Colecovision Critic


Strategy Guide by: Corbie Dillard

© 2008 COLECOVISION CRITIC


MAIN PAGE



NOTHING TO IT

FIRE! FIRE!

SREDDAL

HELLSTONES

FIGURIT'S REVENGE

WALLS

ZIG ZAG

SPELLBOUND

BLACKOUT

HERETHEREVERYWHERE

HATCHLINGS

HURRICANE


ENDING


Level 10

- Covers ColecoVision Version -

PLAYING TIPS

This is probably the best level in the game as far as originality goes. Every time you disarm a bomb, you're then teleported to the location where the portal is currently located. This can be a good or bad thing, depending on where it's at.

If the portal is up in the air with no girder underneath it, you'll fall and lose a life, so always be aware of where the portal is and where it will be next. It moves around in a specific order that's shown in the screenshot to the left in numerical order.

The roaming bullets in this level are relentless, so always be aware of where they're at. Don't try to get too creative with the portals, just make sure the portal is over a girder and then disarm the bomb and move on to the next one. Always try to stay moving, even when you're waiting on the portal to move to a safe location.