    that allow you to make a square passable or even freeze the flooze.
    
      There are eighteen worlds in Pipe Dreams 3d, each with three boards, 
    and each ten squares wide by seven tall. Once you've passed them you can 
    save and return to solved worlds at any time to pump up your score. 
    Sometimes a few worlds are lumped together on an island, and once you've 
    solved a majority you can go to the next island. All the worlds are 
    worth a look if only for the sense of accomplishment you get solving 
    them. Sadly you cannot look into any scene you want after going through 
    a level(even if you've passed that level, they don't give a demo mode--
    it's not exactly cheating as the later scenes are much tougher than the 
    first) or indeed even after you have completed the game. Would've been a 
    nice feature even if the scenes still took forever to load--to play 
    through the first(trivial) level makes it forever and a day.
    
      While not popular or smooth enough, this game is certainly addictive 
    and frustrating on the higher levels(for which alone a FAQ may aid the 
    frustrated puzzle-gamer) although in between there's a bit of a lull; my 
    first game I scored under 1000 and my next one I scored 800000 once I 
    knew what I was doing. And there are arbitrary levels that zap you the 
    first time through. But some of the puzzles are rather well done. This, 
    like CastleQuest, was good enough for an avid puzzle-gamer like me but 
    probably not the mainstream.
    
      This walkthrough is for the easy and middle levels of the game. Things 
    may be a lot worse on the hard version of the game but there are no 
    clever thinking puzzles added to the mix; things just come at you 
    quicker. So I imagine there are refinements, but I'm too tired to look 
    into them. I just wanted to write a walkthrough that would help people 
    get a potentially annoying game off their chests; it's like a bad song 
    you can't get out of your head.
    
        1.2. CONTROLS[THE MANUAL IS WRONG]
    
      You want to push the (circle/triangle) key to speed up the flooze; it 
    revs up to a maximum speed pretty quickly. This ability is necessary to 
    complete the game. The manual I have says that you have to push the 
    square button and hold it.
    
      The colors of the diamonds are also wrong, and that is detailed below.
    
    Red: reversal
    Black: invisible then blinking(you're still notified of stuff you pick 
    up)
    Blue: slow down
    Yellow: speed up
    White: freeze
    
        1.3. OTHER MADDENING GAMEPLAY FEATURES
    
      Often you will fill a square with a piece of pipe and appear to catch 
    the last of the flooze but--OOPS. It sinks anyway, leaving the computer 
    saying 'Tough luck for you, bub.' It's happened to me just as I was 
    putting the finishing touches on the final North Pole scene, so you have 
    my sympathy.
    
      I also hate how it makes you push the 'accept' button after a game 
    over. 'Yeah, I accept how chance screwed me out of a fair shot at 
    solving the board.'
    
      The game forces you to keep the sound up because you can't easily 
    determine graphically(until it's too late) whether you've been able to 
    place a piece when you move quickly. Sure, there's always the vibrating 
    controller, but that is annoying, too.
    
      It's also a bit harsh on you that if you move too quickly and press 
    the button(easy mode) you'll wind up not being able to place a piece. If 
    you wait too little and push the button again, you'll get the same 
    noise/rebuke. I think the game should provide mercy after a while.
    
      The game also has a demo for the relatively easy levels, which would 
    be nice if they were a bit more difficult. Although I suppose it can't 
    exactly give spoilers for the tough ones, the demo shows the solution. 
    Couldn't it just work partway?
    
      You can't even try the later scenes in a solved level first. Why? 
    After all, you've already solved the level, and it's not like the later 
    scenes are easier.
    
        1.4. IN-FAQ TERMINOLOGY
    
    --bricks: I mean pipes. A brain-typo. Sorry there...Tetris still 
    overshadows this game in my mind for some reason. I may also use the 
    word 'tubes.'
    --snake: I mean the flooze. It's another brain-typo. Snake Byte(Apple 
    game,) White Lightning(Apple again) and Hustler(TRS-80) were games from 
    my youth that cause me to think of things running around a board as 
    snakes.
    --dump squares: squares you reserve for dropping junk
    --blocks(block squares): squares where you can't place anything(but can 
    bomb) which are raised slightly above the regular board in 3-d 
    perspective
    --void squares: squares where you can't place anything and which are 
    depressed, or lower than the regular board
    --junk: pieces you don't want but need to ditch quickly while you're 
    waiting for one you do want
    --tail: the end of the flooze that is not leading
    --tight cross loop: this is for when you make a pipe path loop quickly 
    around itself
    --neighbor: a piece of pipe on a square next to another one, positioned 
    such that flooze will flow through one and then the other
    --circle: not really a circle, but pipes created so the flooze will fall 
    in a rectangle and eventually return to where it started, going in the 
    same direction it started
    --sometimes I will say that there is only one formation to get through a 
    maze. There may be technically two as a four-way, or cross, pipe. But 
    you know what I mean. In the case where you need just a straight pipe, 
    you can use either entity in the right square. However, when I indicate 
    a four-way pipe, that is what you need.
    --directional abbreviations: D=down, L=left, R=right, U=up. 2L means 2 
    squares left, etc.
    --putting a curve in a path: when you have four curvey pipes displacing 
    you the same as two straight pipes.
    --that ****ed bong: the loser on the freeze-screen for when you load a 
    level.
    
      Straight pipes
    
    ... ...
    XXX XXX
    ... ...
    
      Curved pipes
    
    ... ...
    .XX XX.
    .X. .X.
    
    .X. .X.
    XX. .XX
    ... ...
    
        1.5. LEDGER BASICS
    
      Below is a ledger for the text maps I will use. It should be pretty 
    intuitive, and I will mention special cases as they come up.
    
    [space] = hole where flooze will fall through
          . = regular square
          X = block where you cannot place anything and flooze will fall out
          * = star to pick up(usually needed to solve level)
       ^v<> = where the flooze starts, with the direction indicated.
     /\^v<> = one way pipes. When these are shown, they will be clearly 
    distinct from the start which may be manually labeled S and the 
    direction explained.
          Y = yellow diamond
          B = blue diamond
          W = white diamond
          R = red diamond
          K = black diamond
          # = order in which you should traverse something(for spoiler 
    ledgers)
    
      2. SHAPES
    
      For more detailed arguments we will show the shapes as three-by-three 
    :
    
        2.1. STRAIGHT PIPES
    
      First there are the straight pipes. There are three of them.
    
      LR  UD  4W(four-way, or 'cross' pipes)
     ... .X. .X.
     XXX .X. XXX
     ... .X. .X.
    
      We will also define LR and 4W as 'lateral' pieces and UD and 4W as 
    'vertical' pieces. 4W can function as LR or UD but never change the 
    flooze's directional flow. Bonus points can be heavily based on clever 
    use of 4W pipes.
    
      These pieces are also designated with -(LR,) |(UD) and +(4W) in text 
    maps.
    
        2.2. BENT PIPES
    
      I also label the bent pipes as follows(where they come in and out:)
    
      UL  UR  DL  DR
     .X. .X. ... ...
     XX. .XX XX. .XX
     ... ... .X. .X.
    
        2.3. ONE-WAY PIPES
    
      There are also one-way pipes. Some are put in place to start a level, 
    and others are given to you at random. These will use standard ASCII 
    arrowing conventions(< > V ^) to describe their flow. I may also use 
    them to indicate how water should flow, but I should tell you that when 
    the time is right. ASCII abbreviations will be in the form of UL< for 
    up-to-left or ^UL for left-to-up. The direction is next to the letter 
    abbreviation and points in the way the pipe does. This seems to be the 
    least confusing(I considered making one letter lower case but decided to 
    splurge an extra byte for each description.)
    
      Here are pictures for the heck of it of the twelve possible one-way 
    pipes, straight shapes first.
    
    <LR LR> ^UD UDv
    ... ... .^. .v.
    <<< >>> .^. .v.
    ... ... .^. .v.
    
      Now here are the diagonal shapes.
    
    UR> ^UR UL< ^UL DR> vDR DL< vDL
    .v. .^. .v. .^. ... ... ... ...
    .X> .X< <X. >X. .X> .X< <X. >X.
    ... ... ... ... .^. .v. .^. .v.
    
      When to use which is a more complicated matter and will be discussed 
    in detail(but certainly not exhaustively) in the next section.
    
      3. OTHER ENTITIES
    
      I've mentioned the diamonds in the above sections, although there are 
    others that you need to be aware of.
    
      Sinkholes may be visible at the beginning of the level, or you may 
    need to pick up various items to reveal them. They are where you want to 
    direct the flooze's flow eventually.
    
      The weird little people on the side of the board follow your progress 
    and cheer when something goes right(you solve the level, you grab a 
    star/diamond/coin, make a cross, or you manage to reconstruct a pipeline 
    after the flooze starts to fall out, or you get an extra guy) but get 
    dejected when flooze starts to pour out.
    
      Watch out for blocks, which are raised slightly above the normal 
    playing field, or wells, which are slightly greyed out. Either one will 
    cost you flooze if you run into it.
    
      The starting gutter also cannot be replaced until all your flooze is 
    out.
    
      4. GENERAL STRATEGIES
    
      Many of these general strategies overlap so I recommend reading 
    everything as any one may tip off a useful method for you to remember.
    
        4.1. PUFFING YOURSELF UP
    
      The crudest way to push up your score is to play level one over and 
    over again. It's easy enough and is the biggest point-getter; points are 
    tabulated the same way for each level and they get tougher as they go 
    on. It's an unfair aspect of the game that unfortunately you have to 
    take advantage of. With some refinements you can score 250000 at a pop 
    for each sequence of three scenes. However in a worst case you can start 
    out a game with an extra guy(50000 points) which is especially handy 
    when confronting levels that don't give you an extra man. The only 
    trade-off seems to be the boredom that waiting around for levels to load 
    incurs. Still, when you get to levels 15+, this can be a valuable way to 
    boost your confidence and crossing skills while you guard against the 
    whims of chance.
    
        4.2. THE QUICK THROWAWAY
    
      Don't hesitate to throw away pieces of pipe that you don't know what 
    to do with. Obviously it is best to find a creative way to do 
    something(i.e. think ahead to pieces of pipe you will need a certain 
    place) but you don't want to waste too much time on that. If you can't 
    find anything, simply dump a pipe on a square you won't be using. If 
    those are all full, you can start to get rid of old pieces of pipe. 
    However this second option takes a bit more time, and you need to wait 
    after destroying each piece(the game has a short pause after you hit the 
    X button which can be extended if you continually bash it) before moving 
    on. Fortunately there's a finesse to make pieces of pipe in throwaway 
    squares disappear as quickly as possible.
    
      If you are able to make a pipe not face any squares, so much the 
    better. Usually you want pieces of pipe that you've organized to stay on 
    the board as long as possible, but if you are throwing them away, you'd 
    prefer they vanish and create an open square. Note that pieces of pipe 
    that do not have neighbors disappear more quickly. So what you need to 
    do is to put stuff at the edges first. Also note which edges are most 
    likely to cause a certain piece to disappear. For instance, if you put a 
    DL pipe in the DL corner, it would face the edge of the board and never 
    have a neighbor. Similarly if you can place pieces of pipe that pour off 
    the edge of the board, you are that much more likely to continue the 
    downright un-neighborly behavior. Of course if there are raised squares 
    you may want to have a pipe face into them as well. The less 
    coordination among pipes you absolutely are not going to use, the 
    better. It should mean less replacement explosions if you ever have to 
    go into that area.
    
      Also, it may be good policy to "write over" linear pieces that you 
    will use in the future with a cross piece if you can do nothing with the 
    cross piece. That is because the cross piece is such a good neighbor and 
    in this case you don't need it supporting others you'll throw away. Plus 
    it may allow you to get a cross bonus in the long term.
    
        4.3. USING THE 'NEXT' FEATURE
    
      At all times you will see the next four pieces. It is paramount that 
    you learn how to use this. On the most simplistic level it's nice to see 
    if a piece you want is coming. If you have, for instance, three curves 
    coming, you can probably create a crooked way instead of a straight 
    way(below.) Also if you have a choice between two options of getting 
    from point A to point B the Next feature may tell you which is most 
    feasible with the current pieces in the queue. Also if there is one 
    piece you need and it's not in the 'next' feature, you can keep dumping 
    pieces until it appears. Then move over between pieces dumped(since you 
    will have to wait some time to drop a piece anyway) before you drop the 
    one right piece where you need it.
    
        4.4. TAKING NOTICE OF ODDS
    
      Often you'll need to connect two lengths of pipe together. It's easier 
    to connect via a straight sequence. If the pipes' ends are kitty-corner 
    then there is a 1/7 chance that you'll get the right piece to connect 
    them.
    
      Note that there are three straight pieces and four bent pieces. On 
    normal probability every one seems to be distributed equally. That means 
    if you are waiting for a specific straight piece to put onto a puzzle 
    there's a 2/7 chance you'll get it or a cross, i.e. you'll get it on 
    your 3.5th turn. Often it may be advisable to use curved pieces as 
    probability buffers for occasions where two straight pieces in a row 
    might be the most logical case. Instead of pitching stuff away until you 
    get two, try for four curvy pipes as seen below(contrasting diagrams.) 
    This gives you 1) an extra chance to continue the flooze's flow and 2) 
    extra time to plan ahead as the flooze has two more squares to travel 
    through. Even if you start off doing things the crooked way you can 
    probably place the right straight tube in an empty location and 
    whichever way works first will be the way you do things. It's a small 
    finesse but it can help you out, especially if you need to buy time and 
    the pipe is intended to go in a circle.
    
      The straight way:
    
    ... ... ... ...
    ... ... ... ...
    ... ... ... ...
    
    ... ... ... ...
    XXX XXX XXX XXX
    ... ... ... ...
    
      The crooked way:
    
    ... ... ... ...
    ... .XX XX. ...
    ... .X. .X. ...
    
    ... .X. .X. ...
    XXX XX. .XX XXX
    ... ... ... ...
    
      Again, try to scheme for the crooked way.
    
      The extended crooked way is also nice although with such a small board 
    it doesn't get too extended. Note that in the case above you have the DR 
    and DL on top and the UR and UL on bottom. If you'd like to buy extra 
    time then you can place a DR every two squares to the right of the 
    original, and same for the UR and UL. This allows a straightforward 
    planning ahead with curved pieces. Meanwhile you can reserve the 
    straight pieces for a more important path you are trying to build that 
    will help you get through the level and not just survive. If you can 
    picture in your head what goes where it is serious progress.
    
        4.5. LOOKING AHEAD
    
      Planning ahead is important in Pipe Dreams. Often you'll want to 
    consider the Next feature as well as the general layout of the board. 
    While on the easy level you should have no problem getting enough 
    straight pieces, on the harder levels you may need to rely on curved 
    pieces to do your work. To wit:
    
    ... ...
    ... ...
    ... ...
    
    ... ...
    ... .XX
    ... .X.
    
    ... .X.
    .XX XX.
    .X. ...
    
      ...is less likely than...
    
    ... ...
    ... ...
    ... ...
    
    ... ...
    .XX XXX
    .X. ...
    
    .X. ...
    .X. ...
    .X. ...
    
      However, if you need straight pipes for a specific place, you may want 
    to put the curved pipes where it doesn't matter.
    
        4.6. HOLDING PATTERNS
    
      A big part of Pipe Dreams is getting the flooze to go around in 
    circles while you plan what to do next or build on another side of the 
    board. The clearest way to do this is to create a plain circular 
    track(see below:)
    
    ... ... ... ...
    .XX XXX XXX XX.
    .X. ... ... .X.
    
    .X. ... ... .X.
    .X. ... ... .X.
    .X. ... ... .X.
    
    .X. ... ... .X.
    .X. ... ... .X.
    .X. ... ... .X.
    
    .X. ... ... .X.
    .XX XXX XXX XX.
    ... ... ... ...
    
      However this is not always practical and frequently you can squeeze a 
    bit more time out of it(especially as running over a pipe twice causes 
    it to disappear regardless of how it would stay up otherwise,) so here's 
    a bit more effective track:
    
    ... ... ... ...
    .XX XX. .XX XX.
    .X. .X. .X. .X.
    
    .X. .X. .X. .X.
    .X. .XX XX. .X.
    .X. ... ... .X.
    
    .X. ... ... .X.
    .X. ... ... .X.
    .X. ... ... .X.
    
    .X. ... ... .X.
    .XX XXX XXX XX.
    ... ... ... ...
    
      Two more squares to cover!
    
      Then you may also want to reduce reliance on straight pieces when you 
    can. That would make the following track a bit more desirable. If the 
    right pieces come up in the 'next' on the left, you may want to deform 
    the track a bit to buy some time in the immediate feature. If it's a 
    long or wide track you can always bend out a bit later to achieve a 
    result as just above.
    
    ... ... ... ...
    ... .XX XXX XX.
    ... .X. ... .X.
    
    ... .X. ... .X.
    .XX XX. ... .X.
    .X. ... ... .X.
    
    .X. ... ... .X.
    .X. ... ... .X.
    .X. ... ... .X.
    
    .X. ... ... .X.
    .XX XXX XXX XX.
    ... ... ... ...
    
      Of course there may be a need to tack on a cross(warning: this is 
    risky on a small track as you'll need to get exactly the right pieces. 
    But the payoffs in time and points are greater than in the two tracks 
    above.)
    
    ... ... ... ...
    ... .XX XXX XX.
    ... .X. ... .X.
    
    ... .X. ... .X.
    .XX XXX XX. .X.
    .X. .X. .X. .X.
    
    .X. .X. .X. .X.
    .X. .XX XX. .X.
    .X. ... ... .X.
    
    .X. ... ... .X.
    .XX XXX XXX XX.
    ... ... ... ...
    
      Note this gives 16 squares to go through as opposed to 14 or 12. But 
    you'll need to replace the cross, so it may be best to do this just 
    before you're about to break out(in which case you should be close to 
    done anyway and are more likely to get the x2 bonus for sucking flooze 
    down the drain.)
    
      In general you'll want to make the track as wide as possible, giving 
    you the most plan to time without having to rebuild. You may even want 
    to make a small one and then work to increase it, possibly by slowly 
    deforming it as indicated above.
    
      In addition you will want to keep track of the alternative path you're 
    building. It may disappear if you leave it too long, so be sure to 
    replenish it when necessary or at least to start it by adding 
    connectable chunks of it when you can.
    
      Eventually you will have to cut yourself loose from the track. Be sure 
    that you will only need to change one or two squares to enter the new 
    path you've built. I often wait until I have a clear path to the 
    sinkhole before switching a critical pipe. See below for an example, 
    simplified to make the point concise.
    
    ... ... ... ... ...
    .XX XXX X1. XXX XX.
    .X. ... .X. ... .X.
    
    .X. ... .X. ... .X.
    .X. ... .X. ... .X.
    .X. ... .X. ... .X.
    
    .X. ... .X. ... .SI
    .XX XXX XX. ... .NK
    ... ... ... ... ...
    
      The path to the sinkhole is fully set up. Put a DR in the 'next' bin 
    and when the flooze is not on the square marked '1', change that square 
    to advance to the next scene.
    
    
      If you are ever in doubt of being able to get through what you've 
    built outside the track, keep circling on the track.
    
        4.7. CUTTING YOUR LOSSES
    
      It's going to happen; you're going to lose flooze. When you do, you 
    just want to regroup and get going again as quickly as possible. How to 
    do this? Well, first of all, if you don't have a piece to get you out of 
    immediate danger, start sprinkling correct pieces around where the 
    flooze is pouring out. For instance, having a UR piece in the situation 
    below(flooze pouring out right from the UL square) may not seem helpful 
    in the immediate future, but it could help prevent another quick 
    catastrophe.
    
    ... ... ...
    XXX .2. .3.
    ... ... ...
    
    ... ... ...
    .4. .5. .6.
    ... ... ...
    
     If you have a DL piece in the 'next' then you may want to place the UR 
    at 5. Otherwise you may want to place the UR at 6 if you have, for 
    instance, a LR before a DL.
    
      You also don't want to jump from one dead-end to another. If for 
    instance you have the situation below(flooze coming from the left:)
    
    ... ... .X.
    XXX ... .X.
    ... ... .X.
    
    ... ... ...
    ... ... ...
    ... ... ...
    
      ...and a 4W and a DL coming up, use the 4W on the square DR of where 
    the flooze is pouring out and then the DL. If you use the 4W as an 
    immediate block you will have to suffer through losing some flooze in 
    two spells(it will take time to replace the UD) but the DL is more 
    useful with the 4W in two free squares.
    
      In general don't worry too much about one extended loss. If you must 
    have a specific piece than you can probably ditch a lot before coming 
    back.
    
        4.8. SHORING UP
    
      Often you'll be in a circle and stuff will get destroyed behind you. 
    You don't always want to re-organize it as it was, but don't hesitate to 
    junk pieces inside your circle, and don't feel you need to reconstruct 
    your loop in the same order it was built, or even on the same squares. 
    Keep in mind that, when creating a loop, you may need a lot of vertical 
    and horizontal pieces. In general as a rule of thumb you will need to 
    keep an eye on cross pieces. Let's assume that you are in the following 
    cycle with the bottom and left destroyed:
    
    ... ... ...
    .XX XXX XX.
    .X. ... .X.
    
    ... ... .X.
    .1. ... .X.
    ... ... .X.
    
    ... ... .X.
    .2. ... .X.
    ... ... .X.
    
    ... ... .X.
    .3. ... .X.
    ... ... .X.
    
    ... ... .X.
    ... .4. XX.
    ... ... ...
    
      If a cross comes along, where do you place it? If you place it at 4, 
    you will need three vertical pieces--a bit of chance. Placing it at 1-3 
    means you'll need two horizontal and one vertical piece, although a 
    cross can be a good substitute for either. In general it is a good idea 
    to keep
    
    vertical pieces needed=horizontal pieces needed.
    
      As the board is 7x10 you will probably find yourself needing more 
    horizontal pieces, so put the cross where a horizontal piece could go. 
    But of course you need to adapt to the specific situation.
    
      In this case 3 or 2 would be the best square as if you run into an 
    immediate string of bad luck then you want pieces you've placed 
    correctly to be as close as possible to diminish the possibility of 
    losing flooze. With a cross at 2 you may be able to use diagonal pieces 
    as well as the straight path, but it may not be so easy to make a 
    connected path.
    
        4.9. RACKING UP POINTS
    
      See 4.1, 'Puffing yourself up,' for the crudest way to go about this.
    
      A great way to rack up points is not to lose any flooze before the 
    level ends. Another great way is to pick up all the spare coins you can 
    find. However the subtlest way may be to create a cross that enters into 
    the sinkhole and loop around into it quickly before you solve a level. 
    This is covered below in 4.10.1. Sometimes a little detour after the 
    quickest way out can be lucrative, especially on tough levels where 
    you've just started a game and didn't want to pump up on level 1, but 
    still, 50000 for an extra guy would be helpful when you take a crack at 
    later levels.
    
        4.10. CROSSES
    
      Each time you find a way to pass through a cross piece in both 
    directions, you get a temporary multiplier bonus of one for all non-
    bonus points including when the flooze gets sucked down. In levels that 
    are necessarily cross-heavy this can mean a huge bonus, but even if it 
    doesn't, you can often use a cross to get a few extra points. It's best 
    done just before the end of the level(although sometimes a sinkhole in 
    the corner will preclude that a bit) but often you'll want to leave 
    crosses open just in case you see a nice way to go for a little extra 
    before you leave a scene. Try never to put a plain horizontal or 
    vertical over a cross if you can help it. Also never waste a cross on 
    the edge unless it's there specifically for circling around in tight 
    quarters.
    
      If a level is too cramped, don't worry about crosses. Otherwise, try 
    to get a cross in.
    
      Also note that if you cross over, say, a horizontal square, change it 
    to a cross, and cross vertically, the computer won't be fooled, and you 
    won't get your bonus.
    
          4.10.1. HORIZONTAL OR VERTICAL?
    
      This may sound simple, but I want to go over the obvious case of using 
    several factors to determine where to place it, if given the choice 
    between allowing a cross to function as a horizontal or vertical piece. 
    See the example below:
    
    ... ... ...
    XXX .1. XX.
    ... ... .X.
    
    ... ... ...
    ... ... .2.
    ... ... ...
    
    ... ... .X.
    ... ... .X.
    ... ... .X.
    
      Let's say your next piece is a cross. The flooze is coming from the UL 
    and you need to decide where to put it. 1 or 2 look about the same(maybe 
    1 buys a bit of time.) You'll want to look at what's next. If there is a 
    LR piece above it, the LR can go in 1 and so you place the cross in 2. 
    If there is a UD above it, place the cross in 1 as the UD can go in 2.
    
      This is relatively simple, but if you are not thinking you will 
    overlook the possibility and just go for the quick fix. Much of the time 
    you'll have a clearer choice dictated to you.
    
      See also 4.8 shoring up, which says that you want to, in general, use 
    a cross as the straight piece most in demand. Combine it with looking in 
    'next' to determine further where you should place it, but don't sweat 
    it if you guess a bit wrong.
    
          4.10.2. TIGHT CURVES
    
      Tight curves work great in a pinch. They can help double your bonus 
    score just before the end of the level and are often quite useful in 
    working through narrow areas. On the later levels they may even be 
    necessary. They also buy a bit of time. In the example below you get 
    four extra squares if you can find the curves and cross pieces. For 
    relatively simple curves where you already have a bit of extra time you 
    can frequently use this method to gain more time and more points.
    
      In general tight curves are the easiest to figure out and plan 
    initially, but you'll want to learn about extended curves or look for 
    them later as you complete a level or feel blocked into a certain area 
    by flooze traveling over pipes you can't replace.
    
    ... ... ...
    ... ... ...
    ... ... ...
    
    ... ... ...
    ... .XX XXX
    ... .X. ...
    
    ... .X. ...
    ... .X. ...
    ... .X. ...
    
      ...can become...
    
    ... ... ...
    .XX XX. ...
    .X. .X. ...
    
    .X. ... ...
    .XX XXX XXX
    ... .X. ...
    
    ... .X. ...
    ... .X. ...
    ... .X. ...
    
      Note that if we replace the right-hand square with a sinkhole we can 
    finesse a bit to get a nice bonus at the end. If you're way ahead of the 
    game and the flooze is nowhere near the end of the pipe, see if
    
    ... ... ...
    ... ... ...
    ... ... ...
    
    ... ... .SI
    ... .XX .NK
    ... .X. ...
    
    ... .X. ...
    ... .X. ...
    ... .X. ...
    
      ...can become...
    
    ... ... ...
    .XX XX. ...
    .X. .X. ...
    
    .X. ... .SI
    .XX XXX XNK
    ... .X. ...
    
    ... .X. ...
    ... .X. ...
    ... .X. ...
    
      It's a potential difference of 10000+ points if all your flooze is 
    left.
    
          4.10.3. EXTENDED CURVES
    
      There are three sorts of extended curves: first, the type where you 
    come back to something after a long time. Second, the type where you 
    have several tight curves in a row. Third, the rarest, where you have a 
    few tight curves in a grid.
    
      First, you may for instance put a cross next to a sinkhole to enter 
    later. It's like the tight curve example above but a bit more delayed in 
    the gratification.
    
    ... ... ... ... ...
    .XX XXX XXX XX. ...
    .X. ... ... .X. ...
    
    .X. ... ... .X. ...
    .X. ... ... .X. ...
    .X. ... ... .X. ...
    
    .X. ... ... .X. .SI
    .XX XXX XXX XXX .NK
    ... ... ... .X. ...
    
    ... ... ... .X. ...
    ... ... .XX XX. ...
    ... ... .X. ... ...
    
    ... ... .X. ... ...
    XXX XXX XX. ... ...
    ... ... ... ... ...
    
      Again, the basic premise is the same as above. Just be on the lookout 
    for a cross near a sink and try to work your way to the part of the 
    cross you haven't gone through yet.
    
      One level mandates that you put several tight curves in a row, another 
    makes it quite lucrative to do so. The downside is that the crosses will 
    be destroyed after you go through them, so if you are looping around, 
    beware.
    
    ... ... ... ...
    .XX XX. ... ...
    .X. .X. ... ...
    
    .X. .X. ... ...
    .XX XXX XX. ...
    ... .X. .X. ...
    
    ... .X. .X. ...
    ... .XX XXX XXX
    ... ... .X. ...
    
    ... ... .X. ...
    ... ... .X. ...
    ... ... .X. ...
    
      A bit more elegant than the standard DR pipe to link the two straight 
    pipes, you'll agree. Generally this is best done where you need several 
    such structures, mirrored horizontally and vertically. That way you can 
    use any curve you please in the process.
    
        4.11. DEAD ENDS
    
          4.11.1. COMPUTER CREATED
    
      In the later levels there will be places where you can get stuck. Be 
    sure to be very careful before you go in them. Locate them and avoid 
    them even if one has a star(the Peepo scene is an example--the star 
    won't help you survive.) Also note that dead ends with red gems aren't 
    really dead ends as you will reverse. Usually these dead ends are pretty 
    obvious, but don't be suckered.
    
          4.11.2. "USER ERRORS"
    
      Occasionally you'll walk into a sort of combination of tricky part of 
    the board combined with your putting the wrong piece down. For instance, 
    if you ever get into this predicament below(assume the board edge is at 
    the top,)
    
    ... ...
    .XX XX.
    .X. .X.
    
    .X. ...
    .XX XXX
    ... ...
    
      ...you'll have to wait quite a bit before you get a UR piece and use 
    it to get out. Be sure to pave a way ahead in the meantime, and realize 
    you will be sticking yourself with very little flooze once you get out 
    of the trap.
    
      Whenever flooze pours off the board you usually get the previous piece 
    of pipe killed and a chance to do things more right the next time. 
    However, that is pretty costly, so directing flooze off the board--or 
    just plain risking doing so--is something to avoid.
    
      Also, on the later levels, you may bomb a few squares and make your 
    own dead ends, or they may appear after you've nabbed a few stars but 
    not enough to get to a sinkhole. Be very wary of these!
    
        4.12. A PAUSE FOR REFLECTION
    
      While not strictly the nicest way to go about things, pushing the 
    start button will cause a 'reset/continue/abort' to pop up(reset 
    vanishes if you have one guy left, as it costs one guy and thus 
    collapses into abort for practical purposes.) The board is dimmed, not 
    completely replaced as in similar games(the original Pipe Dream or the 
    poor cousing Crossroad Crisis.) You then have time to go about and plan 
    and see what you need to do next. [Does 'next' disappear as well?]
    
        4.13. NOT UNLUCKY, JUST AN OVERSIGHT
    
      You can commit a lot of oversights in Pipe Dreams that are of a 
    general nature but didn't fit anywhere above so I thought I'd list some 
    of the more annoying ones below.
    
    --Don't stand around doing nothing unless you've got a very good reason.
    --Be sure that, with one-way pipes, everything is flowing the right way. 
    If two arrows are pointed at each other in a path you want to use, 
    correct one of them.
    --If a piece of pipe has been sitting out for a while, glance briefly to 
    see if it's still there.
    --Remember that if you see a ! or know one is going to appear in 
    advance, direct the flooze around it or accelerate around it.
    --Remember that going quickly won't let you run over a pipe the same 
    amount of times, especially if you are greedy and trying to chalk up a 
    huge crossing bonus. It may help to run over a piece of pipe that's 
    blinking and solidifying it, but if you are in a loop or close to an end 
    where flooze may fall out, you're better off just reconstructing.
    --If you are going in circles, be sure not to dump a pipe on the circle 
    you're using.
    --If you need to work past a tricky spot, make sure you work far enough 
    ahead. Too often I've said 'Whew, finished that,' only to run into an 
    even more insurmountable challenge.
    
      5. REGULAR SCORING
    
      You get 50, 100 or 150 points when the flooze reaches a new square 
    with a piece of pipe it can flow through. Curved pieces get 100, Crosses 
    get 150 and straight pieces(vertical) get 50, while straight(horizontal) 
    get 150.
    
      Extra men at:
      50000
     100000
     250000
     500000
    1000000
    every subsequent half-million
    
    (My high score is about 2400000, playing from the Beach Zone and moving 
    up one level after winning the previous. I made it to level 16. I think 
    I lost one guy before level 15, and that was due to complete 
    carelessness.)
    
      6. END-OF-LEVEL BONUSES
    
      This is where you will get a steady staple of points. Although it is 
    overshadowed on level 1 and the last levels, the numbers seem curious 
    and unrelated so I thought I'd try to nail the formulas down.
    
      You get a lot of points for getting flooze sucked down the tube. A 
    neat key here to extra points is to move quickly through a bunch of 
    crosses before level's end. The points for the flooze getting sucked 
    down the tube are multiplied as well although your bonus, sadly, isn't.
    
      You get 2000 points for each coin you've collected at the end of the 
    level. There is no extra bonus for collecting all coins.
    
      You get 1000 points for each cross you've managed to send the flooze 
    through both ways.
    
      At the end of the level you get a bonus for the amount of flooze left 
    as well as the percent of pipes you placed that the flooze passes 
    through. You can get a hundred percent on the first but I've never 
    gotten over the high seventies on the second(except for the next-last 
    scene, which is an anomaly) and will not strain myself trying to do so. 
    It seems that if you put one pipe over another(even the same one) that 
    will count as an unused pipe.
    
      In addition it may be physically impossible to get all the flooze on 
    certain boards although there are certain relatively easy boards where 
    this is such a huge boost. Given the sometimes pedantic nature of the 
    game, perfect play *should* be rewarded. But you need to realize that 
    often accidents will happen. And often losing a good deal of flooze 
    early on can give you less to worry about.
    
      I haven't actually gotten all these percents; for instance I am really 
    guessing at the 90% range as it's tough to have just a little flooze 
    drip out, as well as the 0% range where it's hard to finagle just the 
    tiniest bit left, but there is definite logic to every number. For 
    instance, I assume that the increase in bonus for each percent you go up 
    is nondecreasing. So for instance knowing the following:
    
    42's bonus is 600
    49's bonus is 950, change=350 per 7% or 50 per %
    60's bonus is 1500, change=550 per 11% or 50 per %
    
    Let f(x)=bonus for x%, g(x)=f(x+1)-f(x). Now g(42) <= 50. If g(x)>50 for 
    x<49 then f(60)-f(49)>550. But if g(x)<50 for some x<49 then f(49)-
    f(42)<350 (the rest are all <= 50.) So g(42)=...=g(48) = 50. If g(x) 
    ever increases from 49..59 then f(x) > 50+...+50(11 times) = 550 so 
    g(x)=50.
    
    This applies generally to all numbers. But enough rough mathematical 
    proofs, on to statistical tables.  Hope I didn't cause any calculus 
    flashbacks there.
    
    I've never gotten lower than 13% but there I figured 1) the difference 
    was a multiple of 5 and 2)it was <= 10. So I said if x=# of % that add 5 
    for a bonus, 5x+10(13-x)=80 or 130-5x=80, x=5.
    
    A * means I've actually recorded this percent as a data point.
    
    %  |Bonus|
    ---+-----+
      0|  n/a| difference starts at 5 here
      1|    5|
      2|   10|
      3|   15|
      4|   20|
      5|   25|
      6|   30|
      7|   35|
      8|   40|
      9|   45|
     10|   50| difference changes to 10 here
     11|   60|
     12|   70|
     13|   80|*
     14|   90|
     15|  100|
     16|  110|
     17|  120|
     18|  130|
     19|  140|
     20|  150| no change here
     21|  160|
     22|  170|
     23|  180|
     24|  190|
     25|  200|
     26|  210|
     27|  220|
     28|  230|
     29|  240|
     30|  250| difference changes to 25 here
     31|  275|
     32|  300|
     33|  325|*
     34|  350|
     35|  375|
     36|  400|
     37|  425|
     38|  450|*
     39|  475|
     40|  500| difference changes to 50 here
     41|  550|
     42|  600|
     43|  650|
     44|  700|
     45|  750|
     46|  800|
     47|  850|
     48|  900|
     49|  950|
     50| 1000| difference stays at 50 here
     51| 1050|
     52| 1100|
     53| 1150|
     54| 1200|
     55| 1250|
     56| 1300|
     57| 1350|
     58| 1400|
     59| 1450|
     60| 1500| difference changes to 100 here
     61| 1600|
     62| 1700|
     63| 1800|
     64| 1900|
     65| 2000|
     66| 2100|
     67| 2200|
     68| 2300|
     69| 2400|
     70| 2500| difference changes to 250 here
     71| 2750|*
     72| 3000|
     73| 3250|
     74| 3500|
     75| 3750|
     76| 4000|
     77| 4250|
     78| 4500|
     79| 4750|*
     80| 5000| difference changes to 500 here
     81| 5500|
     82| 6000|
     83| 6500|
     84| 7000|
     85| 7500|
     86| 8000|
     87| 8500|
     88| 9000|
     89| 9500|
     90|10000|  difference changes to 1000 here
     91|11000|
     92|12000|
     93|13000|
     94|14000|
     95|15000|
     96|16000|
     97|17000|
     98|18000|*
     99|19000|*
    100|25000|* note 5000 bonus for perfection here, deserved
    ---+-----+
    
      7. GAME MAP
    
      The word 'Zone' is assumed at the end of each location place. Once 
    you've passed to an island you can move to the previous one with L1 or 
    the next with R1.
    
      ISLAND # 1
    
        Beach
    
      ISLAND # 2
    
        Amazon---Fiesta
    
      ISLAND # 3
    
        Aquarius
           |
    Ice --- ---
           |   |
            ---Space City(the only zone you can access from two directions)
    
      ISLAND # 4
    
              Desert
                |
    Pipe City--- ---Antipodes
                |
              Jungle
    
      ISLAND # 5
    
            Twilight
               |
    Mystical--- ---Tropical
               |
              Tomb
    
      ISLAND # 6
    
    Radiation---Ruined
    
      ISLAND # 7
    
      North Pole / Space [North pole is to the west but you have to L1/R1 
    click to move between the two.)
    
      8. LEVEL BY LEVEL WALKTHROUGH
    
      The level numbers are assigned arbitrarily(i.e. north/south) among 
    members of the same island, although groups of levels in the same island 
    are of similar difficulty.
    
        8.1. BEACH
    
      The beach is...well, a beach. Okay, a breeze. Still it is a good 
    introduction to the world of Pipe Dreams for those who have never played 
    the game before. It's also a great place for veterans to go if they want 
    to stock up on extra guys. After some of the tougher levels it will be 
    no problem to pick up the 25000 for keeping all the flooze on all three 
    levels. With the later levels only allowing one loss of life, you can 
    usually give yourself two extras breezing through this one.
    
      I find that, with enough skill, you should be able to get 250000, or 
    three extra guys. This is very handy as a buffer to start later levels. 
    At the very least a skilled player should be able to escape with all the 
    flooze intact, easily netting 100000 points; flooze perfection alone 
    nets 75000. After some practice I found I was able to score over 100000 
    on any individual scene, but due to a mixture of laziness and 
    carelessness described as practicality(not to mention random drain 
    placement) I find that I usually just clip the 250000 mark. So I guess 
    you can say you'll get to vacation at the beach a lot.
    
      A general formula for scores is: 40000 + 20000[multiplier shown in 
    lower left] for any one scene, plus up to 36000 for all the coins in the 
    second scene.
    
          SCENE 1: "Easy Plumbing"
    
    ..........
    ..........
    ..........
    ..........
    ....<.....
    ..........
    ..........
    
      You have eight squares to let flooze flow through before the drain 
    hole appears.
    
      General strategies should cover how to tread water pretty well so I 
    won't do much of that here. First learn to tread water, then try to 
    start using crosses. If you can do so just before entering the sinkhole 
    or even set things up so that you hit a few crosses before entering, 
    then you will have a tremendous bonus to start with. But as this level 
    has no distinguishing characteristics whatsoever there is no way to form 
    an official strategy except to note the following general pattern as you 
    improve:
    
    1. First time through just get comfortable and get out
    2. Subsequent times, try to set up a cross on purpose before you get out
    3. Third time through, try to set up multiple crosses such as you can 
    see below, or with some rotation of it. Perhaps the actual diagram below 
    is a(err...) pipe dream(promise I won't use that pun again,) but if it 
    works out OK you get mega points. Obviously there's setting up to do as 
    you mill around but if this sort of thing works it should give you 
    confidence in your pipe building ability in general.
    
    ... ... ... ... ...
    ... .XX XX. .XX XX.
    ... .X. .X. .X. .X.
    
    ... .X. .X. .X. .X.
    XXX XXX XXX XXX XX.
    ... .X. .X. .X. ...
    
    DR. .X. .X. .X. ...
    AIN XX. .XX XX. ...
    ... ... ... ... ...
    
          SCENE 2: "Bonus Coins"
    
    $.$.$$.$.$
    ..........
    ...<......
    $.$.$$.$.$
    ..........
    ..........
    $.$.$$.$.$
    
      You have a bunch of coins to collect. With some practice you should be 
    able to get all the coins without losing any flooze. Since they are so 
    nicely lined up horizontally, this should not be a problem. You will 
    probably pick up a few by happy accident anyway, although a more 
    detailed way to get everything appears below.
    
      Initially it's a more practical decision just to build a good 
    pipeline, let the coins drop where they may(by all means, direct 
    yourself to them) and get out ASAP. But if you want to master the point-
    hogging possibilities of the first scene, this is a good way to do 
    it(true, you can go through twice, but that takes up a ton of loading 
    time.)
    
      To pick up everything I recommend trying to construct a pipeline that 
    goes horizontally across a row and bends at the edge. It may not be the 
    easiest thing to do but it is very possible. Don't worry about wasting a 
    lot of pipes. This level is very forgiving--they disappear pretty 
    quickly anyway. You can either zigzag or even use a cross just before 
    you exit(double the flooze score) as a tight loop may come in very handy 
    here. In fact, I generally go counterclockwise around the board to the 
    UL, then down halfway and right. I try to put a cross in the path to the 
    right so I can get a cross bonus coming back up as well after going into 
    the DR corner. I've found one risk here is that you may be suckered into 
    hitting the sinkhole. Hopefully you can avoid this by(if by no other 
    method) re-tracking your own path and picking a more convenient place to 
    continue your excursions.
    
      Actually after several plays through I find the biggest nuisance is 
    that the sinkhole will appear in an inconvenient place sometimes. If it 
    appears between two coins it is at your discretion to decide for a quick 
    out(avoiding the sinkhole requires effort and may lose some flooze) or 
    just to concentrate on a bunch of crosses on the third scene.
    
      You have 12 squares to fill with pipe and have flooze flow through 
    them before the drain hole appears.
    
          SCENE 3: "Collect Four"
    
    ..........
    ..*....*..
    ..........
    ..........
    ..........
    ..*....*..
    ..........
    
      Here is the first level where you have to pick something up. On scene 
    two you had the option to do so with reward. Here it is a necessity for 
    escaping the level. The four stars should not be too tough to pick up. A 
    DR and UL pipe seem to appear pretty quickly along with a horizontal 
    one. Try to construct a pipeline that goes from the DL to DR to UR to 
    UL. There are no great big bonuses to pick up in this level although you 
    may want to test your cross-building skills here.
    
    [what if you change a pipe square to a cross before your second time 
    through?]
    
    ** Note: the next two levels are on the second island. **
    
        8.2. Amazon Zone
    
      You're introduced to some new concepts in this level, such as the 
    raised squares which block your way a bit. This will force you to turn 
    your pipes in certain directions but there's nothing too tough to worry 
    about here. However you should not expect too many problems. Finding the 
    way to get through each obstacle is not too difficult.
    
          SCENE 1: "Obstacles"
    
    vX..$..X.O
    .X..X..X..
    ....X....X
    ..........
    ....X....X
    .X..X..X..
    .X..$..X..
    
      You start in the upper left, need to loop around, and go to the upper 
    right. You must pick up the two coins before leaving. I'd definitely use 
    a cross in this level to get through it and get some extra points to 
    boot. Your first few moves should be pretty obvious and I find you can 
    pick up either coin. As a general rule, though, it seems to be easier to 
    go continually counterclockwise and my solution below accounts for that. 
    You'll have plenty of time to throw away pieces you don't want as well.
    
    ... ... ... ... ... ... ... ... ... HO. 
    ... ... ... .XX X$X XX. ... ... .XX LE. 
    ... ... ... .X. ... .X. ... ... .X. ... 
    
    .X. ... ... .X. ... .X. ... ... .X. ... 
    .X. ... ... .X. ... .X. ... ... .X. ... 
    .X. ... ... .X. ... .X. ... ... .X. ... 
    
    .X. ... ... .X. ... .X. ... ... .X. ... 
    .XX XXX XX. .X. ... .X. ... ... .X. ... 
    ... ... .X. .X. ... .X. ... ... .X. ... 
    
    ... ... .X. .X. ... .X. ... ... .X. ... 
    ... ... .X. .XX XXX XXX XXX XXX XX. ... 
    ... ... .X. ... ... .X. ... ... ... ... 
    
    ... ... .X. ... ... .X. ... ... ... ... 
    ... ... .X. ... ... .X. ... ... ... ... 
    ... ... .X. ... ... .X. ... ... ... ... 
    
    ... ... .X. ... ... .X. ... ... ... ... 
    ... ... .X. ... ... .X. ... ... ... ... 
    ... ... .X. ... ... .X. ... ... ... ... 
    
    ... ... .X. ... ... .X. ... ... ... ... 
    ... ... .XX XXX X$X XX. ... ... ... ... 
    ... ... ... ... ... ... ... ... ... ... 
    
      Obviously small differences work OK too, such as moving the big u/d 
    stretch one to the right or, in the right upper right, going with three 
    curvy pipes at the turns. Instead of throwing curvy pieces away, in 
    fact, you might want to put them in place. But I find this general 
    pattern makes for very little tension and even nets you a bit above the 
    regular bonus.
    
      This level really should pose few problems for you, and there's a 
    great chance you can save all the flooze.
    
          SCENE 2: "Round Trip"
    
    ......X...
    ......X.*.
    ......X...
    ...X..X...
    ...X......
    .^.X......
    ...X......
    
      Another scene that's not too bad as an introduction to the concept of 
    getting around blocks. You end up where you start--the sinkhole appears 
    at the pipe where the flooze begins. In the meantime you have to zigzag 
    to the other side of the board and back.
    
      Using crosses in strategic places will allow you not to have to 
    rearrange too much. You also may want to start planning the journey back 
    before you take it. Remember that the way you came, although you can 
    possibly turn back onto it and have an easy path back to the 
    sinkhole/starting point, can also vanish. And once the start vanishes, 
    it may begin to collapse quickly. So you can try to move the flooze 
    quickly for stretches, but barring that, you'll want to plan ahead.
    
      For people who want to use crosses to try for an extra bonus, I 
    present the following map as a hypothetical way to get through the 
    board.
    
    ... ... ... ... ... ... ... ... ... ... 
    ... ... ... ... ... ... ... ... ... ... 
    ... ... ... ... ... ... ... ... ... ... 
    
    ... ... ... ... ... ... ... ... ... ... 
    ... ... .XX XX. ... ... ... .XX XX. ... 
    ... ... .X. .X. ... ... ... .X. .X. ... 
    
    ... ... .X. .X. ... ... ... .X. .X. ... 
    ... .XX XXX XXX XX. ... ... .X. .X. ... 
    ... .X. .X. .X. .X. ... ... .X. .X. ... 
    
    ... .X. .X. .X. .X. ... ... .X. .X. ... 
    ... .X. .X. .X. .X. ... ... .X. .X. ... 
    ... .X. .X. .X. .X. ... ... .X. .X. ... 
    
    ... .X. .X. .X. .X. ... ... .X. .X. ... 
    ... .X. .X. .X. .X. ... ... .X. .X. ... 
    ... .X. .X. .X. .X. ... ... .X. .X. ... 
    
    ... .^. .X. .X. .X. ... ... .X. .X. ... 
    ... .^. XX. .X. .XX XXX XXX XXX XX. ... 
    ... ... ... .X. ... ... ... .X. ... ... 
    
    ... ... ... .X. ... ... ... .X. ... ... 
    ... ... ... .XX XXX XXX XXX XX. ... ... 
    ... ... ... ... ... ... ... ... ... ... 
    
          SCENE 3: "Jungle Treasure"
    
    ..........
    .XXX....X.
    ..$X.X.$X.
    .....X.XX.
    ..X.$X....
    ..X.XX.X..
    ..X....X..
    
      This scene is not as strictly orderly as the first two and there are 
    three--count 'em, three--coins to pick up. You'll need to make some 
    sharp turns as well and there's no opportunity for easy crossing, but 
    you still have lots of squares where you can throw stuff away. Note 
    that, will all the necessary turns, you may need to do some planning 
    ahead and forward-thinking piece placement and not just throw all the 
    diagonal pieces away. Also if a bunch come up at the start you may want 
    to use the loop instead of the straight way to go two squares up. But if 
    you get rid of squares quickly enough you should be able to move up to 
    the top of the board without loss of flooze, and once you learn to plan 
    ahead you should have the rest of the level under control.
    
    ... ... ... ... ... ... ... ... ... ... 
    ... ... ... ... ... ... ... .XX XXX XX. 
    ... ... ... ... ... ... ... .X. ... .X. 
    
    ... ... ... ... ... ... ... .X. ... ... 
    ... ... ... ... .XX XXX XX. .X. ... .X. 
    ... ... ... ... .X. ... .X. .X. ... .X. 
    
    ... ... ... ... .X. ... .X. .X. ... .X. 
    .XX XXX XX. ... .X. ... .XX XX. ... .X. 
    .X. ... .X. ... .X. ... ... ... ... .X. 
    
    .X. ... .X. ... .X. ... ... ... ... .X. 
    .X. ... .XX XX. .X. ... ... ... ... .X. 
    .X. ... ... .X. .X. ... ... ... ... .X. 
    
    .X. ... ... .X. .X. ... ... ... ... .X. 
    .X. ... ... .XX XX. ... ... ... ... .X. 
    .X. ... ... ... ... ... ... ... ... .X. 
    
    .X. ... ... ... ... ... ... ... ... .X. 
    .X. ... ... ... ... ... ... ... ... .X. 
    .X. ... ... ... ... ... ... ... ... .X. 
    
    .HO ... ... ... ... ... ... ... ... .^. 
    .LE ... ... ... ... ... ... ... ... .^. 
    ... ... ... ... ... ... ... ... ... ... 
    
        8.3. Fiesta Zone
    
      This level isn't too bad. Some may in fact be easier than the Amazon 
    zone; generally the creators tried to balance the difficulty of each 
    level on each island. Again, if you find a simple trick the scenes here 
    shouldn't be too bad.
    
          SCENE 1: "Blocked In"
    
    XX..XX..XX
    X.$....$.X
    ..X....X..
    ...>......
    ..X....X..
    X.$....$SX
    XX..XX..XX
    
      You need to fill in 22 sections of pipe before the sinkhole opens up. 
    You don't need to get the coins(the last level where you don't need to 
    pick anything up) but it's probably easy enough to do so. You might as 
    well just create a counterclockwise path to pick everything up. The path 
    should be pretty intuitive and straight, but I've included it below 
    because you need to do the same thing in the second scene.
    
    ... ... ... ... ... ... ... ... ... ... 
    ... ... ... ... ... ... ... ... ... ... 
    ... ... ... ... ... ... ... ... ... ... 
    
    ... ... ... ... ... ... ... ... ... ... 
    ... .XX XXX XXX XXX XXX XXX XXX XX. ... 
    ... .X. ... ... ... ... ... ... .X. ... 
    
    ... .X. ... ... ... ... ... ... .X. ... 
    ... .X. ... ... ... ... ... ... .X. ... 
    ... .X. ... ... ... ... ... ... .X. ... 
    
    ... .X. ... ... ... ... ... ... .X. ... 
    ... .X. ... .>> XXX XXX XXX XXX XX. ... 
    ... .X. ... ... ... ... ... ... ... ... 
    
    ... .X. ... ... ... ... ... ... .X. ... 
    ... .X. ... ... ... ... ... ... .X. ... 
    ... .X. ... ... ... ... ... ... .X. ... 
    
    ... .X. ... ... ... ... ... ... .X. ... 
    ... .XX XXX XXX XXX XXX XXX XXX XX. ... 
    ... ... ... ... ... ... ... ... ... ... 
    
    ... ... ... ... ... ... ... ... ... ... 
    ... ... ... ... ... ... ... ... ... ... 
    ... ... ... ... ... ... ... ... ... ... 
    
          SCENE 2: "Four Easy Steps"
    
    ..........
    ..1....2..
    ..........
    ...XXXX...
    ..........
    ..4.<..3..
    ..........
    
      You will want to create a path similar to that found in "Blocked In" 
    only you don't have to start inside, and you will find it easier to go 
    clockwise. That way you can pick up all the stars. The sinkhole seemed 
    to jump around on me here so I couldn't map it out.
    
          SCENE 3: "One Bridge"
    
    ...X.....*
    .$.X.*....
    ...X....XX
    ...H.....<
    ...X....XX
    .$.X.*....
    ...X.....*
    
      ** Ledger **
    
      H = bridge that appears when you grab all the stars
    
      Grab all the stars on the right and then pick up the coins on the 
    left. Return to the middle of the right edge from whence you came and 
    you will find the sinkhole.
    
      Obviously the stars in the corners will require a bit of patience. 
    However you can use curvy pieces or even a cross to get to them. The 
    solution below shows two ways to pick them off. I also show a way to 
    pick up a cross before you leave although it is a bit risky; you can 
    just exit immediately and will probably lose the bonus anyway. A mirror 
    image(vertically) of the pattern will work as well, but I wanted to show 
    a variety of strategies. Remember also that you may need to change the 
    square just right of the bridge and that the stuff to the right of the 
    bridge may need to be reconstructed.
    
      There are several chances for crosses here although it is a bit hard 
    to manufacture one when you exit. The standard tight loop is certainly 
    possible but don't press for it. Also note that in the diagram below you 
    may want to give yourself a little more space so maybe make a slight 
    detour curve so you don't loop back on yourself before you need to 
    change direction.
    
    ... ... ... ... ... ... ... ... ... ...
    ... ... ... ... ... .XX XXX XXX XXX XX.
    ... ... ... ... ... .X. ... ... ... .X.
    
    ... ... ... ... ... .X. ... ... ... .X.
    .XX XX. ... ... ... .X. ... .XX XXX XX.
    .X. .X. ... ... ... .X. ... .X. ... ...
    
    .X. .X. ... ... ... .X. ... .X. ... ...
    .X. .X. ... ... ... .X. ... .X. ... ...
    .X. .X. ... ... ... .X. ... .X. ... ...
    
    .X. .X. ... ... ... .X. ... .X. ... ...
    .X. XXX XXX XXX XX. .X. ... .XX XXX ...
    ... .X. ... ... .X. .X. ... ... ... ...
    
    ... .X. .X. ... .X. .X. ... ... ... ...
    ... .X. .X. ... .X. .X. ... ... ... ...
    ... .X. .X. ... .X. .X. ... ... ... ...
    
    ... .X. .X. ... .X. .X. ... ... ... ...
    ... .X. .X. ... .XX XXX XXX XXX XXX XX.
    ... .X. .X. ... ... .X. ... ... ... .X.
    
    ... .X. .X. ... ... .X. ... ... ... .X.
    ... .XX XX. ... ... .XX XXX XXX XXX XX.
    ... ... ... ... ... ... ... ... ... ...
    
        8.4. Ice Zone
    
      This level may seem a bit tough the first time through, especially 
    with the sinkholes visible but blocked off, but after you know which 
    stars you grab do what there is even less challenge than usual for the 
    early levels. These ideas are recycled to be much tougher in later 
    rounds.
    
          SCENE 1: "Blocked Plughole"
    
    *....X..*.
    .....X....
    .XXX.X....
    .XVX.X...<
    .XXX.X....
    .....X....
    *....X..*.
    
      There is an easy way and a hard way to get through this. If you know 
    which stars take out which blocks the solution is easy indeed. Suffice 
    it to say that it is extra easy once you get all four stars, but you 
    don't necessarily need to. It's pretty easy to work out a plan to get 
    through the level but I'll include the solution in another paragraph so 
    as not to include a spoiler. Unfortunately you haven't been introduced 
    to bombs yet so you have to get the stars, actually.
    
      **** WHICH STAR DOES WHAT ****
    
    --the upper right star takes out the top three squares in the wall in 
    the middle.
    --the lower right star takes out the bottom three squares in the wall in 
    the middle.
    --the upper left star takes out the squares labeled 'x' in the square 
    compartment guarding the sinkhole
    --the lower left star takes out the squares labeled 'X' in the square 
    compartment guarding the sinkhole
    
      You should be able to figure out a quick path to the sinkhole from 
    this, but if not, I'll give the final answer below.
    
      Go up and get the UR star. Then go left to get the UL star. Then go 
    down halfway and two squares right to the sinkhole.
    
          SCENE 2: "Bomb Your Way In"
    
    ..........
    ...X......
    ..XXX.....
    .XXVXX...<
    ..XXX.....
    ...X......
    ..........
    
      This is another simple level once you know what to do. Of course the 
    bombs are most economically used if you put them both in one direction 
    from the hole. From my experience it seems that the best way to go is to 
    put the bombs in the two squares west of the hole. You also need to 
    watch out for the blocks that begin to rise up and annoy you. If you go 
    quickly then you should have little problem. You'll want to get to the 
    outside belt ASAP. Don't worry about crossing bonus here; just worry 
    about getting out.  Fortunately the blocks seem to rise on the far left 
    so you can probably circle around for a bit--or take them out with 
    bombs, which appear consistently at random intervals after a delay at 
    the start.
    
      You shouldn't need a diagram for this one; just go up, left, and 
    halfway down before going right to the sink.
    
          SCENE 3: "Bombed Out"
    
    V X*..*X .
      X....X
    XXX....XXX
    $$X...<X$$
    XXX....XXX
      X....X
    . X*..*X V
    
      I don't find the coins worthwhile to get here; certainly pulling down 
    all of them is a task. Still this level gives a moderate challenge with 
    a combination of things to do. What you'll want to do is to establish a 
    counterclockwise(well, clockwise works OK too but for some reason I work 
    better going counterclockwise) route around the edge of the board and 
    wait for a bomb to give you access to the compartments; watch out for 
    using a bomb without getting the right star as you can actually hit a 
    dead end(i.e. bomb 2 squares left of upper right and enter there without 
    getting the right star.) It's the first board in this walkthrough where 
    that can happen. Each star opens up a corner compartment and you'll need 
    to enter a sinkhole. Again I won't spoil which does what here, but once 
    you see a compartment open you want to go to, plan ahead to put stuff in 
    there. Use the coin squares for "junk" squares. You also may want to use 
    the twist trick with the curved pipes in the compartment if straight 
    pieces are hard to come by; you should be able to use two bombs to gain 
    easy access to the compartment.
    
      **** WHICH STAR DOES WHAT ****
    
      Each star elevates the compartment in the farthest corner away.
    
        8.5. Aquarius Zone
    
      Similar to the Ice Zone with lots of stuff blocking things, but there 
    are also moving objects in one level. There's nice variety to this level 
    but it's probably not the hardest one on the island although it's more 
    challenge than the Ice Zone.
    
          SCENE 1: "Cornered Stars"
    
    *X......X*
    XX......XX
    ..........
    ....<....*
    ..........
    XX......XX
    *X......XS
    
      When you know which star does what, trying to do too much after 
    getting the first star will get you in big trouble. However after that 
    your way will be relatively clear. I'll list below the order in which 
    you should get the stars with a slightly modified map.
    
    3X......X2
    XX......XX
    ..........
    ....<....1
    ..........
    XX......XX
    4X......XS
    
          SCENE 2: "Plughole Path"
    
    ........ S
    .*...... B
    ........ B
    .>...... B
    ........ B
    ......*. B
    ........BB
    
      Here the stars move back and forth in the second-top and second-bottom 
    rows. Catching either one will help your progress as you need to clear 
    out the blocks on the right side, and each time you catch a star, one 
    block disappears. So what's the best way to do this?
    
      First observe that the stars move at the same speed as you do. Use 
    this to your advantage; create a track that goes in a circle and covers 
    these rows. If you manage to catch one star at the edge and are going in 
    the right direction, you can pick it up a few times. Accelerate if you 
    need to in order to get the timing straight. You may have to do this 
    twice, but once you do you can start planning ahead to fill the right 
    side with vertical blocks. You can maybe even finesse a cross before you 
    solve everything. Map below. Obviously you'll want a complete circle 
    before you clear the right out but after that you have a chance to pick 
    up a few more points--it can also buy a bit of time to get all the 
    straight pieces you need.
    
    ... ... ... ... ... ... ... ... ... ...
    ... ... ... ... ... ... ... ... ... .SI
    ... ... ... ... ... ... ... ... ... .NK
    
    ... ... ... ... ... ... ... ... ... .X.
    .XX XXX XXX XXX XXX XXX XXX XX. ... .X.
    .X. ... ... ... ... ... ... .X. ... .X.
    
    .X. ... ... ... ... ... ... .X. ... .X.
    .X. ... ... ... ... ... ... .X. ... .X.
    .X. ... ... ... ... ... ... .X. ... .X.
    
    .X. ... ... ... ... ... ... .X. ... .X.
    .X. ... ... ... ... ... ... .X. ... .X.
    .X. ... ... ... ... ... ... .X. ... .X.
    
    .X. ... ... ... ... ... ... .X. ... .X.
    .X. ... ... ... ... .XX XX. .X. ... .X.
    .X. ... ... ... ... .X. .X. .X. ... .X.
    
    .X. ... ... ... ... .X. .X. .X. ... .X.
    .XX XXX XXX XXX XX. XXX XXX XX. ... .X.
    ... ... ... ... .X. .X. .X. ... ... .X.
    
    ... ... ... ... .X. .X. .X. ... ... .X.
    ... ... ... ... .XX XX. .XX XXX XXX XX.
    ... ... ... ... ... ... ... ... ... ...
    
          SCENE 3: "Nocturnal Stars"
    
    .*.X.*..X*
    ...X....XX
    ...X......
    >.SX......
    ...X......
    ...X....XX
    .*.X.*..X*
    
      The stars behave pretty well as each of the left four reveals a part 
    of the board close to it. You do have to nab them all to move on. 
    However, the pattern is not too hard once you get by the inital squeeze, 
    in which you can ditch undesirable pieces of pipe on the right as many 
    will evaporate before you move there. 
    
    ... ... ... ... ... ... ... ... ... ...
    ... .XX XX. ... ... .XX XXX XXX XXX XX.
    ... .X. .X. ... ... .X. ... ... ... .X.
    
    ... .X. .X. ... ... .X. ... ... ... .X.
    ... .X. .X. ... ... .X. ... .XX XXX XX.
    ... .X. .X. ... ... .X. ... .X. ... ...
    
    ... .X. .X. ... ... .X. ... .X. ... ...
    ... .X. .X. ... ... .XX XXX XXX XXX XX.
    ... .X. .X. ... ... ... ... .X. ... .X.
    
    ... .X. .X. ... ... ... ... .X. ... .X.
    ... XXX XX. ... XXX XXX XXX XX. ... .X.
    ... .X. ... ... ... ... ... ... ... .X.
    
    ... .X. ... ... ... ... ... ... ... .X.
    ... .X. ... ... ... ... ... ... ... .X.
    ... .X. ... ... ... ... ... ... ... .X.
    
    ... .X. ... ... ... ... ... ... ... .X.
    ... .X. ... ... ... ... ... ... ... .X.
    ... .X. ... ... ... ... ... ... ... .X.
    
    ... .X. ... ... ... ... ... ... ... .X.
    ... .XX XXX XXX XXX XXX XXX XXX XXX XX.
    ... ... ... ... ... ... ... ... ... ...
    
      The path seems cut off at the end but I think that it should be pretty 
    clear what to do after that. I put the loop in because you should 
    generally be on the watch for that if you are piling up points, and the 
    corner is a bit of a tight spot to work out of as you have to go around 
    it first. You also may want to put a few bends and curves in the regular 
    loop on the left to buy some time for further planning ahead. In the 
    above example you can maybe cross over twice more if you are patient and 
    wily enough(quickly back up and left.)
    
        8.6. Space City Zone
    
      Again, some variety, and you have a lot of tight spots to navigate and 
    even a small puzzle. The challenges are pretty neat and no level seems 
    too similar. Again it's early in the game so nothing's terribly deep, 
    making this an enjoyable level.
    
          SCENE 1: "Catch a Falling Star"
    
    >.........
    ........*.
    ...*...*..
    ..........
    ..*...*...
    .*........
    ..........
    
      The stars move around randomly at first so this starts as a survival 
    level. You should pick off a few at random but eventually they will slow 
    down into predictable patterns, vacillating through three squares. Then 
    all you have to do is target those three squares and you should walk 
    away with this level pretty easily.
    
          SCENE 2: "Building Bridges"
    
    ...  ... S
    ...62..* .
    ...  ...1$
    .>.34... $
    ...  ...2$
    ...15... .
    .*.  ... S
    
      There is only one star in each separate area and each goes around in a 
    counterclockwise direction. It skips the corner of its pattern so if you 
    track it down you may have to accelerate to catch up with it again. If 
    possible you will want to pick off the three coins on the right, and 
    that may be the only serious challenge this level poses.
    
          SCENE 3: "Good Star, Bad Star"
    
    .* ... .*.
    .. .*. ...
    .. ... ...
    ..H...H..<
    .. ... ...
    .. .*. ...
    S. ... .*.
    
      Each of the two areas to the right has one good star and one bad star. 
    The good star opens up a bridge to the left. The bad star closes it if 
    it's there. So there's a bit of a guessing game, but you won't get 
    caught out too badly. General looping techniques in small areas have 
    already been covered, so I won't go there again. However, I will mention 
    that it is possible to cross in the right areas but not a good idea(the 
    bonus will be gone by the time you leave.) Work the left side in advance 
    so that when you get the final star it'll all be easy.
    
      **Spoiler map with good star(y) and bad star(n) below**
    
      Of course, some people may just want to get through with the level, so 
    I decided, why not include which star is the right one to pick up?
    
    .* ... .Y.
    .. .N. ...
    .. ... ...
    ..H...H..<
    .. ... ...
    .. .Y. ...
    S. ... .N.
    
        8.7. Desert Zone
    
      A new island and new risks. Scene 1 may actually be the very toughest 
    of all the levels; your greed can tempt you into a fatal mistake, and 
    this may be the first legitimately nasty level. It's still fair, though. 
    The boards are in general barren of obstacles but have a lot of 
    compressed sand(gems)--clever touch there. Still overall you should not 
    suffer too much through this level.
    
          SCENE 1: "Faster, Faster!"
    
    .........<
    ...Y......
    ....Y.....
    .....Y....
    ......Y...
    .......Y..
    S.........
    
      If you pick up too many of the yellow diamonds at once without having 
    the right pipes in place, you'll wind up losing a lot of flooze, 
    possibly all of it. So you may want to pick up one at a time although it 
    is a fun challenge to pick off one every other square. Don't be afraid 
    to go slowly and have an infrastructure put up six squares ahead before 
    getting a diamond. You can also make a diamond a tight cross square. 
    There's a lot of room for experimentation here but don't feel you have 
    to do everything at once. If in doubt try to tend diagonally down left 
    from the start to ensure you only hit one diamond at once.
    
      My pattern to get through the level quickly is to go all the way left, 
    then cut back diagonally DR, and when at the bottom head left into the 
    sinkhole. Of course you can dally and grab crosses and bonuses as well. 
    I'll show an example with many different ways to traverse the diamonds 
    below. It may be a bit optimistic, but hopefully you will grasp the 
    three ways to grab successive diamonds: two curved pipes in a row, a 
    straight pipe between two courved ones, and a loop best placed at the 
    very bottom.
    
    ... ... ... ... ... ... ... ... ... ...
    ... ... .XX XXX XXX XXX XXX XXX XXX <<.
    ... ... .X. ... ... ... ... ... ... ...
    
    ... ... .X. ... ... ... ... ... ... ...
    ... ... .XX XX. ... ... ... ... ... ...
    ... ... ... .X. ... ... ... ... ... ...
    
    ... ... ... .X. ... ... ... ... ... ...
    ... ... ... .XX XXX XX. ... ... ... ...
    ... ... ... ... ... .X. ... ... ... ...
    
    ... ... ... ... ... .X. ... ... ... ...
    .XX XXX XXX XXX XXX XXX XX. ... ... ...
    .X. ... ... ... ... .X. .X. ... ... ...
    
    .X. ... ... ... ... .X. .X. ... ... ...
    .X. ... ... ... .XX XXX XXX XX. ... ...
    .X. ... ... ... .X. .X. .X. .X. ... ...
    
    .X. ... ... ... .X. .X. .X. .X. ... ...
    .X. ... ... ... .XX XX. .XX XX. ... ...
    .X. ... ... ... ... ... ... ... ... ...
    
    .SI ... ... ... ... ... ... ... ... ...
    .NK ... ... ... ... ... ... ... ... ...
    ... ... ... ... ... ... ... ... ... ...
    
          SCENE 2: "Speed Up and Slow Down"
    
    >.........
    .Y...W...Y
    ..........
    ...B...B..
    ........S.
    .Y...W...Y
    ..........
    
      Your goal is to pick up all eight gems.
    
      This is a bit of a mess at first glance but if you are careful then 
    this should not be too bad. First of all you may not want to pick off 
    the two yellow first; however after some time you may wish to pick off 
    the right-hand yellows once you have a vertical pipeline on the right, 
    especially if it can quickly trail into another gem. Note that a 
    white/silver gem completely stops the flooze even if it has touched a 
    yellow, and the blue still gives standard slowdown. Therefore if you can 
    quickly engineer a pipeline through the UL yellow to the white or even 
    the blue you can do quite well early on. This is also a good level for 
    crossings after you've picked everything up as there are no barriers in 
    sight.
    
      A good pattern would be to pick up the UL yellow, the blue, build a 
    pipeline from the yellow to the white, and then make similar ones with 
    the time you've bought between the yellow and another non-yellow. There 
    should be little danger after you've gotten the first yellow but don't 
    go eating the non-yellows too early, and don't try for a yellow without 
    the proper pipe infrastructure ahead or it may be curtains early for 
    you.
    
          SCENE 3: "Toot and Come In"
    
    >.*.*.W.*.
    ..........
    *.B.*.*.*.
    ......XXXX
    *.*.*.X X
    ......XXXX
    *.*.*.X XV
    
      This is easy compared to the previous level. You've got two slowdown 
    diamonds, one of which you can pick up right away, and although you have 
    thirteen stars to pick up(well, you don't need them all,) you can buy 
    time early to work out a path, which can be pretty much straight anyway. 
    Stars tend to uncover squares in the same order each time and the 
    sinkhole has already appeared.
    
      Spoiler map of which squares get cleared away. There's no one-to-one 
    correspondence between squares and stars, but instead the squares are 
    always revealed in a certain order.
    
    >.*.*.W.*.
    ..........
    *.B.*.*.*.
    ......8721
    *.*.*.9 5
    ......a643
    *.*.*.c bV
    
        8.8. Pipe City Zone
    
      Lots of fun puzzles involving one-way tubes and dead ends here but 
    nothing terribly challenging. Still the nuances are fun enough to look 
    through as otherwise you don't feel like you got much out of the level 
    as a puzzle.
    
          SCENE 1: "One Way Trip"
    
    >.>.....>.
    .......S..
    .<...<....
    ..........
    ....^.....
    v.......v.
    ..........
    
      Lots of one-way pipes here that don't disappear even after you go 
    through them. You only have to enter four for the sinkhole to appear and 
    it seems to jump around but it should not be hard to activate. Still 
    it's rather fun to try to go through all seven pipes and so I thought 
    I'd draw up a map as to how to get through them. If you want to cut 
    things short then you can just go through the first four.
    
      Note you cannot destroy a one-way pipe no matter how many times you go 
    through it. At least that is what I have found. Maybe you get a 1 
    million point bonus the fiftieth time you pass through it but I can live 
    without finding that out for sure.
    
      The starting point is the upper left. The sinkhole seems to be random 
    but note a good place for a cross is 2U of the only one-way pipe facing 
    up.
    
    ... ... ... ... ... ... ... ... ... ...
    .>> XXX >>> XX. .XX XXX XXX XXX >>> XX.
    ... ... ... .X. .X. ... ... ... ... .X.
    
    ... ... ... .X. .X. ... ... ... ... .X.
    ... ... ... .X. .X. ... ... ... ... .X.
    ... ... ... .X. .X. ... ... ... ... .X.
    
    ... ... ... .X. .X. ... ... ... ... .X.
    .XX <<< XXX XX. xXx <<< XXX XX. .XX XX.
    .X. ... ... ... .X. ... ... .X. .X. ...
    
    .X. ... ... ... .X. ... ... .X. .X. ...
    .X. ... ... ... .X. ... ... .X. .X. ...
    .X. ... ... ... .X. ... ... .X. .X. ...
    
    .X. ... ... ... .^. ... ... .X. .X. ...
    .X. ... ... ... .^. ... ... .X. .X. ...
    .X. ... ... ... .^. ... ... .X. .X. ...
    
    .V. ... ... ... .X. ... ... .X. .V. ...
    .V. ... ... ... .X. ... ... .X. .V. ...
    .V. ... ... ... .X. ... ... .X. .V. ...
    
    .X. ... ... ... .X. ... ... .X. .X. ...
    .XX XXX XXX XXX XX. ... ... .XX XX. ...
    ... ... ... ... ... ... ... ... ... ...
    
          SCENE 2: "One Way Streets"
    
    VX.XXX.>.X
    .X.>.X.X$X
    .X.X.X.>.X
    .>.X.X.X.X
    .XXXVX^X.X
    .X...X.X.X
    .X$..>.X.S
    
      Again the upper left is a starting point, not a one-way door.
    
      Well, there's pretty obviously only one way through this level, except 
    for a couple of side-tracks. Given that you have so much time and you 
    should be planning ahead, you should really test your skill and try to 
    pick up the coins. You may be anguished waiting for the next piece to 
    build your continuous path, but there's no excuse not to look ahead and 
    find other places to put your current pipe. You will probably see how to 
    get through this level pretty quickly but I made a map below just in 
    case. It includes getting the coins.
    
    ... ... ... ... ... ... ... ... ... ...
    .v. ... ... ... ... ... .XX >>> XX. ...
    .v. ... ... ... ... ... .X. ... .X. ...
    
    .X. ... ... ... ... ... .X. ... .X. ...
    .X. ... .XX >>> XX. ... .X. ... .X. ...
    .X. ... .X. ... .X. ... .X. ... .X. ...
    
    .X. ... .X. ... .X. ... .X. ... .X. ...
    .X. ... .X. ... .X. ... .X. >>> .X. ...
    .X. ... .X. ... .X. ... .X. ... .X. ...
    
    .X. ... .X. ... .X. ... .X. ... .X. ...
    .XX >>> XX. ... .X. ... .X. ... .X. ...
    ... ... ... ... .X. ... .X. ... .X. ...
    
    ... ... ... ... .V. ... .X. ... .X. ...
    ... ... ... ... .V. ... .X. ... .X. ...
    ... ... ... ... .V. ... .X. ... .X. ...
    
    ... ... ... ... .X. ... .X. ... .X. ...
    ... ... .XX XXX XX. ... .X. ... .X. ...
    ... ... .X. ... ... ... .X. ... .X. ...
    
    ... ... .X. ... ... ... .X. ... .X. SI.
    ... ... .XX XXX XXX >>> XX. ... .XX NK.
    ... ... ... ... ... ... ... ... ... ...
    
          SCENE 3: "Dead Ends"
    
    .........R
    .....XXXXX
    ........ R
    ....XXXXXX
    ........ R
    ...XXXXXXX
    ^........S
    
      This is clearly the hardest of the three and although it doesn't have 
    one-way doors it still has some nasty tricks that you should be aware 
    of. The first is that if you go back to where you previously got a red 
    diamond you will wind up in a dead end and, well, die. However it's 
    pretty easy to see the order to pick up the diamonds since each one you 
    pick up closes the hole L2D of it. One thing you have to worry about is, 
    with a full trail of flooze, you cannot always back up easily to the 
    left side to get the next red diamond, so you may have to backpedal a 
    bit and go into a waiting pattern a bit. Fortunately there's enough 
    space on the left. Your full trail of flooze almost takes up the 
    horizontal side of the screen so even if you manage to be waiting with a 
    DR piece to redirect the flooze you'll need to have a trail blazed so 
    that the pipes curve to the right; of course curving the path can help 
    you get through things. This is not easy as the only sensible way to 
    start the level is chronicled below.
    
    1. build a pipe to the top of the screen and then have it go right. If 
    possible Use the dead ends you can't enter yet(very bottom are best) to 
    dump superfluous stuff. Start building a horizontal set of pipes(maybe 
    curve the path a bit--this helps buy time later) to get to the second 
    red diamond. Be sure to have a UR pipe ready when you touch the red 
    diamond. Use it 2D of the UL corner. You'll be redirected to the second 
    diamond.
    2. Get the second diamond. If you've managed to put a curve in the path 
    going to the right(preferably above) you'll have a chance to repeat 
    what's in (1) but otherwise you'll need to back up and curl around to 
    the right before the main stretch down and then right for the third 
    diamond.
    3. Get the third diamond. You probably won't be able to move back down 
    and right immediately so use looping(up/right/down/left/down) to get 
    back onto the bottom row, and then go right to the sinkhole.
    
        8.9. Antipodes Zone
    
      And things get pretty tricky here. Solutions are simple but there are 
    some treacherous spots for first-timers. The third scene in particular 
    can be nasty. A lot of the level just flat out disappears or gets 
    blocked up. You'll need to be quick to find safe ground, and you'll want 
    to make sure you ditch pipes on squares that become useless early. 
    Otherwise you may have a space problem.
    
      No detailed graphs here for walkthroughs as looping should be 
    relatively familiar by now.
    
          SCENE 1: "Blocked Out"
    
    ....$$....
    ..........
    ...$..$...
    .S........
    ...$..$...
    ..........
    ....$$....
    
      The first three columns on the left and right sides will slowly get 
    blocked out. Fortunately, however, if you make a circle that encompasses 
    the entire board that remains, you will pick up all the gold coins, and 
    if you put a cross in the middle of the left vertical part, you can run 
    through it for double points after picking up all the coins. The 
    sinkhole appears in the middle row, R of the left edge.
    
          SCENE 2: "Block and Bomb"
    
    123....321
    23.*..*.32
    1........1
    >..!..!...
    1........1
    23.*..*.32
    123....321
    
      A rectangle with four stars as corners will kill you, so expand it a 
    bit and you should be safe. Make it so you can circle around with 
    vertices to the left of the left stars and right of the right stars. The 
    blocks that pop up won't menace you then.
    
          SCENE 3: "Coastal Erosion"
    
    ..........
    ..1.......
    ..........
    ...3......
    .......2..
    ....S.....
    ..........
    
      After getting the first star, the outer perimeter is stripped away. 
    After getting the second star, the new outer rows/columns are stripped 
    away. Both stars are on the edge of the remaining area but may leave you 
    too close for comfort. After getting the third star, you are allowed to 
    go down the sinkhole to the next level. Big things to watch for here are 
    running into the area that is stripped away and getting your tail caught 
    there. You'll probably take a little damage the second time but how you 
    get the stars is important.
    
    1. When you get the first star be sure you are facing towards a square 
    in the inner 5x8.
    2. When you get the second star be sure you are facing towards a square 
    in the inner 3x6.
    
      I find it's a good idea to make a circle of 5x8 to nail #1 and then 
    plan in advance for a 3x6 to nail #2, and a quick out (preferably hit 3 
    from above or the right) with a cross U of the sinkhole. It's tough to 
    construct and you'll need to work quickly with a paucity of squares to 
    dump stuff, so you shouldn't sweat it if you can't.
    
        8.10. Jungle Zone
    
      This is in my opinion the most fun and creative level in the game. You 
    have a gate-combination level, a tic-tac-toe game, and a harder gate-
    combination level. Quarters are a bit cramped but it's always exciting, 
    and it's fun to have stars you need to avoid in the game, which is 
    certainly the most engaging scene in the game.
    
          SCENE 1: "Three Gates"
    
    >.........
    ..........
    ..*..*..*.
    ..........
    .XXXXXXXXX
    ..X..X..X.
    ..X..X..XV
    
      Each star you step on toggles some of the gates below, and your object 
    is to plow a clear path to the sinkhole. It's not too bad to hit the 
    stars at random as with only eight possibilities you should stumble on 
    the right on eventually. Why eight? Because if you hit a star an even 
    number of times the net effect is nothing even if you hit others in 
    between. Gates toggled an even number of times are closed, those toggled 
    an odd number are open.
    
      ** Warning: Spoilers Below **
    
      C'mon, be a sport, figure which gate does what. It won't be too hard 
    if you put your mind to it.
    
      Oh, okay.
    
      GATE 1 opens gates 1 and 2
    
      GATE 2 opens gates 2 and 3
    
      GATE 3 opens gate 3
    
      The answer should be clear by now, but if you're stuck I'll list gate 
    formations and the stars you need to walk over.
    
    open|stars
    ----+-----
    none|1,3 <- yeah, this is the solution here.
    1   |2
     2  |1,2
      3 |1
    12  |3
    1 3 |1,2
     23 |1,2,3
    
      The more gates are open, the more there is to do. Average of 2 stars 
    needed if 2 gates are open, 1 1/3 if 1 is(with 2 for 0 gates open, this 
    averages to 1.5 for < 2.)
    
          SCENE 2: "Tic-Tac-Toe"
    
    ......X...
    .*.*.*X...
    ......X...
    .*.*.*XXXX
    ..........
    .*.*.*...<
    ..........
    
      This is a fun one. Running over any star corresponds to a tic-tac-toe 
    move. The board is in the upper right and your opponent fortunately 
    makes errors if you can sucker him into it. However, if you lose, your 
    board breaks apart and you lose a life. If you win, you gain access to 
    the sinkhole. You'll want to try to avoid stars until you know what your 
    move is going to be, unless that star is on a square where someone's 
    already moved; then there is no effect. But first I encourage you to 
    play around a bit before checking my in-depth(heh) Tic-Tac-Toe analysis 
    below.
    
      ** SPOILER--HOW TO BEAT THE COMPUTER **
    
      First of all, if you take the center square right away the computer 
    responds with a corner move which is a draw. I've listed out the 
    possibilities(not including symmetry) below. I try to cover all 
    variations but if there is an obvious block I display it without 
    comment.
    
      Hopefully you'll enjoy this tic-tac-toe analysis. I imagine people 
    have been curious about it before.
    
    The square moves are indicated as follows:
    
    123
    456
    789
    
    ... ... ... ...
    .X. .X. .XX OXX
    ... ..O ..O ..O Here O draws easily by placing 2/7 or 3/8 for the next 
    moves.
    
    ... ... ..O ..O ..O
    .X. .X. .X. .XX OXX
    ... ..O X.O X.O X.O O just blocks on 2/8 and draws.
    
    ... ... ..X ..X ..X .OX
    .X. .X. .X. .X. .X. .X.
    ... O.. O.. O.O OXO OXO O blocks on 4/6 next move. Draw.
    
    ... ... ... ... X.. X.. X.O
    .X. .X. .XX OXX OXX OXX OXX
    ... O.. O.. O.. O.. O.X O.X Draw next move.
    
      Note the computer always plays a corner if you play the center. But 
    what if you play a corner? The computer seems to play at random then, a 
    very bad idea as in fact the center is the only safe play. First the 
    center; I've never seen the computer move here but in case it does, 
    here's what's going on.
    
    X.. X.. X.. X.. XOX XOX XOX
    ... .O. XO. XO. XO. XO. XO.
    ... ... ... O.. O.. OX. OXO Draw.
    
    X.. X.. X.. X.. X.. X.. XX. XXO
    ... .O. .O. OO. OOX OOX OOX OOX
    ... ... X.. X.. X.. XO. XO. XO. Draw.
    
    X.. X.. X.. X.. X.X XOX
    ... .O. .O. .O. .O. .O.
    ... ... .X. OX. OX. OX. Draw, see above. Second move O:4 can lead to a 
    forced loss:X-6, O-7??(to use chess notation) 3 threatens 2 and 9.
    
    X.. X.. X.. X.. XX. XXO XXO XXO
    ... .O. .O. .O. .O. .O. .O. OO.
    ... ... ..X .OX .OX .OX XOX XOX Draw. Second move O:3 is disaster after 
    X:7 threatens 4 and 8.
    
      Note in many moves where O is not forced to move somewhere he can walk 
    into a situation where X threatens two tic-tac-toes and O can only stop 
    one(i.e. he loses.) For instance in the last case O moving to the corner 
    second would force a corner block by X, which would give a double threat 
    and win.
    
      But on to the corner square dilemma. The wins are actually easy after 
    a mis-step.
    
    X.. XO. XO. XO. XO.
    ... ... ... O.. OX.
    ... ... X.. X.. X.. X threatens 3 and 9 and will win.
    
    X.. X.. X.. X.. X.X
    ... ..O .XO .XO .XO
    ... ... ... ..O ..O X threatens 2 and 7 and will win.
    
    X.. X.O X.O X.O X.O
    ... ... ... .O. .O.
    ... ... ..X ..X X.X X threatens 4 and 8 and will win(transpose of 
    above.)
    
    X.. X.. X.X XOX XOX
    ... ... ... ... ...
    ... ..O ..O ..O X.O X threatens 4 and 5 and will win.
    
      So there you have it! If you can't get the upper left(drat, shoulda 
    done the lower right but it's already typed up) then just rotate the 
    diagrams. Also there's a possibility you may need to flip a diagram 
    about an axis for it to work. After reading this you should be convinced 
    that guiding the flooze the right way is the tough part.
    
      Also note that there is a way to blunder into a forced loss as X.
    
    ... ... ... ... .X. .X.
    X.. XO. XOX XOX XOX XOX
    ... ... ... .O. .O. OO. Uh-oh. 3 or 9 next move wins for O.
    
          SCENE 3: "Four Gates"
    
      If you get stuck with gates in a messy position then you really will 
    need to do some scratch work and take advantage of the game pause 
    feature after every time you have a star toggle gates. I'll include a 
    guide for the lost below all the spoilers.
    
      Again I don't want to give the solution right off as this is one of 
    the most intriguing puzzle in the game. In fact I will give two layers 
    of spoilers: one tells what the stars do and which gates they flip 
    around, the other tells which stars precisely to go through. Of course, 
    it's a bit tougher to figure everything out as there are now 32 
    combinations of stars to worry about(only 16 gates actually but it's 
    easier to focus on what the stars do to the gates) and even when you 
    know which gate does what you still have to puzzle things out.
    
      ** Which gates do What **
    
      Stars 1-5 each toggle at least two gates. This makes figuring out the 
    toggles a bit tough but once you do you will notice:
    
    --STAR 1 toggles gates 2 and 4.
    --STAR 2 toggles gates 1 and 2.
    --STAR 3 toggles gates 2 and 3.
    --STAR 4 toggles gates 2, 3 and 4.
    --STAR 5 toggles gates 1, 3 and 4.
    
      Now there are 32 combinations of stars and you need to find which one 
    toggles the gates an odd number of times.
    
      Linear Algebra students will note that there are five changes to make 
    to a set of only four variables. Therefore there may be more than one 
    solution of combinations, and there should be separate gates which when 
    activated once will cancel each other out, and that is the case. Note 
    that (2) + (4) = (5).
    
      However the solution is actually quite simple.  All you need to do 
    is...
    
      RUN THROUGH STARS 1, 2 AND 3. If you do so, I recommend putting a 
    cross DR of your opening square for double points and to make it easy to 
    curve back around.
    
      You can also run through stars 1, 3, 4 and 5.
    
      Below is a table depicting which gates you have open and which stars 
    you need to touch for things to work out.
    
    gate
    ----+-------
    none|1,2,3
    1   |4
     2  |5
      3 |3,5
       4|1,5
    12  |1,3
    1 3 |1
    1  4|3
     23 |1,2
     2 4|2,3
      34|2
    123 |3,4
    12 4|1,4
    1 34|1,3,4
     234|1,3,5
    1234|none
    
      Interestingly the more gates you have open the farther away you are 
    likely to be! With 1 or 2 gates open there is a 1/2 chance you need 1 
    star and 1/2 you need 2. With 3 gates open there's a 1/2 chance of 
    either 2 or 3 stars needed.
    
        8.11. Twilight Zone
    
      Only the third scene is annoying here and even then if you do a bit of 
    pre-building it should fly by. Lots of chances to turn invisible and 
    even some interesting random jewels(themselves invisible) on the last 
    scene.
    
          SCENE 1: "Invisible Stars"
    
    .......X..
    ...-*-.X..
    .......X..
    >..-*-.X.S
    .......X..
    ...-*-.X..
    .......X..
    
      ** Ledger **
    
      - = star's path
    
      It may seem daunting that the stars disappear; however, this level is 
    really no different from others with moving stars. You can see at the 
    beginning which way the stars move, and so all you have to do is to make 
    the pipe path coincide with the three stars'. After that the level is 
    not going to cause you much trouble. Note that getting each star opens 
    on the X to the right of it.
    
      With the pattern below it's recommended you complete everything and 
    have a 4W or LR ready to place at the X, in the square indicated by *'s. 
    I do recommend putting the cross in, and it can't hurt to use some 
    curved pieces to buy yourself some time outside of the stars' movement 
    zomes.
    
    ... ... ... ... ... ... ... ... ... ...
    ... ... ... ... ... ... ... ... ... ...
    ... ... ... ... ... ... ... ... ... ...
    
    ... ... ... ... ... ... ... ... ... ...
    ... ... .XX XXX XXX XXX XX. ... ... ...
    ... ... .X. ... ... ... .X. ... ... ...
    
    ... ... .X. ... ... ... .X. ... ... ...
    ... .XX XX. ... ... ... .X. ... ... ...
    ... .X. ... ... ... ... .X. ... ... ...
    
    ... .X. ... ... ... ... .X. ... ... SI.
    .>> XXX XXX XXX XXX XXX XX. ... ... NK.
    ... .X. ... ... ... ... ... ... ... ...
    
    ... .X. ... ... ... ... ... ... ... .X.
    ... .X. ... ... ... .XX XX. ... .XX XX.
    ... .X. ... ... ... .X. .X. ... .X. ...
    
    ... .X. ... ... ... .X. .X. *** .X. ...
    ... .XX XXX XXX XXX XX. .XX *** XX. ...
    ... ... ... ... ... ... ... *** ... ...
    
    ... ... ... ... ... ... ... ... ... ...
    ... ... ... ... ... ... ... ... ... ...
    ... ... ... ... ... ... ... ... ... ...
    
          SCENE 2: "Invisible Flow"
    
    >.........
    ..K...K...
    .....V....
    K..K.K..K.
    ..........
    ..K...K...
    ..........
    
      Invisibility should not really be a handicap, so this level winds up 
    seeming shockingly easy. If you know the last black gem you've run over, 
    then you know which way the flooze is headed, and you can probably work 
    from that. This level has a good opportunity for crosses. I suppose that 
    it's not too tough to get through, but I'll include a preferred path 
    anyhow. The hole seems to appear in random places so unfortunately you 
    may not be able to get the easy x3 as listed below off the bat, but on 
    the other hand you can putz around and manufacture crosses before you 
    leave.
    
    ... ... ... ... ... ... ... ... ... ...
    .>> XXX XX. ... ... ... ... ... ... ...
    ... ... .X. ... ... ... ... ... ... ...
    
    ... ... .X. ... ... ... ... ... ... ...
    ... ... .X. ... ... ... XX. ... ... ...
    ... ... .X. ... ... ... .X. ... ... ...
    
    ... ... .X. ... ... ... .X. ... ... ...
    ... ... .X. ... ... ... .X. ... ... ...
    ... ... .X. ... ... ... .X. ... ... ...
    
    ... ... .X. ... ... ... .X. ... ... ...
    .XX XXX XXX XXX XXX XXX XXX XXX XX. ...
    .X. ... .X. ... ... ... .X. ... .X. ...
    
    .X. ... .X. ... ... ... .X. ... .X. ...
    .X. ... .X. ... ... ... .X. ... .X. ...
    .X. ... .X. ... ... ... .X. ... .X. ...
    
    .X. ... .X. ... ... ... .X. ... .X. ...
    .XX XXX XX. ... ... ... .XX XXX XX. ...
    ... ... ... ... ... ... ... ... ... ...
    
    ... ... ... ... ... ... ... ... ... ...
    ... ... ... ... ... ... ... ... ... ...
    ... ... ... ... ... ... ... ... ... ...
    
          SCENE 3: "Question Marks"
    
    XX...?..XX
    X?..?...?X
    ...X..X...
    ...?..?..S
    ...X..X...
    X?...?..?X
    XX..?...XX
    
      Well, there are a lot of gems to pick up here. They seem to be 
    determined randomly although a red gem(reversal) never pops up. It's 
    actually to your advantage to pick up two gems in a row where you can, 
    because:
    1) if they're both yellow, only one will take effect.
    2) if one is blue or one is white, you'll have a lot of time to build 
    what's ahead.
    3) invisibility is no big deal, or it shouldn't be.
    4) looping in general is a good thing--buys two extra squares of time 
    and you aren't dependent on waiting for straight parts
    
      At any rate you only need to pick up six jewels, and as they don't add 
    any points to your score, there's no reason to try to get every one 
    unless you enjoy the challenge. You may also wish to curve around a bit 
    before picking up the first one as a very early yellow can be nasty. So 
    I recommend the following path, which you can tail off at any time if 
    you want to go to the sinkhole(for instance you can cut through the 
    middle after looping around to the left, and if you've placed a cross 
    next to the sinkhole it's worth a few extra points:)
    
    ... ... ... ... ... ... ... ... ... ...
    ... ... ... ... .XX XX. ... ... ... ...
    ... ... ... ... .X. .X. ... ... ... ...
    
    ... ... ... ... .X. .X. ... ... ... ...
    ... .XX XXX XXX XX. .XX XXX XXX XX. ...
    ... .X. ... ... ... ... ... ... .X. ...
    
    ... .X. ... ... ... ... ... ... .X. ...
    ... .X. ... ... ... ... ... ... .X. ...
    ... ... ... ... ... ... ... ... .X. ...
    
    ... .X. ... ... ... ... ... ... .X. .SI
    .>> XXX XX. ... XXX XXX XXX XXX XXX .NK
    ... .X. .X. ... ... ... ... ... .X. ...
    
    ... .X. .X. ... ... ... ... ... .X. ...
    ... .X. .X. ... ... ... ... ... .X. ...
    ... .X. .X. ... ... ... ... ... .X. ...
    
    ... .X. .X. ... ... ... ... ... .X. ...
    ... .XX .XX XXX XX. .XX XXX XXX XX. ...
    ... ... ... ... .X. .X. ... ... ... ...
    
    ... ... ... ... .X. .X. ... ... ... ...
    ... ... ... ... .XX XX. ... ... ... ...
    ... ... ... ... ... ... ... ... ... ...
    
      Once you get to the end of this path, just tend up 'til you get to the 
    middle section and go right.
    
        8.12. Tropical Zone
    
      This is as innocuous and pleasant as a tropical island. Stars can move 
    around a bit, and you have an interesting reversal puzzle, but you won't 
    need any profound thinking to pass this level.
    
          SCENE 1: "Drawbridge"
    
    *.  .*.*..
    ..  ......
    ..  ......
    ..  ......
    ..  ......
    X.  ......
    VX  ......
    
      Each star on the right travels vertically. If you grab each one once a 
    path will be created that you can cross, as touching the left star opens 
    a square on the left void and the right star opens a square in the right 
    void. This continues until you've revealed all the squares on one side. 
    The order in which squares are revealed is the same on each side. Since 
    the stars move at the same speed as you do, if you catch them while 
    going in the right direction(I recommend going in a counterclockwise 
    direction to do so,) you will reveal a lot of the suppressed part of the 
    board quickly. Once that's complete it should be easy to head to the 
    corner, pick up the star, and head down to pick enter the sinkhole.
    
          SCENE 2: "Double Reverse"
    
    >..XRXRX.V
    ...X.X.X..
    ...X.X.X..
    .....X.X
    .....X....
    .....X...$
    ..... ..$$
    
      This one will be a bit tougher than the Pipe City one because you 
    can't move immediately from one red gem to the next once the reversal 
    starts. I strongly recommend that, when you go right/down/right/up to 
    get the first red gem, to leave a space at the bottom. This will make 
    looping back around a lot easier. If not, consider it practice for the 
    next, tougher red gem.
    
      The second gem is not so bad to get if you've followed my outline 
    above; if you went along the bottom then you will need to buy time and 
    twist around until you are going right along the bottom. Once you get 
    the red gem, unless you're perfectly coiled correctly using the squares 
    in the lower right(and even so you will need a few correct pieces in a 
    row to avoid losing flooze--or it seems that way according to my 
    estimations, I'd be interested to hear from anyone who can do this 
    exactly,) you will have to loop around back to the left and go in again. 
    By now the two other voided squares have been filled in as you grabbed 
    the gem, and after grabbing the gem you should begin to construct a 
    pipeline to the sinkhole on the far right.
    
      I think this is a good puzzle scene as it forces you to do something 
    tough once but allows you to avoid it the first time through with 
    thought.
    
          SCENE 3: "Corridors"
    
    >.........
    ..........
    
    ..........
    ..........
     XX XX XX
    ..V.XX.V..
    
      Each star moves a bit differently but fortunately as you are in 
    cramped quarters you only need to touch each one once, and there are 
    even two sinkholes to enter.
    
      The top star moves clockwise. You start in what would indicate a 
    counterclockwise direction but you would do well to switch it quickly as 
    follows:
    
    ... ...
    .>> XX.
    ... .X.
    
    ... .X.
    ... .XX
    ... ...
    
      Now start the circle as usual. It's much easier to run into the star 
    when you're going in the opposite direction; otherwise you'll have to 
    speed up, and that can leave you short of time and pieces. You should be 
    able to reconstruct your clockwise circle on the fly but it's a bit of 
    effort.
    
      The bottom star moves the following way: right, up, right, down, etc. 
    and scrolls to the other side when it falls off the right edge. I've 
    found that sometimes I need to access the previous area and form a huge 
    circle to get going. Once you do it should be pretty easy. You'll want 
    to make it as wide as possible(i.e. go through the left and right exits) 
    and you should be able to catch up with the star's pattern wherever it 
    is. If it's on the edge the first time just adjust your circle so it 
    touches the edges next time, to wit:
    
    [from corridors]
    
    ... .X.
    ... .X.
    ... .X.
    
    ... .X.
    ... .XX
    ... ...
    
      TO:
    
    ... .X.
    .XX XX.
    .X. ...
    
    .X. ...
    .XX XXX
    ... ...
    
      This will buy a little time. If you go on the same pattern and 
    perpetually miss the star, accelerate a bit every now and then.
    
        8.13. Tomb Zone
    
      In this level you are introduced to the concept of multiple floozes at 
    once. Actually, they never pop up again until the final part in the same 
    way although you have the potential for three at once in another scene. 
    There's a lot of room for creativity and strategy. However, if one 
    flooze runs out, your level is over. So you have to process two things 
    at once. Fortunately you have enough time to do so.
    
      One thing you really need to avoid is to have the two floozes hit each 
    other head on. They then reverse. Since squares flooze have traveled 
    over may get destroyed, this is potentially disastrous. However, floozes 
    can cross over each other with no problems, so this is very desirable 
    and in fact quite a good common way to boost your points. You can also 
    have one flooze follow another if you are a bit lazy. However in this 
    case you need to note that, as two sinkholes appear, you won't be able 
    to put both in the same sinkhole.
    
          SCENE 1: "Twins"
    >........<
    ..........
    ..$....$..
    ..........
    ..$....$..
    ..........
    ..........
    
      You need to go through forty units of pipe. But that's really twenty 
    units per twin.
    
      This is a nice introduction. It's fairly simple but you can begin to 
    construct strategies based on crosses and the like. It's also a fairly 
    lucrative level as you get double the normal potential for points 
    without crosses--and many more opportunities for crosses. Once one 
    flooze is gone you have a relatively trivial level which will allow you 
    to construct crosses before exiting for a few extra bonus points. This 
    holds true to a lesser extent for the next two scenes as well. Getting 
    the coins is not that tough of an exercise. I recommend just going two 
    squares in(right/left) and going down. Then the sinkholes will appear at 
    the bottom. You shouldn't have to let the twins cross but if it can be 
    managed, or if you can track one twin behind another(again, crosses or 
    changing over an old piece of pipe help here,) you'll have eliminated a 
    lot of tough work!
    
      I find that, when starting out, you'll have plenty of time to move 
    back and forth between the two sections of pipe you've started to create 
    when you see you can't make progress with a twin on one side. Early on 
    no piece should be wasted and you should always be able to use some 
    curvy piece to extend a twin's path. You will as always waste a lot of 
    pipe but it's easier to hash out a use for wasted pipe with two floozes-
    -even if it is tougher to keep them both under control.
    
      Finally, be sure to be extra protective of the shorter flooze. It's 
    more likely to die and end your level, of course.
    
          SCENE 2: "Two Paths to Follow"
    
    >.*.:::::S
    ....XXXXXX
    *..*XX*.*.
    ....XX....
    .*.*XX*..*
    XXXXXX....
    V:::::.*.<
    
      ** Ledger **
    
      : = what appears each time you run over a star. Regardless of the 
    order of the stars the farthest away from the sinkhole is always 
    revealed.
    
      Each time a flooze goes over stars it affects the other one--an 
    interesting and surprising wrinkle. Therefore you can trap yourself 
    amusingly(well, funny to those who don't have to complete this board) if 
    you let one flooze down a sinkhole without clearing out all the stars on 
    its side("well, I'm half done!") Still a standard clockwise loop for 
    both should work out ok. Of course at the end you will have to adjust 
    the loop so that the flooze can flow out into the sinkhole and you may 
    have to let them mill around so that you can get enough horizontal 
    pieces to reach the sinkhole without undue risk of damage, but this 
    level is pretty straightforward once you get the loops set up.
    
          SCENE 3: "Binary Stars"
    
     ........<
    .X.R..R.X.
    $........$
    ...X..X...
    $........$
    .X.R..R.X.
    >........
    
      The counter is set at twenty, so you need to have each flooze go 
    through ten squares before the red gems appear.
    
      Note the dead ends one square away from each corner void square which 
    will become a drop hole.
    
      This is a tricky level to understand, but once you know how to survive 
    it should be no problem. Once the red gems appear, you need to pick up 
    two of the four after which they vanish. You can generally pick up one 
    with each snake although a more elegant solution is to run one snake's 
    initial path through two red gems. Of course you have to time things so 
    it picks up one and then the other. The cheapest and dirtiest way to do 
    so normally is blocked off(I use corners as a security blanket) but I've 
    listed a possible path below. With the other snake you just want to 
    survive and avoid the red gems if possible. Perhaps you can make the red 
    gem circle around--a good path is denoted in the diagram. Note the small 
    X's in the diagram refer to a shortcut you can use to the sinkhole.
    
      I also recommend that to buy time you try to pick up all the coins 
    first.
    
    ... ... ... ... ... ... ... ... ... ...
    .SI xxx xXX XXX XXX XXX XXX XX. ... ...
    .nk ... .X. ... ... ... ... .X. ... ...
    
    ... ... .X. ... ... ... ... .X. ... ...
    ... ... .X. ... ... ... XXX XX. ... ...
    ... ... .X. ... ... ... ... ... ... ...
    
    ... ... .X. ... ... ... ... ... ... ...
    .XX XXX XX. ... .XX XX. ... XXX XXX XX.
    .X. ... ... ... .X. .X. ... ... ... .X.
    
    .X. ... ... ... ... .X. ... ... ... .X.
    .X. ... ... ... ... .X. ... ... ... .X.
    .X. ... ... ... ... .X. ... ... ... .X.
    
    .X. ... ... ... ... .X. ... ... ... .X.
    .XX XXX XXX XX. .XX XX. ... .XX .XX XX.
    ... ... ... .X. .X. ... ... .X. .X.. ...
    
    ... ... ... .X. .X. ... ... .X. ... ...
    ... ... ... .X. .XX XX. ... .X. ... ...
    ... ... ... .X. ... .X. ... .X. ... ...
    
    ... ... ... .X. ... .X. ... .X. ... ...
    .>> XXX XXX XX. ... .XX XXX XXx xxx .SI
    ... ... ... ... ... ... ... ... ... .NK
    
        8.14. Mystic Zone
    
      This is probably the second most fun, to the jungle zone. You are 
    exposed to one-way pipes rather extensively here. The new entities alone 
    make things nerve-wracking, but the first two scenes allow a certain 
    symmetrical pattern which should prepare you somewhat for the bizarre, 
    intense and clever challenge of scene 3. It's interesting to watch how 
    scene 1 only has curved one-way pieces, scene 2 has curved and cross 
    pieces, and scene 3 has the regular assortment, but straight non-cross 
    pieces are one-way. This level is never business as usual and if they'd 
    all been like this or, rather, as distinctive as this, Pipe Dreams 3-d 
    would be a masterpiece.
    
          SCENE 1: "One Way Twists"
    
    v......!..
    .+.....!..
    ..+.... ..
    ...+... ..
    ....+.. ..
    .....+. ..
    ....... .S
    
      The first several pipe placements are not random. You get a bunch of 
    <DL and UR> that can be placed above and below crosses respectively to 
    form a pipeline that goes through each once. You'll also get a UL> which 
    is followed by <UR and DL>. This allows you a way back through the pipes 
    and starts a huge bonus--for the moment. You'll also have gotten the 
    coin in the lower right which will open the right side to you. Now there 
    are only really six pieces you need to complete the level and I want to 
    describe what you need, when. There are two repetitive patterns you need 
    to create to get to the sinkhole and you may need to stagger your work. 
    It's a bit disorienting to get the right pieces and especially determine 
    which way they work, but hopefully this can sort it out.
    
      You'll need to repeat two patterns to get through. It's the only way 
    and I'll explain the proof below the diagram of the final walkthrough.
    
    UPPER PART PATTERN:
    
    ... ...
    ./> >\.
    .^. .v.
    
    .^. .v.
    >/. .\>
    ... ...
    
    LOWER PART PATTERN:
    
    ... .v.
    ./< </.
    .v. ...
    
    .v. ...
    .\> >\.
    ... .v.
    
      Note the last two squares of each formation are the same, but flipped 
    in order of progression. You'll want to form each of these continually 
    until they meet. Don't be afraid to start by the sinkhole and work your 
    way up although obviously you'll also need to make sure the flooze can 
    get through. Starting the pattern will initially cause you to bust a 
    pipe you'd used before, and I recommend that instead of making the 
    flooze go quickly you focus on other places where you can put the pipe. 
    Note that before you twist from the upper part to the lower part, you 
    need the same pipe piece every two squares to the right. Then you need 
    the same pipe piece every two squares down.
    
      So here is the total level design below.
    
    ... ... ... ... ... ... ... ... ... ...
    .V. ./> >\. ./> >\. ./> >\. ./> >\. ...
    .V. .^. .V. .^. .V. .^. .V. .^. .V. ...
    
    .V. .X. ... .^. .V. .^. .V. .^. .V. ...
    .\> XXX >\. >/. .\> >/. .\> >/. .\> >\.
    ... .X. .V. ... ... ... ... ... ... .V.
    
    ... .^. .X. ... ... ... ... ... ... .V.
    ... .\< XXX <\. ... ... ... ... ./< </.
    ... ... .X. .^. ... ... ... ... .V. ...
    
    ... ... .V. .X. ... ... ... ... .V. ...
    ... ... .\> XXX >\. ... ... ... .\> >\.
    ... ... ... .X. .V. ... ... ... ... .V.
    
    ... ... ... .^. .X. ... ... ... ... .V.
    ... ... ... .\< XXX <\. ... ... ./< </.
    ... ... ... ... .X. .^. ... ... .V. ...
    
    ... ... ... ... .V. .X. ... ... .V. ...
    ... ... ... ... .\> XXX >\. ... .\> >\.
    ... ... ... ... ... .X. .V. ... ... .V.
    
    ... ... ... ... ... .^. .V. ... ... .SI
    ... ... ... ... ... .\< </. ... ... .NK
    ... ... ... ... ... ... ... ... ... ...
    
      Incidentally note that you can never enter the sinkhole from the left 
    using just diagonal pieces to get there. You'd need to go through a 
    straight piece. Why? Note that when you leave the crosses for good, you 
    leave horizontally and vertically alternately every other square 
    regardless of which tube you use. Therefore if we take a look at the 
    whole board we see how we leave each square(just use any pipes we want 
    to get wherever we want.) For further proof label the board like a 
    checkerboard and note that you must always move from a red square to a 
    black square. So red<->horizontal and black<->vertical(assume black is 
    in UL.)
    
    VHVHVHVHVH
    HVHVHVHVHV
    VHVHVHVHVH
    HVHVHVHVHV
    VHVHVHVHVH
    HVHVHVHVHV
    VHVHVHVHVH
    
      So we leave the square right of the sing vertically. 
          SCENE 2: "Mystic Circle"
    
    XX..<<..XX<-sinkhole will appear here
    X./....\.X
    ..........
    Xv..<...^X
    ..........
    X.\..../.X
    XX..>>..XX
    
      ** Ledger **
    
      /, \ = one-way diagonal pipes. They are all part of the 
    counterclockwise pattern formed on this board. The combination of the 
    two directions they face also go towards the center.
    
      This scene has curves, which allow you to create a circle around the 
    board, and crosses, which allow you to exit and give you potential for 
    huge multipliers. You'll have to do little more than place two pipes 
    together in order to connect each of the eight one-way pipes(or pair of 
    pipes) with the next. That should get you all the stars in short order; 
    with eight groups of two pipes you will need four of each type. It's 
    actually tougher to get in business. I generally like to use a DR and a 
    UL and a DR from the starting point unless you turn up two crosses in a 
    row--in this case the solution may be more easy to see. You shouldn't be 
    throwing away diagonal pieces but rather should be looking for places 
    they can be dropped. In general all you have to do is follow and rebuild 
    the circle although there is a huge opportunity to build up some major 
    points if you use your head with loops. The reduced choice in picking 
    only curved pieces means loops are more viable although quite honestly I 
    would not have seriously used the method if I hadn't left a demo mode 
    running and borrowed the idea.
    
      Once you collect all the stars you will turn up some areas to the 
    sides. Four blocks will disappear and the map will now look as follows:
    
    XX..<<..XX
    *./....\.*
    ..........
    Xv..<...^X
    ..........
    *.\..../.*
    XX..>>..XX
    
      You'll need to loop around with a cross to get to the hidden areas. 
    I'll show what you need to do in the UL star area.
    
    ... ...
    .*X XX.
    .X. .X.
    
    .X. .X.
    .XX XXX
    ... .X.
    
    * = where the star is. Note that creating all four loops requires three 
    of each piece so you should try to plan ahead. Also make sure to keep up 
    the circle that runs around. Once you collect all four stars(the DL one 
    should be the final one if you start as I recommend) you should be able 
    to redirect the very UR square below the sinkhole from DL(used to pick 
    up the star) to UL.
    
      I have an example of an ideal way to align the pipes here below. It 
    shows a lot of ideas but don't expect to replicate it exactly. Also 
    beware that and cross run through will disappear, so keep tabs on your 
    supply of crosses and remember to rebuild continually.
    
    ... ... ... ... ... ... ... ... ... .SI
    ... ... ... .XX <<< <<< XX. ... ... .NK
    ... ... ... .X. ... ... .X. ... ... ...
    
    ... ... ... .X. ... ... .X. ... ... .x.
    .XX XX. ./< XXX XX. .XX XXX <\. .XX XX.
    .X. .X. .V. .X. .X. .X. .X. .^. .X. .X.
    
    .X. .X. .X. .X. .X. .X. .X. .X. .X. .X.
    .XX XXX XX. .XX XX. .XX XX. .XX XXX XX.
    ... .X. ... ... ... ... ... ... .X. ...
    
    ... .V. ... ... ... ... ... ... .^. ...
    ... .V. .XX XX. .XX XX. ... ... .^. ...
    ... .V. .X. .X. .X. .X. ... ... .^. ...
    
    ... .X. .X. .X. .X. .X. ... ... .X. ...
    .XX XXX XXX XX. .XX XXX XX. .XX XXX XX.
    .X. .X. .X. ... ... .X. .X. .X. .X. .X.
    
    .X. .X. .V. ... ... .X. .X. .^. .X. .X.
    .XX XX. .\> XX. ... .XX XXX >/. .XX XX.
    ... ... ... .X. ... ... .X. ... ... ...
    
    ... ... ... .X. ... ... .X. ... ... ...
    ... ... ... .XX >>> >>> XX. ... ... ...
    ... ... ... ... ... ... ... ... ... ...
    
      Of course before you get all the stars the loops should be changed to 
    the appropriate curved pipes.
    
      If youy do everything properly(or repeatedly) 200000 for the scene is 
    actually not entirely out of the question. However given the relative 
    difficulty of the other two scenes, the Beach Zone is still the easiest 
    place overall for quick points. This way does have more excitement, 
    though.
    
          SCENE 3: "One Way Plumbing"
    
    .X.X...X..
    .$.X.X..$.
    .X.....X..
    .X.X..$X.<
    .X.....X..
    .$.X.X..$.
    .X.X...X..
    
      The object is to pick up the star and go back to the start where the 
    sinkhole appears. Coins tend to appear and disappear but aren't really 
    worth going after as you will have your hands full just creating the 
    path to get out.
    
      This would be an easy level except for one thing: EXCEPT FOR THE 
    CROSSES, THE STRAIGHT PIPES ARE ONE WAY. It's a major detail, of course, 
    and it's an interesting variant on the plethora of one-way curved pieces 
    you get in the first two levels. It's also an example of how hard one-
    way pieces can make a previously moderately difficult level.
    
      The key to this level is to work out a path well ahead of you as 
    pieces come up. If you do not you will be struggling and hoping for the 
    right piece, which isn't going to happen. The pieces you need are pretty 
    fixed with what I consider to be the best possible path; you don't want 
    too many of the same piece, and you should be able to find enough curved 
    pipes. The way I go through this level is shown below. Counterclockwise 
    movement is assumed.
    
    ... ... ... ... ... ... ... ... ... ...
    ... ... ... ... ... ... ... ... ... ...
    ... ... ... ... ... ... ... ... ... ...
    
    ... ... ... ... ... ... ... ... ... ...
    .XX <<< XX. ... ... ... .XX <<< XX. ...
    .X. ... .X. ... ... ... .X. ... .X. ...
    
    .V. ... .X. ... ... ... .X. ... .^. ...
    .V. ... .XX <<< <<< <<< XX. ... .^. ...
    .V. ... ... ... ... ... ... ... .^. ...
    
    .V. ... ... ... ... ... ... ... .X. .SI
    .V. ... ... ... ... ... ... ... .XX .NK
    .V. ... ... ... ... ... ... ... ... ...
    
    .V. ... ... ... ... ... ... ... ... .X.
    .V. ... .XX >>> XX. ... ... ... .XX XX.
    .V. ... .X. ... .X. ... ... ... .X. ...
    
    .X. ... .X. ... .V. ... ... ... .X. ...
    .XX XXX XX. ... .V. ... .XX >>> XX. ...
    ... ... ... ... .V. ... .X. ... ... ...
    
    ... ... ... ... .X. ... .X. ... ... ...
    ... ... ... ... .XX >>> XX. ... ... ...
    ... ... ... ... ... ... ... ... ... ...
    
      Perhaps it would be advisable to use curved pipes to go two squares 
    above where I have three R->L blocks in a row above. Also remember that 
    if one piece(any) you have correctly placed for the future stays alone 
    too long it disappears so if you have a diagonal piece you can't seem to 
    use, connect the two. There is almost always some way you can.
    
        8.15. Radiation Zone
    
      I find this one harder than the Ruined Zone for the first two levels 
    but easier for the third. 
    
          SCENE 1: "Temple of Doom"
    
    .....X....
    .XXX...XX.
    X...XXX.X!
    >....!..*.
    X....X..X.
    X....X..X.
    XX...X$$X!
    
      It's not nice to give a potentially random introductory level such as 
    this and then not give a person any lives to start out. A big key to 
    this level is being able to construct the ending sequence as quickly as 
    possible when you have a piece that doesn't seem to fit anywhere in your 
    current pattern. You will have to move quickly near the end, too, 
    because there is a trap that sneaks behind you and goes quicker than the 
    flooze. It can swallow the flooze before it has the potential to pour 
    out, yet at the same time if you don't concentrate on the narrow passage 
    to the drain, the flooze will pour out way too quickly. So start early. 
    You'll use a UL and UR at the bottom of the screen but DL and DR's 
    should be connected(even if they are obviously wrong, i.e. in two 
    squares in the UL corner.) Eventually you should get flat pieces that 
    you can put together, although I've been a victim of distressing 
    randomizations where I feel I've done everything right and just haven't 
    gotten enough straight pieces. The only way to buy yourself time is to 
    make a detour or two with curvy pipe pieces.
    
      There's a trap at the beginning of the level(when you walk over the 
    first !) that pretty much assures your flooze will be cut in half. The 
    square right of the entry turns into a block, and I don't believe I've 
    ever saved over 50% of the flooze in this level without taking a major 
    detour in the DL open area. With it 
    
      Note that, although on normal and hard levels, the trap that's behind 
    you and changes squares to blocks goes quicker than the flooze's normal 
    rate(you can actually speed up, although that has other disadvantages,) 
    once you have all pieces in place the flooze accelerates to as fast as 
    the trap.
    
      My favorite pattern is to go to the right with a slight curve, detour 
    for the two coins, and exit. Note that the starting point changes into a 
    sinkhole.
    
      The final pattern I recommend is detailed below.
    
    ... ... ... ... ... ... ... ... ... ...
    .XX XXX XXX XXX XXX XX. ... .XX XXX XX.
    .X. ... ... ... ... .X. ... .X. ... .X.
    
    .X. ... ... ... ... .X. ... .X. ... .X.
    .X. ... ... ... ... .XX XXX XX. ... .X.
    .X. ... ... ... ... ... ... ... ... .X.
    
    .X. ... ... ... ... ... ... ... ... .X.
    .X. ... ... ... ... ... ... ... ... .X.
    .X. ... ... ... ... ... ... ... ... .X.
    
    ... ... ... ... ... ... ... ... ... .X.
    .>> XXX XX. .XX XXX XXX XXX XX. .XX XX.
    ... ... .X. .X. ... ... ... .X. .X. ...
    
    ... ... .X. .X. ... ... ... .X. .X. ...
    ... ... .X. .X. ... ... ... .X. .X. ...
    ... ... .X. .X. ... ... ... .X. .X. ...
    
    ... ... .X. .X. ... ... ... .X. .X. ...
    ... ... .X. .X. ... ... ... .X. .X. ...
    ... ... .X. .X. ... ... ... .X. .X. ...
    
    ... ... .X. .X. ... ... ... .X. .X. ...
    ... ... .XX XX. ... ... ... .XX XX. ...
    ... ... ... ... ... ... ... ... ... ...
    
      Naturally the end part is pretty much forced so you will want to move 
    ahead to put stuff in(don't forget to link pieces together there so they 
    don't disappear.) The more you get done in advance the better and the 
    more time you take to get it done is also the better.
    
      No real opportunities for crossing but I was able to save 100% by 
    making a few extra curves.
    
          SCENE 2: "Archaeology"
    
    ...>......
    ..........
    X..XXX.X.X
    $XXXXXXXXX
    ^XVXX<XX$X
    XXXXXX$XXV
    X$X@XXXXX$
    
     ** Ledger **
    
     @ = oneway UR> pipe
    
      In this level you must clear out all the coins. It obviously requires 
    patience and several levels of processing. You start out with four 
    bombs, and in my opinion the best places to put it are at the following 
    squares:
    
    ...>......
    ..........
    X..XXX.1.4
    $XXXXXX23X
    ^XVXX<XX$X
    XXXXXX$XXV
    X$X@XXXXX$
    
      After that start you get 3 LR squares which you should use to get to 
    the edge. A small finesse is to place the rightmost one first. As things 
    stand now you will be able to curve around and wait for the random bombs 
    to show up. I'll show the loop below.
    
    ... ... ... ... ... ... ... ... ... ...
    .XX XXX XXX .>> XXX XXX XXX XXX XXX XX.
    .X. ... ... ... ... ... ... ... ... .X.
    
    .X. ... ... ... ... ... ... ... ... .X.
    .X. ... .XX XXX XXX XXX XXX XX. ... .X.
    .X. ... .X. ... ... ... ... .X. ... .X.
    
    .X. ... .X. ... ... ... ... .X. ... .X.
    .XX XXX XX. ... ... ... ... .XX XXX XX.
    ... ... ... ... ... ... ... ... ... ...
    
    (Note--this requires taking out the UL block. Do so ASAP. In general 
    you'll want to take out one row of blocks, then the next, etc.)
    
      My strategy is to keep placing stuff everywhere and just hold out 
    until I've bombed the entire board. Oddly I find a clockwise circle 
    works best here although it will be a bit narrow at the beginning.
    
      Slowly but surely as you bomb more stuff out of the way you'll get 
    more bombs and work your way to the bottom. Your circle will grow larger 
    and you will be able to start to direct it to pick up coins. Use curved 
    pieces whenever possible to free up time and also space to drop pieces 
    of pipe.
    
      For practical purposes, after you have cleared everything out you may 
    need two trips around to solve this one. However I'll put my 'pipe 
    dream'(heh) solution below and you can smooth out the parts that aren't 
    completely practical.
    
    .X. ... ... ... ... ... ... ... ... .X.
    .X. ... .XX XXX XXX XXX XX. ... ... .X.
    .X. ... .X. ... ... ... .X. ... ... .X.
    
    .^. ... .V. ... ... ... .X. ... ... .X.
    .^. ... .V. ... ... ... .X. .XX XX. .X.
    .^. ... .V. ... ... ... .X. .X. .X. .X.
    
    .X. ... .X. ... ... ... .X. .X. .X. .V.
    .X. ... .X. ... ... ... .XX XX. .X. .V.
    .X. ... .X. ... ... ... ... ... .X. .V.
    
    .X. ... .X. .V. ... ... ... ... .X. .X.
    .XX XXX XX. .\> ... ... ... ... .XX XX.
    ... ... ... ... ... ... ... ... ... ...
    
          SCENE 3: "Guarded Coin"
    
    XXXX......
    X..X.XX.X2
    ...X......
    .$...X.X.<
    ...X......
    X..X.XX.X1
    XXXX......
    
    1,2 = where star appears
    
      You only have to get one star in this level but it will be a tricky 
    one. Still it never seems as annoyingly unfair as the previous level. 
    The basic premise is that you pick up a star, pick up the coin while 
    invisible, and get out. The game is nice in that it doesn't put the 
    block back once you've grabbed the coin; however, if you go for the coin 
    and don't make it you are in SERIOUS trouble given that it is in a small 
    area and you will start hitting a block and losing flooze.
    
      The beginning is a bit annoying as the computer doesn't seem to like 
    to shell out the right curvy pipes at first.
    
      A sample of how I go about business is listed below. Generally I loop 
    around twice counterclockwise before I have all the pieces I need to 
    enter the compartment. I also try to set things up so I have the right 
    pieces handy, i.e. a DL and UR to replace the parts of the circle 
    bordering on the compartment. Then I just start chucking pieces wherever 
    until I get a UR or DR that will lead me out of the compartment and the 
    trip back should be pretty smooth--I'll only need to change one curvy 
    piece to enter the sinkhole. I've been able to save all the flooze.
    
    ... ... ... ... ... ... ... ... ... ...
    ... ... ... ... .XX XXX XXX XXX XXX XX.
    ... ... ... ... .X. ... ... ... ... .X.
    
    ... ... ... ... .X. ... ... ... ... .X.
    ... .XX XX. ... .X. ... ... ... ... .X.
    ... .X. .X. ... .X. ... ... ... ... .X.
    
    ... .X. .X. ... .X. ... ... ... ... .X.
    .XX XX. .X. ... .X. ... ... ... .XX XX.
    .X. ... .X. ... .X. ... ... ... .X. ...
    
    .X. a.. .X. ... bX. ... ... ... cX. ...
    .XX XXX XXX XXX .X. ... ... ... .XX <<.
    ... ... .X. ... .X. ... ... ... ... ...
    
    ... .X. .X. ... dX. ... ... ... eX. ...
    ... .X. .X. ... .X. XXX XXX XXX .XX .X.
    ... .X. .X. ... .X. ... ... ... ... .X.
    
    ... .X. .X. ... .X. ... ... ... ... .X.
    ... .XX XX. ... .X. ... ... ... ... .X.
    ... ... ... ... .X. ... ... ... ... .X.
    
    ... ... ... ... .X. ... ... ... ... .X.
    ... ... ... ... .XX XXX XXX XXX XXX XX.
    ... ... ... ... ... ... ... ... ... ...
    
      Square a should be converted to a DR, b should be converted to a DL, c 
    to a UD, d to a UR, e to a LR. The c can be done during the first loop 
    but the others may require a bit of luck. The method to solve this level 
    will never be foolproof but you should be able to do pretty well; if you 
    don't make it in time convert the cross to a UR or if you must a DR. 
    That will buy some time to circle around and get out.
    
        8.16. Ruined Zone
    
      The third scene is really vicious. You have to make sure you get the 
    right cycling and in fact you need the same sort of thing for scene one, 
    which has the paradox that a shorter flooze may be safer for you long-
    term.
    
          SCENE 1
    
    .........
    .........
    .........
    ........<
    .........
    XXXXX....
    .*..X....
    ....1....
    ....X....
    
      * Ledger *
    
    1-this square closes off once you grab the star.
    
      Once you manage to get the star, the lower left part closes up. I 
    really don't see how to save most of the Flooze so you'll have to settle 
    for less than perfection in this scenario. Fortunately all you really 
    have to do is to tread water and then wait for the right piece to come 
    along. If you want to risk things then you can place a DR and begin to 
    move clockwise before collecting the star, but I prefer to play it safe 
    and go counterclockwise. The flooze will be shorter, but you'll have 
    more time to react to a piece that is knocked out. With the longer 
    flooze you will quickly wind up without the right piece to replace 
    anywhere in sight and the action will be much more spur-of-the-moment. 
    It's a classic case where more flooze may be more dangerous to survival. 
    Your goals should be:
    
    1. Enter the lower left chamber. This requires standard pipe placement 
    and if you can get a LR at (1) then just annex a diagonal piece or even 
    a 4-way to it so it doesn't disappear. By now you should be able to 
    direct the flow to any square you want.
    
    2. Once in the compartment, wait for the clanging noise that concurs 
    with the squares blinking on the outside to stop. It gets slower with 
    each iteration and can be annoying but oh well. In the meantime you will 
    need to circle around.
    
    3. Continue to circle around, but now instead of wasting tubes remember 
    that you can start connecting to the outside and start focusing on 
    making a pipe that goes to the drain. You'll need a DR and a 
    
      Note that the probabilities are aligned pretty well. The place you 
    will tread water along is 10 squares(counterclockwise)
    
          SCENE 2: "Three flows"
    
    X.......X
    1.......3
    X.......X
    2.......2
    X.......X
    3.......1
    X.......X
    
      ** Ledger **
    
    1,2,3: where flow start(left side) and where the drains open when you 
    get coins(right side.)
    
      On this board, you have three coins placed at random(bronze, then 
    silver when you get them, then gold.) In addition, when you pick up the 
    first three coins, you activate another flow and cause a sinkhole to 
    appear in addition to putting the next color of coin out. Some thinking 
    ahead is necessary and you may lose a life or two taking notes about 
    what is where. But once you know all that it is possible to set so much 
    up in advance that this level is a relative breeze.
    
      If you aren't quite able to plan ahead then don't worry. It is not too 
    bad to have two flows going at once even though if either one runs out 
    you los a life. I don't know what happens if they meet head on so try to 
    avoid that(although crossing is just fine,) but it shouldn't be too 
    tough to avoid picking up three gold coins(just make a big circle 
    skirting the outside of the board and eventually change the square left 
    of 1 to suck the first flow in there.)
    
      You don't have to put any one flow in any one drain, but it's good to 
    be expedient and think ahead so you can dump a flow in the one that's 
    just appeared in short order.
    
          SCENE 3: "Peepo"
    
    >...!...*
    .......XX
    .....!..*
    .......XX
    ......!.*
    .......XX
    ?.....!.*
    .......XX
    ......!.*
    
     ** Ledger **
     ! = where the stars go out to
    
      Hey! What gives? The stars on the right, if you go in and get them, 
    are a dead end. It's a nasty trap and I guess it was naive of me to 
    think I could just guess which opened up which barriers. The actual way 
    to win is roundabout.
    
      The object in this level is to coax the stars out of hiding and then 
    go and pick them up. To do so you must run over the star on the left and 
    accelerate to run over the star which moves to the left, waits, and goes 
    back to the right if you are not quick enough. This presents a second 
    problem; you can't catch the star at normal speed. So you'll have to 
    accelerate. That means you'll need to have your pipe infrastructure 
    settled well in advance, likely when you are chugging towards the star 
    in the first place. And it's probably best to go in a clockwise motion 
    and to be moving up when you touch the star.
    
      The stars get more shy and reticent as you pick each one up. You have 
    to go farther right for each one, but actually it will take you less 
    time to get there. The problem is that they're out for less time so 
    there's less time to accelerate.
    
      After you've collected the next-to-last star, a bunch of exclamation 
    marks will start floating about. They signify that the board is about to 
    develop bumps and any part of the flooze caught there(or pipe) will be 
    destroyed. This can be a quick death if you don't remember where 
    everything is. The bumps create a board as you may see below.
    
    ..........
    ..........
    ....X.....
    ..X...X.XX
    ....X.....
    *.X...X.XX
    ....X....*
    
      So you may wish to make a slight detour around the bottom leftmost X 
    to keep your flooze longer; there may be anxious moments while creating 
    your pipeline that circles around.
    
      The best way through this board is shown below. I have cut off the top 
    three rows, which you do not use. If you can, try to get things going 
    counterclockwise, and also you may wish to have a pipeline just to the 
    left of where the stars were started, going up and curving right to the 
    end sinkhole in the upper right. In other words, when approaching the 
    star, don't rush things. Keep ditching pieces until you get what you 
    want, and remember, the squares where the stars used to be are also good 
    places for discards when everything else seems filled up.
    
    ... ... ... ... ... ... ... ... ... ...
    ... ... ... .XX XXX XX. ... ... ... ...
    ... ... ... .X. ... .X. ... ... ... ...
    
    ... ... ... .X. ... .X. ... ... ... ...
    .XX XXX XXX XX. ... .XX XXX XX. ... ...
    .X. ... ... ... ... ... ... .X. ... ...
    
    .X. ... ... ... ... ... ... .X. ... ...
    .XX XX. ... .XX XXX XX. ... .X. ... ...
    ... .X. ... .X. ... .X. ... .X. ... ...
    
    ... .X. ... .X. ... .X. ... .X. ... ...
    ... .XX XXX XX. ... .XX XXX XX. ... ...
    ... ... ... ... ... ... ... ... ... ...
    
      It's a bit quicker to go counterclockwise as that leaves you a free 
    path to the top but you should be able to hack your way through the 
    other way too, which should be overall slightly safer(you don't need a 
    vertical piece so quickly.)
    
        8.17. North Pole Zone
    
      Given that scene 2 is a serious potential stopper, if you find 
    yourself stuck on this level I would recommend going through level 1 
    first to give you a few cracks at it. There are timing and chance issues 
    which may fluster you. However the two have patterns that can be 
    replicated from one corner to the other three and are very passable.
    
          SCENE 1: "Tight Corners"
    
    *.  ..  .*
    .XX....XX.
     X.*..*.X
     ....>...
     X.*..*.X
    .XX....XX.
    *.  ..  .*
    
      I found this level quite manageable. Remember that you want to hit all 
    four stars quickly, but not too quickly as every time you pick up a star 
    you have three bombs to use, and you must use all twelve bombs 
    correctly. Of course using bombs precludes laying pipes, which may put 
    you in a bit of a fix as you are not immediately able to create a circle 
    for the flooze to run in. I found placing a DR and UR pipe on the upper 
    and lower left stars respectively(or one square outside of them) gets 
    the level off to a great start. If you get two UL pipes in a row then 
    you can place one at the starting trough, but on the right side you may 
    want to place at least one curvy pipe away from the star. You need to 
    buy a bit of time and if you have recourse to put another curve in that 
    will definitely give you time to use all the bombs. Since with each star 
    you pick up you get three bombs, use each arsenal to hit three squares 
    to gain access to the star there. Getting the bombs is not too bad. 
    Using them is pretty intuitive although if you slip it is very 
    tough(you'll have to time things to come out of a corner with a very 
    short flooze. See 4.11.2 for more details.) The hard part is starting to 
    build the loop and expand it so it can reach the corners.
    
      This is what the board looks like after the bombs have removed all the 
    cut-aways. You'll want to get all four stars. This is not as bad as it 
    looks.
    
    XXXXXXXXX
    X*.XXX.*X
    X.......X
    XX.....XX
    XX.....XX
    XX.....XX
    X.......X
    X*.XXX.*X
    XXXXXXXXX
    
      The main pieces you need in the corners are listed below:
        4 4W(1 per corner)
        3 UL(in each corner except UL)
        3 UR
        3 DL
        3 DR
        A bunch of straight pieces to link 
    
      They should be organized as follows but the order in which they are 
    organized is not too important in general:
    
    ... ...        ... ...
    .XX XX. [[[]]] .XX XX.
    .X. .X.        .X. .X.
    
    .X. .X.        .X. .X.
    .XX XXX [[[]]] XXX XX.
    ... .X.        .X. ...
    
    [vertical stuff]
    
    ... .X.        .X. ...
    .XX XXX        XXX XX.
    .X. .X.        .X. .X.
    
    .X. .X.        .X. .X.
    .XX XX.        .XX XX.
    ... ...        .......
    
    
      ...with horizontal and vertical links of course.
    
      In other words, the corners loop and you just put a bunch of straight 
    pieces together to link everything up. Since you'll have another turn 
    through the maze before everything disappears feel free to wait for the 
    right curvy piece that might pour into a straight piece near wherever 
    the drain appears.
    
      You should also, when given a cross you can't place at one of the 
    squares near the corner, and you can place it in a column or row 
    connecting corner crosses, place it horizontally between two crosses(and 
    not vertically.) This will put the odds slightly in your favor as you 
    neeed to fill more horizontal than vertical squares(the board is wider 
    than it is tall.)
    
          SCENE 2: "Ping Pong"
    
    =........
    2.......4
    .........
    X~~~~~~~X
    .........
    3.......1
    .........
    
      * Ledger *
    
    ~ = where lethal square bounces back and forth
    
      This one looks simple but has the nuisance of the pong-ball square 
    that sucks everything under and bounces back and forth. The annoying 
    sound doesn't help either. There are four stars that appear one square 
    away vertically in each corner: DR, UL, DL, UR. Once you've got them all 
    the middle is no longer risky except for the one square where the pong 
    square gets frozen, and you can probably try to pick up gold coins on 
    the bottom with little risk of losing by now. Although the first time 
    through, your goal is probably to try to complete the game, so frivolous 
    diversions to gain points may not be kosher. Despite its simplicity, I 
    would say this is the toughest of the level 17 scenes, so that's extra 
    incentive not to dally once the gold coins pop up.
    
      But on to the walkthrough. First thing to be aware of is that if the 
    pong square takes out the flooze then the previous pipe gets knocked out 
    too. So timing is extra critical as otherwise you have to make up two 
    squares instead of one(the usual when you drop pipes around--no chain 
    reaction) and the flooze is still pouring. With how quick the pong 
    square is you may do best to try to fight for survival by going in a 
    circle and regroup.
    
      For a while I tried using a DR next to the spout where the flooze 
    started(and where the sinkhole appears,) and going straight down, 
    waiting for the 'death-box' to pass by(a timing issue--one travel back 
    and forth is equivalent to you traveling two squares at regular speed) 
    and putting in a bunch of vertical squares and hoping to make it down to 
    a beginning infrastructure. The flaw in this is that I should have 
    developed the beginning infrastructure first. It's perfectly okay to 
    start with the DR but a surer way to complete the level is to create a 
    circular loop covering the top. Then after you've built up some 
    infrastructure below, head down. It's a bit tricky to get past the pong 
    box but hopefully this will help. If you get caught by the pong box then 
    the square you were on will disappear and not just the one in the box. 
    That's losing two squares for the price of one, and it's almost always 
    lethal.
    
      In general you need to work ahead to the half of the board you're not 
    moving across, because otherwise you will be scrambling for the right 
    pieces and after a few times through the center your flooze won't amount 
    to much unless you are very patient or lucky. You need to be prepared 
    for accidents.
    
      So how to avoid the pong box? First and most importantly, always be 
    sure to use the squares on the edge. When the pong box passes by you 
    will have the most time to get by, and note that the edge squares are 
    the only ones covered once when the box bounces back and forth(others 
    are hit twice.) Second of all, accelerate once you're in the danger 
    zone. You won't make it by much, if at all, if you go at regular speed. 
    Third of all, given that you'll be speeding up, plan ahead(it's been 
    mentioned before, but yeah, it's worth repeating. Your brain will 
    overload trying to rush through and still plot pipe placement otherwise-
    -I know from extensive experience.) You may even plan ahead to the point 
    that you have a pipe to the next star you want to pick up. It's worth 
    going around the track twice especially since the pong box has one nice 
    feature you'll need to take advantage of; although it destroys every 
    piece of pipe it runs across, that works to your advantage if you are 
    just trying to chuck pieces of pipe. Given that you need to work both 
    sides of the board creating circular loops, this is a great repository 
    so that your hard work does not get messed up. Finally of course make 
    sure you pick up a star each time you traverse a half of the 
    board(except when you come out of the chute.) It would be disheartening 
    to find you hadn't although with my looping strategy around the edge of 
    each area this should be a given. Finally, remember you'll need to 
    change part of the loop you're in to go into the pong zone and you'll 
    want to have curved pipes above and below where you intend to cross. And 
    don't forget, when you're ready to thrust forward, be sure to have the 
    right 'next' piece ready to go--UD or 4W. This requires more 
    persisterverence than any scene except 17-2 and the next one is not as 
    big of a challenge as this.
    
          SCENE 3: "Tighter Corners"
    
    *.X*..*X.*
    ...X..X...
    X........X
    .X......X.
    .X......X.
    .X......X.
    .X......X.
    X........X
    ...X..X...
    *.X*..*X.*
    
      This scene has shock value and you may pitch a few guys just getting 
    your bearing, but it is not so bad once you learn how to navigate the 
    corners. Each one is navigated similarly. I'll include the upper left 
    below. Don't worry so much about how you enter it(the diagonally-in-
    from-the-corner square can be anything when you enter but must be 
    changed to a + to leave or your trail of flooze may have to get 
    dangerously short) but you may want to manipulate the way you leave it, 
    especially if you have infrastructure set up somewhere else.
    
      ** upper left chamber pipe structure **
    
    ... ... ...
    .XX XX. ...
    .X. .X. ...
    
    .X. .X. ...
    .XX XXX XX.
    ... .X. .X.
    
    ... .X. .X.
    ... .XX XXX
    ... ... .X.
    
      It's worth it to mill around while building up the infrastructure to 
    deal with a corner, although I also find that even if it isn't fully 
    there you can just junk a bunch of tiles until you get the right one if 
    you're one tile away. It's better than watching your hard work 
    disappear.
    
      Before picking up your fourth corner star you may want to make sure 
    you have a good route provided to go ahead; it may be tough to plan the 
    flooze's path on the fly because you only get four bombs and have to 
    make them count. Basically you want to start building a circle that will 
    touch all four stars.
    
      After picking up all four corner stars, you then get four bombs and 
    will need to make the most of them. A bit of thought should reveal that, 
    for each star in the center, you will want to take out one block 
    adjacent to it, as otherwise there will be a star in the dead end, 
    making the level unsolvable. Either square works to release a star but I 
    recommend taking out the ones not on the edges. This will allow for the 
    shortest loop that can take out the four stars, and then the drain 
    should be pretty easy to find.
    
      So the strategy is:
    
    1. go to each corner to get the stars
    2. use bombs to create a rectangle and make it so stars are not dead 
    ends.
    3. make a long loop to take out the four stars
    4. find the drain
    
      You should find that the first part is the toughest. There's a bit of 
    chance involved when you decide to make your move(milling around is not 
    terribly easy or relaxing in the crowded quarters) but you should 
    generally try to create corner infrastructure whenever you can.
    
         8.18. Space Zone
    
      The intro scene is cute I guess but thankfully it can be skipped as 
    well when you want to get down to business.
    
      This is the only level with four scenes and it is a bit of a 
    potpourri. No scene is unduly taxing although I found that going through 
    level 1 first disperses any lingering effects of randomness that may 
    otherwise conspire to finish your game early and annoy you.
    
          SCENE 1: "Clear the Way"
    
    .......XXX
    =...... XX
    .......  X
    ....... XX
    ....... X 
    ....... XX
    .......  !
    
      Given that you will never particularly want for bombs(they come up 
    randomly but regularly,) this doesn't seem too bad until you realize 
    that the board slowly disappears(the leftmost column will always 
    disappear top to bottom) as time goes on. The best way to combat this is 
    to move immediately to the right and to try to use the leftmost as dump 
    squares whenever possible. If you stay on the left too long your pipe 
    may be cut off with the flooze that goes through it. This can lead to 
    quick and drastic losses.
    
      Once you start bombing away you can also use the far right as dump 
    squares but when everything is clear you should start planning ahead and 
    drawing up the pipes that will help the flooze escape into the DR 
    corner. While there's really only one way to get through the bottom part 
    you should be aware that you might have other options for what's on top. 
    You want to keep the UR square as a DL and the square DL of that as an 
    UR. Then you can have the flooze flow through either one as you strive 
    to junk pieces you don't need while completing the bottom part.
    
      The far right must contain, in order of your traversal: 1 DL(in the UR 
    square or 1 below it, depending on how the UR is organized) 1 DR, 1 DL, 
    1 UR, 1 UL. So in other words once the flooze can flow to the far right 
    there is always a spot to put a curvy pipe, at least to start. Naturally 
    a 4W can serve double duty in many places and this helps your odd as you 
    build the winding pipe in the DR area or the straight UR area pipe.
    
      To get to the right side of the screen I generally try to create a 
    loop and if it is going clockwise, just use LR/4W's to get to the right 
    side, and if it is going counterclockwise, use a DR at the top and LR/4W 
    to the right of it.
    
          SCENE 2: "Bomb a Path"
    
    =.XXXXXXX.
    XXXX.XXXXX
    X.XXXXX.XX
    XXXX..XXXX
    XXX.XXXX.X
    .XXXXX.XXX
    XXXXX.XXXX
    X.XXXXXXXv
      Well this certainly seems daunting. There's not a whole lot of places 
    to go at first. But fortunately there seems to be a set pattern for 
    pipes and bombs that appear at the level's beginning, and that makes 
    this scene much easier than it appears.
    
      5e 3s 4e(bombing the squares first) and either e 3s or s e 2s should 
    do the trick. The pipes at the start of the level always seem to be 
    similar and this should give you a huge head start, and also this zigzag 
    seems to take advantage of a lot of open holes and even give you an 
    option near the end. You also seem to get a lot of horizontal pieces at 
    the start so after bombing ahead you want to be constantly alert to the 
    possibility of putting pipes in the later regions.
    
      Also be aware of what comes right after a bomb; if you see a piece 
    that would fit in well in a square you can bomb, go for that. Saving a 
    bit of time here or there can be wonderful. You can probably expect to 
    lose half your flooze on this level so don't panic about that, but on 
    the other hand you need to finesse to save as much time as you can.
    
      Below is a diagram of how to get through the level.
    
    ... ... ... ... ... ... ... ... ... ...
    .>> XXX XXX XXX XX. ... ... ... ... ...
    ... ... ... ... .X. ... ... ... ... ...
    
    ... ... ... ... .X. ... ... ... ... ...
    ... ... ... ... .X. ... ... ... ... ...
    ... ... ... ... .X. ... ... ... ... ...
    
    ... ... ... ... .X. ... ... ... ... ...
    ... ... ... ... .X. ... ... ... ... ...
    ... ... ... ... .X. ... ... ... ... ...
    
    ... ... ... ... .X. ... ... ... ... ...
    ... ... ... ... .XX XXX XXX XXX XXx xx.
    ... ... ... ... ... ... ... ... .X. .x.
    
    ... ... ... ... ... ... ... ... .X. .x.
    ... ... ... ... ... ... ... ... .XX XX.
    ... ... ... ... ... ... ... ... ... .X.
    
    ... ... ... ... ... ... ... ... ... .X.
    ... ... ... ... ... ... ... ... ... .X.
    ... ... ... ... ... ... ... ... ... .X.
    
    ... ... ... ... ... ... ... ... ... .SI
    ... ... ... ... ... ... ... ... ... .NK
    ... ... ... ... ... ... ... ... ... ...
    
          SCENE 3: "Four Flows"
    
    1--- XX -5
    XX  |X  XX
    2-+++ | -6
    XX| +++ XX
    3-+-++  -7
    XX|X +- XX
    4- XX ---8
    
      ** Ledger **
      1-4 = starts of flooze
      5-8 = sinkholes
    
      Fortunately there are a lot of opportunities for bonuses--and extra 
    guys(I've racked up 400000 from just starting on level 18 and dying a 
    few times)--here and if you get things going you can get x7 or 
    better(maximum I remember is x10. The important thing to know here is 
    where you should put your first few curved pieces(straight pipes are all 
    fixed and you only get curved pieces;) they are all you are going to get 
    in this scene, and as having any one of the four flooze flows stopped up 
    will cause a level re-start.
    
      The best way to work things out may be to work by reverse reasoning. 
    Some of the positionings of curved pipes are obvious. You should work 
    out first the obvious things and then what goes where. Note that two 
    floozes cannot go to the same sinkhole as a sinkhole vanishes when it is 
    filled. Note the potential for dead ends(particularly pipes placed in 
    the wrong direction) so if you want to waste pipes be sure they've 
    already filled their duties.
    
      ** Spoiler, level 1 **
    
      Ok, one last chance. Try to write down a map and track everything 
    down.
    
      My choice for what goes where is as follows:
    
      1 -> 7
      2 -> 8(this should be the most obvious one)
      3 -> 5
      4 -> 6
    
      You can actually switch things, 4->7 and 1->6, but this requires 
    changing a pipe flooze has already flown through.
    
      ** Spoiler, level 2 **
    
    ... ... ... ... ... ... ... ... ... ...
    .1> XXX XXX XXX XX. ... ... .XX XXX >5.
    ... ... ... ... .X. ... ... .X. ... ...
    
    ... ... ... ... .X. ... ... .X. ... ...
    ... ... .XX XX. .X. ... .XX XX. ... ...
    ... ... .X. .X. .X. ... .X. ... ... ...
    
    ... ... .X. .X. .X. ... .X. ... ... ...
    .2> XXX XXX XXX XXX XX. .X. .XX XXX >6.
    ... ... .X. .X. .X. .X. .X. .X. ... ...
    
    ... ... .X. .X. .X. .X. .X. .X. ... ...
    ... ... .X. .XX XXX XXX XXX XX. ... ...
    ... ... .X. ... .X. .X. .X. ... ... ...
    
    ... ... .X. ... .X. .X. .X. ... ... ...
    .3> XXX XXX XXX XXX XXX XX. .XX XXX >7.
    ... ... .X. ... .X. .X. ... .X. ... ...
    
    ... ... .X. ... .X. .X. ... .X. ... ...
    ... ... .X. ... .XX .X. XXX XX. ... ...
    ... ... .X. ... ... .X. ... ... ... ...
    
    ... ... .X. ... ... .X. ... ... ... ...
    .4> XXX XX. ... ... .XX XXX XXX XXX >8.
    ... ... ... ... ... ... ... ... ... ...
    
      Note the following totals:
    
    ...
    .XX DR, need 5 to complete level
    .X.
    
    .X.
    .XX UR, need 3 to complete level
    ...
    
    ...
    ... DL, need 3 to complete level
    ...
    
    ...
    ... UL, need 5 to complete level
    ...
    
      Therefore there is a slight premium on the UL/DR pieces.
    
          SCENE 4: "The Final Level"
    
    ..........
    ..........
    ..........
    .........S
    ..........
    . ........
    ..........
    
      This is a good final scene; basically you need to fill up as much of 
    the board with an ooze path as you can. Once you've gone through sixty 
    squares the sinkhole opens up. The ooze never disappears, so if you work 
    yourself into a hole this level may be a bit quicker than you want. In 
    the bottom right you will be able to reference how many squares you need 
    to fill before the sinkhole appears, which is a good way to track your 
    progress. There's no way to track how much ooze can fall out before you 
    lose it, but it seems to be the regular amount. You can probably afford 
    three regular slip ups. You can and should occasionally sacrifice a bit 
    when necessary to keep your maze compact because it's easier than in 
    most levels to work yourself into a dead end, and once you do there may 
    be no way out(you can't make a pipe disappear.) You should also find a 
    good place to ditch items at the beginning when you don't need them. 
    Don't be afraid to do so quickly and be sure to dump them so either 
    a)they disappear quickly or b)they form the sort of pattern you want. 
    For instance at some time you will want to move through the lower left 
    corner, so you may want to link a few pipes together down there.
    
      ** Theoretical Detour **
    
      Note that the hole in the bottom left, where the sinkhole eventually 
    appears, changes things a bit in another way. Assume we never use a 
    cross. If we color the 7x10 board like a chessboard we notice that there 
    are originally 35 red and black. If we drop the one square(call it 
    white) and consider that the starting square is the same color, we 
    notice that there are really only 67 and not 69 squares(besides the 
    start) you can traverse, since you alternate between white and black 
    squares--even if you use a cross. That is because after 68 squares 
    you'll have covered 34 white and 34 black. You'll be on a black square, 
    and the last ones remaining will be black.
    
      You can actually fill all the squares in but you need to follow the 
    stipulation I mention: the number of black squares you cross through = 
    the number of white squares you cross through + 1. Since in the 
    paragraph above we count every square we go through, we note that going 
    through a cross disrupts this count. Going through a black cross the 
    second time means that we've gone through a black square but can't count 
    it again. Similar for a white cross/white square. At the end of our 
    journey we'll need the black squares = white squares = 35(70 total) 
    meaning we'll have to 'lose' a black square somehow. Going through a 
    cross is the only way.
    
      ** End Detour **
    
      So you have 60 squares to fill before the drain appears and 68 open 
    squares. Crosses are very nice in this level as they allow you in effect 
    an extra square of space, but don't be too enamored of them; if they 
    cause you to miss another square you could have gotten by normal 
    methods, the whole deal is a wash except for the crossing bonus you get 
    in the end. If they cause you to miss two squares then you have probably 
    not calculated or planned as well as you could have. Generally tight 
    curves are the best ways to use crosses.
    
      When playing this level I like to start off by creating a cross and 
    not just because it's an emotional buoy('I'm conserving space already!') 
    For instance if you are able to create the following structure, or a 
    vertical mirror image:
    
    ... ...
    .XX XX.
    .X. .X.
    
    .X. .X.
    .X. .X.
    .X. .X.
    
    .X. .X.
    XXX XX.
    .X. ...
    
    .X. ...
    .XX XX. <--start
    ... ...
    
      You can then create a horizontal mirror image of the next six squares. 
    Note that corners can be particularly tough to paint in so don't be 
    afraid to pause the game if you have to and plan it out. You may have 
    the screen blocked and darkened when you pause it, but this sort of 
    planning can save time in a long run if you nail things immediately. I 
    find that setting up a cross works well in the early going, but with 
    time pressure on, if I try to get cute with it I generally goof.
    
      Curvy pipe works well to paint in the corners; for instance whichever 
    way you go from the start(up or down) the other vertical half will be 
    tough to fill in. You'll probably need to do something such as below to 
    get things straight:
    
    ... ... ...
    XXX XXX XX.
    ... ... .X.
    
    ... ... .X.
    .XX XX. .X.
    .X. .X. .X.
    
    .X. .X. .X.
    XX. .XX XX.
    ... ... ...
    
      This can also be vertically flipped in the same corner; I guess it 
    partially depends on what pieces you get. If you get the horizontal ones 
    first, buy time putting them where they will do good. Making curves from 
    the corner is also safer than making curves from your already connected 
    pipe as if you start the curves at the wrong time you may wind up 
    wasting a square.
    
      It is important, though, to paint the corners, as they are the 
    toughest area to figure what to do with, and even leaving a few open can 
    force much more exacting work elsewhere. The upper left may be a good 
    place to use a cross, especially since you'll find a use for the 
    unintuitive diagonal pieces. To wit:
    
    ... ... ...
    .XX XX. .XX
    .X. .X. .X.
    
    .X. .X. .X.
    .XX XXX XX.
    ... .X. ...
    
    ... .X. ...
    .XX XX. ...
    .X. ... ...
    
      However, be sure to work things this way as if you use a straight bar 
    to the left of/below the cross, the square above/to the right of it 
    can't be filled in. Unless you manage to use a cross and loop back 
    around again. In fact, near the end I recommend the following if you can 
    finesse it. Put a cross above and to the right of the sinkhole, a curvy 
    pipe below it into the sinkhole, and then you will pick up double points 
    for all the flooze that pours into it. With an astronomically larger 
    than usual flooze bonus, this could really make your score rise by as 
    much as a half million. It also allows the luxury of an extra unused 
    space. Diagram below.
    
    ... ...
    .XX XX.
    .X. .X.
    
    .X. .X.
    .X. .X.
    .X. .X.
    
    .X. .X.
    .XX XXX
    ... .X.
    
    HO. .X.
    LE. XX.
    ... ...
    
      If you really want a spoiler then I've included the plans for the sort 
    of way I'd go about a level. It's actually more achievable than you'd 
    think although I've noted some emergency nuances at the bottom. The key 
    is of course to plan ahead ten to fifteen squares. Don't wait on exactly 
    the next piece you need to come up. If you get close to this you should 
    be in business.
    
    ... ... ... ... ... ... ... ... ... ...
    .XX XX. .XX XX. .XX XX. .XX XX. .XX XX.
    .X. .X. .X. .X. .X. .X. .X. .X. .X. .X.
    
    .X. .X. .X. .X. .X. .X. .X. .X. .X. .X.
    .XX XXX XX. .XX XX. .XX XXX XX. .X. .X.
    ... .X. ... ... ... ... .X. ... .X. .X.
    
    ... .X. ... ... ... ... .X. ... .X. .X.
    .XX XX. .XX XX. .XX XX. .XX XXX XXX XX.
    .X. ... .X. .X. .X. .X. ... ... .X. ...
    
    .X. ... .X. .X. .X. .X. ... ... .X. ...
    .X. .XX XXX XX. .X. .X. .XX XX. .XX <<.
    .X. .X. .X. ... .X. .X. .X. .X. ... ...
    
    .X. .X. .X. ... .X. .X. .X. .X. ... ...
    .X. .XX XXX XXX XX. .XX XX. .XX XXX XX.
    .X. ... .X. ... ... ... ... ... ... .X.
    
    .X. .SI .X. ... ... ... ... ... ... .X.
    .X. .NK XX. .XX XX. .XX XX. .XX XX. .X.
    .X. ... ... .X. .X. .X. .X. .X. .X. .X.
    
    .X. ... ... .X. .X. ... .X. .X. .X. .X.
    .XX XXX XXX XX. .XX XX. .XX XX. .XX XX.
    ... ... ... ... ... ... ... ... ... ...
    
      Also below is a way to get through without using crosses, just for 
    fun.
    
    ... ... ... ... ... ... ... ... ... ...
    .XX XX. .XX XX. .XX XXX XX. .XX XX. ...
    .X. .X. .X. .X. .X. ... .X. .X. .X. ...
    
    .X. .X. .X. .X. .X. ... .X. .X. .X. ...
    .X. .XX XX. .XX XX. .XX XX. .X. .XX XX.
    .X. ... ... ... ... .X. ... .X. ... .X.
    
    .X. ... ... ... ... .X. ... .X. ... .X.
    .X. .XX XX. .XX XX. .XX XX. .X. .XX XX.
    .X. .X. .X. .X. .X. ... .X. .X. .X. ...
    
    .X. .X. .X. .X. .X. ... .X. .X. .X. ...
    .XX XX. .XX XX. .X. .XX XX. .X. .XX <<.
    ... ... ... ... .X. .X. ... .X. ... ...
    
    ... ... ... ... .X. .X. ... .X. ... ...
    .XX XXX XXX XXX XX. .XX XX. .X. .XX XX.
    .X. ... ... ... ... ... .X. .X. .X. .X.
    
    .X. .SI ... ... ... ... .X. .X. .X. .X.
    .X. .NK XXX XXX XXX XXX XX. .XX XX. .X.
    .X. ... ... ... ... ... ... ... ... .X.
    
    .X. ... ... ... ... ... ... ... ... .X.
    .XX XXX XXX XXX XXX XXX XXX XXX XXX XX.
    ... ... ... ... ... ... ... ... ... ...
    
      9. SAVED GAME INFO
    
        I may add others in if/when I feel like it or if/when someone sends 
    them to me.
    
      10. HYPOTHETICAL QUESTIONS
    
      Pipe Dreams poses some theoretical questions(many I haven't thought of 
    yet) and although many are based on parity and the like, and I have 
    discussed those in the walkthrough, I had at least one other interesting 
    problem and would guess that there are others.
    
        10.1 MOST CROSS BONUSES AT ONCE
    
      Given one board set-up what is the highest number of cross bonuses you 
    can get? Don't worry about the odds; what can you do choosing your own 
    pieces? (Assume you can only loop once as the pipes will be destroyed 
    after 3 traversals:)
    
      I believe the answer is x41. Observe the setup below:
    
    .SI ... ... ... ... ... ... ... ... ...
    .NK XX. .XX XX. .XX XX. .XX XX. .XX XX.
    ... .X. .X. .X. .X. .X. .X. .X. .X. .X.
    
    ... .X. .X. .X. .X. .X. .X. .X. .X. .X.
    .XX XXX XXX XXX XXX XXX XXX XXX XXX XX.
    .X. .X. .X. .X. .X. .X. .X. .X. .X. ...
    
    .X. .X. .X. .X. .X. .X. .X. .X. .X. ...
    .XX XXX XXX XXX XXX XXX XXX XXX XXX XX.
    ... .X. .X. .X. .X. .X. .X. .X. .X. .X.
    
    ... .X. .X. .X. .X. .X. .X. .X. .X. .X.
    .XX XXX XXX XXX XXX XXX XXX XXX XXX XX.
    .X. .X. .X. .X. .X. .X. .X. .X. .X. ...
    
    .X. .X. .X. .X. .X. .X. .X. .X. .X. ...
    .XX XXX XXX XXX XXX XXX XXX XXX XXX XX.
    ... .X. .X. .X. .X. .X. .X. .X. .X. .X.
    
    ... .X. .X. .X. .X. .X. .X. .X. .X. .X.
    .XX XXX XXX XXX XXX XXX XXX XXX XXX XX.
    .X. .X. .X. .X. .X. .X. .X. .X. .X. ...
    
    .^. .X. .X. .X. .X. .X. .X. .X. .X. ...
    STA .XX XX. .XX XX. .XX XX. .XX XX. ...
    RT. ... ... ... ... ... ... ... ... ...
    
      You can see that the forty non-board-edge squares are covered. But the 
    edge of the board cannot be gone through two ways; if there is a cross, 
    then by definition one of the passages in the pipe leads off the board 
    and not to a piece of pipe. So you cannot fully go both horizontally and 
    vertically through a pipe on the edge. That leaves a 5x8 rectangle in 
    the middle or 40 unit increases to the multiplier, hence x41.
    
      This is true in the general case although you wind up in different 
    places using this. The 7x10 is parallel to the general odd x even. For 
    even x even you go in the far corner but for odd x odd you wind up in 
    the square next to where you started. I'll show the 4x4 and 5x5 cases 
    below:
    
    ... ... ... ...
    .XX XX. .XX SI.
    .X. .X. .X. NK.
    
    .X. .X. .X. ...
    .XX XXX XXX XX.
    ... .X. .X. .X.
    
    ... .X. .X. .X.
    .XX XXX XXX XX.
    .X. .X. .X. ...
    
    .^. .X. .X. ...
    STA .XX XX. ...
    RT. ... ... ...
    
    -----------------
    
    ... ... ... ... ...
    ... .XX XX. .XX XX.
    ... .X. .X. .X. .X.
    
    ... .X. .X. .X. .X.
    .XX XXX XXX XXX XX.
    .X. .X. .X. .X. ...
    
    .X. .X. .X. .X. ...
    .XX XXX XXX XXX XX.
    ... .X. .X. .X. .X.
    
    ... .X. .X. .X. .X.
    .XX XXX XXX XXX XX.
    .X. .X. .X. .X. ...
    
    .^. ... .X. .X. ...
    STA SI. .XX XX. ...
    RT. NK. ... ... ...
    
      This problem has obvious extensions; what if you start in the middle? 
    What if the sinkhole is in the middle? That would cut down on the 
    possibilities but would be entertaining.
    
        10.2 [THIS SPACE INTENTIONALLY LEFT BLANK]
    
    End of FAQ proper.
    
    ================================
    
    VERSIONS
    
    1.0.0 Sent to GameFAQs 5/6/2002 after a long 'jam session' with the 
    darned game. Should be complete for a walkthrough, although this sort of 
    game has strategical nuances up the wazoo(this despite CD's not having 
    big wazoos like cartridges.) They are not all listed yet.
    1.1.0 Revision sent to GameFAQs 5/12/2002 after going through the 
    general strategy points. Also cleared up Annoying Gameplay and Other 
    Entities. The FAQ is really extra surely complete now, but if someone 
    has ways to sharpen up details, great, I'd like to hear it.
    
    CREDITS
    
    Sam's Club for having this game so cheap.
    
    The makers of this game for something that was good but just didn't 
    quite work out--and for making the demo for the Mystic Zone scene 2.
    
    The folks who make Twizzlers, and the folks who make Breyer's, for 
    nourishment of a sort as I slugged through the maddening final levels. 
    Their orange/chocolate and orange/vanilla stuff is great.
    
    Bally's Athletic Club for being a convenient place to work off any 
    potential extra points from all that.
    
    The instruction manual for 'providing extra challenge.' Hmmph.
    
    GameFAQs, and the people who requested it, for giving me motivation and 
    a forum to display my work.
    
    The usual gang of PSX reviewers/FAQ writers who have been encouraging.
    

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