Faceball 2000/Walkthrough

This is a guide for how to beat Cyberscape. Note that the Game Gear has the same levels as the Game Boy version; this guide is viable for either portable.

World 1
Level 1 Name: Find Flashing Door Enemy Types: 2 Shootmes, 10 Ninjas Bonuses: 3 Armors, 1 Clue, 1 Extra Life, 3 Speeds, 3 Weapons Time: 500 Facing: East

The first level prompts you to find the exit, which is a black-and-white blinking wall guarded by two Shootmes. Just shoot them and walk forward, that's it. However, there's more to this level than it seems. If you shoot the wall opposite of the exit (by facing west), you'll reveal a clue that will warn you of a warp ahead. Shoot the wall again to discover a warp exit to level 10.

If you want to know about the other warps in this level, check out Secret for more information.

Level 2 Name: Find the Exit Enemy Types: 5 Shootmes Bonuses: None Time: 300 Facing: East

The same level as the first, just a little expanded. Shoot down all the Shootmes and move to the exit at the east end.

Level 3 Name: Shoot Doors Enemy Types: 12 Shootmes Bonuses: None Time: 300 Facing: East

You'll be facing a breakable wall at the start, which is lightly colored. Simply shoot it and go ahead. You'll see six Shootmes to the right, then one more in a small dead end. Take them out for points and go east to shoot more doors and enemies until you reach the exit.

Level 4 Name: More Doors Enemy Types: 12 Shootmes Bonuses: None Time: 350 Facing: West

Once again, you have a lot of Shootmes and a lot of doors. There's not much of a strategy other than shooting both things down and slowly getting your way to the exit.

'Level 5'' Name: Touch the Pod Enemy Types: 7 Shootmes, 5 Shootme2s Bonuses: 4 Clues, 1 Extra Life, 1 Key Time: 400 Facing: West

When you shoot the breakable wall up and leave, you'll immediately get a clue telling you how to open pods by touching them and pressing B. Do that with every pod you see along the way if you want more hints. After taking down the Shootmes, you'll get a clue telling you about Shootme2s: they move only in a straight line and will explode if they touch you. The next room will have three patrolling to your right. Shoot them and continue east to clean up and get to the exit.

There is a secret warp near the starting point that takes you to level 71. When you start, turn left to the south and touch the wall five times. Then turn facing north and shoot that wall five times. It should break to reveal a room with a key. Take it and the wall you touched earlier will now open. Go through and shoot the wall to your right to reveal an extra life (that actually contains 3). Then go back to take the exit.

Level 6 Name: Quickly Enemy Types: 6 Shootmes, 7 Shootme2s Bonuses: None Time: 450 Facing: East

At the start, round the couner to find a Shootme and a wall to shoot. Keep going west to destroy more walls, Shootmes, and Shootme2s. As you go up north and then east, you'll find more Shootme2s; they're not hard to avoid but explosion by touch is deadly, so shoot them before they bump into you. As with the other levels so far, you'll find the exit at the northeast corner.

Level 7 Name: Floor Buttons Enemy Types: 11 Shootme2s Bonuses: 1 Clue Time: 500 Facing: East

Shoot the Shootme2 and check out the hint to learn how buttons work. Then get on the button at the west to open the wall in front of it. Take out another Shootme2 and destroy the fake wall to keep going west, then north, and finally east. As you get to the exit, you might run into a Shootme2 in a hallway, so be aware or you'll take damage.

Level 8 Name: Ishootu2 Enemy Types: 6 Shootme2s, 5 Ishootus Bonuses: 3 Clues Time: 500 Facing: East

At the start, you'll fight a few Shootme2s as you navigate through the bottom portion of the maze. When you get to the top, you'll find a clue telling you about Ishoots: they stay still, but spin around slowly and shoot in intervals. Destroy the wall to find three of them in your way along with more Shootme2s going down the hallway. Eventually you'll get to the exit that's guarded by two Ishootus.

Level 9 Name: Shootme & Ishootu Enemy Types: 8 Shootme2s, 4 Ishootus Bonuses: None Time: 500 Facing: East

You'll start in a room with three breakable walls. The ones at the east contain a path that loops back to the room with 2 Shootme2s. The top left way has a button, opening the door to the next area. You'll slowly take out more Shootme2s and Ishootus as you make your way through the linear level. Once again, the exit will be guarded by Ishootus. Remember to take down all the enemies for points, which help you earn lives.

Level 10 Name: Test #1 Enemy Types: 2 Shootmes, 5 Shootme2s, 5 Ishootus Bonuses: 4 Clues, 2 Coins, 1 Extra Life Time: 550 Facing: East

Starting in a small room, take out the Shootme and go forward to the end. Destroy the fake wall and enter the next area with 3 Shootme2s. Be careful when bumping into them. Shoot the next wall and the lone Shootme2 to make your way up north. Behind the next walls are an iShoot, a clue, and two coins to reward you 100 points each. Take them before moving on where you'll encounter two more enemies and a hint informing you that 1,000 points equals one life. The next part has a button, which will reveal 3 Ishootus and a Shootme when pressed. Take them out quickly before you get shot. Destroy the fake wall and follow the path where you'll find an extra life and the exit.

You can reap your rewards and leave or shoot the wall across the exit at the west to reveal another exit with a clue telling you it's a warp to level 20. Pick whichever exit to beat Zone 1.

World 2
Level 11 Name: Ishootu2 Enemy Types: 3 Ishootu2s Bonuses: 1 Clue Time: 200 Facing: East

At the start, you'll find a clue telling you about Ishootu2s, they move like Shootme2s, but also fire. There are three Shootme2s roaming around, so carefully navigate toward the east or north, taking them out along the way. The exit is at the northeast.

Level 12 Name: First Aid Enemy Types: 2 Shootme2s, 2 Ishootus, 4 Ishootu2s Bonuses: 3 Band-Aids, 1 Clue Time: 250 Facing: West

Take the hint that tells you about Band-Aids and then turn to your left. Take out the Ishoots in front of and to the left of you. The first two ways are dead ends, but have a band-aid for healing. The last way also has enemies and a band-aid as well as a shootable wall. Behind it is another shootable wall, an Ishootu2, and the exit.

Level 13 Name: Smiloid Territory Enemy Types: 6 Ishootus, 6 Ishootu2s Bonuses: 2 Band-Aids Time: 500 Facing: East

The exit is at the east with a lot of Simloids in the east, but very straight forward. Take out the Ishoots in front of you, go around the wall, and find more enemies to destroy. At the halfway point, there are two Band-Aids you can use in case of damage.

Level 14 Name: Find the Key Enemy Types: 3 Shootme2s, 4 Ishootus Bonuses: 1 Clue, 1 Key Time: 300 Facing: North

Go up to the dead end to grab the clue that will tell you about how keys work. Go to the northwest to shoot some Shootme2s and a fake wall. Touch the sensor to open the door at the east, finding a single key. Take the key and the exit with one Ishoot will be revealed.

Level 15 Name: Turkeys Enemy Types: 2 Turkeys Bonuses: 1 Clue Time: 500 Facing: West

The level starts with a clue introducing Turkeys: not smart, dead in one hit, but will target you. The sensor will open a door to the right, revealing a wide-open area with one Turkey. Shoot it quickly and go to the northeast corner to blow up a fake wall. Take out the other Turkey guarding the exit at the southeast.

Level 16 Name: Buttons Open Doors Enemy Types: 4 Ishootu2s, 2 Turkeys Bonuses: None Time: 400 Facing: West

This area has a lot of buttons to open doors, so it'll be a little confusing at first, but the exit is actually at the north and there's nothing extra to find. The buttons open one door and close the one adjacent to it. Be careful when going out there as there's a lot of Ishoot2s that will shoot and run into you and Turkeys that will spot you.

Level 17 Name: Glass Maze Enemy Types: 1 Shootme2, 1 Ishootu, 1 shootu2, 1 Turkey Bonuses: 1 Clue Time: 150 Facing: North

The space behind the clue is blocked by an invisible wall, only visible but cannot be destroyed by bullets. Go to the east and destroy the fake wall to keep going forward, taking out the weak enemies along the way.

The hint up ahead tells you about Freeze, which will stop all enemies from moving temporarily. Go north, then east toward the freeze power-up. Pick it up and immediately run over the button to reveal Turkeys frozen in place. Shoot them all down, then go for the exit down south.

Level 18 Name: Mini Maze Enemy Types: 8 Shootme2s, 3 Ishootus, 1 Turkeys Bonuses: 1 Coin Time: 300 Facing: South

At the start, go south, then east, then north while taking out enemies. Shoot the fake wall to reveal a Wally and a coin. After taking the coin, go west to shoot another fake wall and reveal a sensor. The sensor will show the exit along with a Turkey, an Ishoot, and 2 Shootme2s.

The hint up ahead tells you that you're now strong enough to run into fake walls instead of just shooting them. Despite that, still shoot the first set of walls as all of them hide a Shootme2 behind them. To get to the exit, go north from your starting point and shoot the top wall to the left. Keep going east to take out two more walls and a turkey and you should find the exit to your left.

Level 19 Name: Freeze Up Enemy Types: 4 Turkeys Bonuses: 1 Clue, 1 Freeze Time: 200 Facing: East

The hint up ahead tells you about Freeze, which will stop all enemies from moving temporarily. Go north, then east toward the freeze power-up. Pick it up and immediately run over the button to reveal Turkeys frozen in place. Shoot them all down, then go for the exit down south.

The next clue tells you about Gremlins: weak enemies that search for you to explode on contact. When you press the button, you'll open the doors that will have three gremlins behind them. Keep your distance and shoot them twice to destroy them. The exit is at the northeast with the other two doors leading to dead ends.

Level 20 Name: Test #2: Ambush Enemy Types: 9 Turkeys Bonuses: 1 Clue, 1 Armor Time: 500 Facing: East

From the start, go north, then west to find five doors and two sensors. The first sensor will open those doors, but make a door in front of you close. Go back around and you'll find Turkeys wandering around, about five of them. Slowly take them down and back off if your health gets low. You should make your way to the northeast corner and go down south to find a clue that tells you about the armor power-up and another sensor. Hit it and go up north, then east to find an armor power-up and the exit.

Like level 10, there is a warp that takes you ten levels ahead. Go to the northeast at the spot where you found the sensor. Shoot the wall at the south once and then touch it to destroy it and reveal the warp exit to your right.

World 3
Level 21 Name: Proximity Enemy Types: 8 Shootme2s, 2 Ishoot2s, 2 Turkeys Bonuses: 1 Clue Time: 500 Facing: East

The hint up ahead tells you that you're now strong enough to run into fake walls instead of just shooting them. Despite that, still shoot the first set of walls as all of them hide a Shootme2 behind them. To get to the exit, go north from your starting point and shoot the top wall to the left. Keep going east to take out two more walls and a turkey and you should find the exit to your left.

Level 22 Name: Gremlins Enemy Types: 3 Gremlins Bonuses: 1 Clue Time: 200 Facing: North

The next clue tells you about Gremlins: weak enemies that search for you to explode on contact. When you press the button, you'll open the doors that will have three gremlins behind them. Keep your distance and shoot them twice to destroy them. The exit is at the northeast with the other two doors leading to dead ends.

Level 23 Name: Camoflage Enemy Types: 6 Gremlins Bonuses: 1 Camo, 1 Clue Time: 400 Facing: East

The clue in this level tells you about camo, which causes enemies to not detect you for a limited time. Shoot the fake wall, then get the camo. You'll find six Gremlins roaming at the other side; even though they can't see you, they can still run into you, so be careful while taking them out. Eventually, you can reach the exit at the southeast.

Level 24 Name: Teleports Enemy Types: 1 Ishoot, 1 Ishootu2, 1 Turkey, 2 Gremlins Bonuses: 1 Clue Time: 300 Facing: North

The clue at the start introduces teleporters, which are pulsating holes that take you somewhere else. The first teleporter is behind a breakable wall with an Ishoot at the East. Once you're teleported, go up ahead to take out more fake walls with an Ishoot2 and a Turkey. The final teleporter will take you to the exit guarded by two Gremlins. Take them out quickly and rush to the end.

Level 25 Name: Wallys Enemy Types: 3 Wallies Bonuses: 1 Clue Time: 500 Facing: West

At the start, you'll find a Wally already roaming around the outer permitter. They tend to move alongside walls and will shoot you if you're spotted. Take it out if he spots you, otherwise destroy one of the fake walls to find two more Wallies and the exit at the northwest.

Level 26 Name: Wallyworld Enemy Types: 4 Wallies Bonuses: None Time: 500 Facing: South

There's no bonus to find in this area. There are only Wallies patrolling the area. You can find the exit by going south, turning right, and going ahead to find it between two dead ends. Be careful as at least one Wally will contact you.

Level 27 Name: Move Fast Enemy Types: 6 Ishootus, 6 Ishootu2s Bonuses: 1 Clue, 1 Key Time: 100 Facing: East

With 100 seconds, you have to rush to the exit fast or lose a life and start the level over. Up ahead, you'll find 6 Ishootus and a key. Take out the enemies and face west when grabbing the key to shoot the Ishootu2 behind the door. Get the fake wall to your right to reveal Ishoout2s and a switch. Face northeast when touching the switch to get the final Ishootu2 and quickly go to the next.

Level 28 Name: Black Walls Enemy Types: 1 Turkey, 1 Gremlin, 1 Wally Bonuses: 1 Clue, 1 Key Time: 500 Facing: South

The black walls here function the same as fake walls. The first one along the path hides a Turkey. The second one hides a Gremlin, but the wall can only be broken by touch, so avoid it. The third one opens by sensor, hiding a Wally. Go all the way to the end to get the key, then go to the top black to find it gone with a sensor. Press it and the fourth black wall will open to reveal the exit.

Level 29 Name: Protection Enemy Types: 4 Turkeys, 2 Gremlins, 5 Wallies Bonuses: 1 Clue, 1 Shield Time: 500 Facing: South

The room you start in has a clue and a shield power-up, which makes you invulnerable for a limited time. Grab the shield and destroy the fake walls to fight a couple of Wallies. The first sensory will reveal another sensor as well as Turkeys and a Gremlin. The next sensor at the southeast will have more Simloids and a black sensor to open a black wall. The exit is behind it. Do all this quickly as the shield doesn't last very long.

Level 30 Name: Test #3: Levels Enemy Types: 2 Gremlins, 6 Turkeys, 3 Wallies Bonuses: 1 Armor, 1 Clue, 1 Weapon Time: 650 Facing: West

The large room you start in is empty except for one fake wall. Be careful once you shoot it down as there's Gremlins behind it. Keep your distance while shooting them down. When you hit the button in the next room, two Turkeys will be freed behind. Shoot the wall ahead of the button to find four Turkeys roaming in the next area. Take the back ones out first before the front ones notice you. Go south in the final room to find a breakable wall hiding a key. Face to the left when grabbing as a Wally will be freed as soon as you get it. Go around and north to kill the other two Wallies and then go east to find two power-ups, a clue, and the exit.

For the level 40 warp, face the eastern-most wall that's one south of the key and shoot it three times. Then grab the key and it should unlock. Be sure to grab the power-ups before taking the warp.

World 4
Level 31 Name: Rovers Enemy Types: 5 Rovers Bonuses: 1 Clue Time: 600 Facing: East

Rovers are introduced in this level: they have average intelligence and take three hits to kill. As soon as one spots you, do your best to shoot and dodge. One Rover is roaming around while the others are behind breakable walls. Go southeast to take out one of the fake walls. Destroy the Rover and hit the button to open the door at the southwest. Take out another rover guarding the second switch and head to the northeast. Two more Rovers are behind a fake wall, guarding the exit.

Level 32 Name: Choices Enemy Types: 2 Ishoot2s, 4 Gremlins, 4 Rovers Bonuses: 1 Key, 1 Shield Time: 500 Facing: East

There are three ways: two buttons, and a key. Hit the north button to open three doors revealing Ishoot2s from the north and south and a Shield at the east. Grab the Shield and hit the south button to reveal 4 Gremlins. Shoot them if you can, but no big deal if they run into you while you have the Shield. Finally, get the key to open the exit at the east, but be careful of the Rovers that will also be released.

Level 33 Name: Keys Open Doors Enemy Types: 2 Ishoots, 2 Ishoot2s, 4 Turkeys, 2 Rovers Bonuses: 1 Key Time: 500 Facing: West

Go west to open the doors with the sensors, killing off the yellow Simolids. Then go back and grab the key at the east to open the next doors. You'll find four Turkeys guarding two more sensors. Press them to reveal the final stretch with 2 Rovers going around. The top exit takes you to level 34 while the bottom to level 35.

Level 34 Name: Spiral Enemy Types: 2 Turkeys, 2 Gremlins, 2 Wallies, 1 Rover Bonuses: None Time: 550 Facing: Northwest

Go northwest while taking out the Turkeys roaming around. Go all the way west, then south to destroy the breakable wall with a shot. Take care when dealing with the Gremlins, then hit the switch to open a door way up north. Go northwest to take out the Wallies and down south to destroy another wall and reveal a Wally guarding the exit.

Level 35 Name: Scanners Enemy Types: 3 Gremlins, 2 Scanners Bonuses: 1 Band-Aid, 1 Clue Time: 300 Facing: West

Stronger enemies are introduced with Scanners. They stay in place, but can spot you from afar and shoot faster than Ishoot. Be very careful once you move west as the Scanners will spot you from far away. Back away facing them and then shoot them. If you get very hurt, there is a band-aid at the southwest. Press the button to open the door at the southeast, which will release three Gremlins. Take them out and head for the exit behind the door.

Level 36 Name: Cross Fire Enemy Types: 2 Wallies, 6 Rovers, 2 Scanners Bonuses: None Time: 400 Facing: North

You'll start facing north and immediately two Scanners will be shooting you. There are also two Wallies and two Rovers going around. Immediately take out the Wallies and move northwest to get out of the Scanner's sight. Once you recover, take the rest of the enemies out. After that, shoot the fake wall to reveal more enemies. Both paths have two Rovers each hiding behind fake walls and either way will take you to the exit.

Level 37 Name: Corner Shot Enemy Types: 6 Scanners Bonuses: 1 Shield Time: 500 Facing: West

This level has Scanners at the far corners and there's no way to avoid getting hit as getting in range of them means getting spotted by two of them. Rush to the south, take a Scanner down, then go somewhere safe to heal. Go down south again and take two right turns to a dead end with a black sensor. Hit the sensor, go southwest, then up north to find another dead end with a Shield powerup. Take it and shoot all the remaining Scanners if possible. The exit is guarded by a Scanner in a dead end up north.

Level 38 Name: Gauntlet Enemy Types: 12 Scanners Bonuses: 1 Clue, 1 Key Time: 500 Facing: East

The Scanners already spot you at the start, but the walls are blocking their shots. Very carefully move forward and adjust your aim toward them, then shoot until you hear the death noise they make. With two rows of six Scanners, you'll have to shoot a lot before you can safely hit that black button. After that, go up north to find the key. Take it and go back to the Scanner room to get to the exit all the way east.

Level 39 Name: Meet Bouncer Enemy Types: 3 Bouncers Bonuses: 1 Clue, 2 Keys Time: 500 Facing: North

Bouncers will get close to you as soon as they spot you and back off when they have one hit point left. You'll find three roaming around until you find the sensor at the east side. Press it to open the white door revealing a black key. Take that key and go back to the starting point to find the black door opened with another key. Get that key and go to the last door to find the exit.

Level 40 Name: Test 4: Village Enemy Types: 4 Wallies, 3 Gremlins, 2 Rovers, 2 Scanners, 1 Bouncer Bonuses: 1 Armor, 1 Clue, 1 Freeze, 2 Keys, 2 Speed-Ups Time: 700 Facing: North

This is basically the first big maze and it's crawling with enemies. At the start, you'll most likely run into Wallies, so take them out quickly. Up North, you'll find a key guarded by a Scanner. Take out the Scanner and grab the key to open up all the doors in the maze. Two Rovers and a Wally will wander around now. After taking them out, go to the northeast to find a Bouncer guarding some pods and a sensor. You can press the sensor to open a door near where you picked the key, revealing an armor and the exit.

One room in the center has a teleporter, but before you go in there, go to the middle-west room where you can find a Freeze pod. Take it and go to the teleporter to destroy the Gremlins and the Bouncer. The sensor in this room toggles the door that leads to the Bouncer guarding the pods and sensor.

To get the warp to level 50, at the starting point, shoot the south wall three times. After getting the Freeze powerup, shoot the empty pod three times to reveal a key. Take the key and go back to the starting point to find the secret exit. You must shoot the wall first or the key will not open the door.

World 5
Level 41 Name: Sacrifice Enemy Types: 4 Rovers Bonuses: 1 Camo, 2 Clues, 1 Coin, 1 Extra Life, 1 Map, 1 Shield Time: 500 Facing: East

There are a lot of invisible walls, but they can be broken to reveal lots of goodies and there's only three Rovers moving around. Go up north to the shield pod, break the window, and take it, then quickly destroy the Rovers while powered-up. Now you can grab all the other stuff at your leisure before going to the exit in the middle.

Level 42 Name: Find the Black Key Enemy Types: 7 Scanners Bonuses: 1 Key Time: 500 Facing: West

Another maze with lots of Scanners: 3 at the top left, 3 at the top right, and 1 in the middle. Take out the Scanners from below, facing toward the north until you hear the explosion sound. Eventually, go up to grab the key in the middle, then further north to get to the exit.

Level 43 Name: Jumping Jack Enemy Types: 4 Scanners Bonuses: 1 Clue Time: 500 Facing: East

Yet another Scanner level with teleports blocking your way. Take out the Scanners first, then focus on getting past the teleports when they shrink down or you'll be sent back to the outer area. The exit is in the middle.

Level 44 Name: Village Guards Enemy Types: 3 Shootme2s, 2 Rovers, 3 Bouncers, 4 Guards Bonuses: 1 Freeze, 2 Keys, 1 Map, 1 Shield Time: 700 Facing: North

Guards are very territorial and tend to circle around certain spots. You'll find them hiding in the rooms blocked by fake walls or doors along with other different types. At the start, take a right and go through the fake wall at the south to get a map. Go to the northwest room and enter the room blocked by fake walls to take out a Guard and get the key. Go down south until you reach the two fake walls parallel to each other. Take a right to grab the Freeze power-up and then take the other way to take out the Shootme2s and the Rovers. Grab the black key and go to the middle east room to grab a shield power-up. Take out any enemies in your way while you go to the northeast room and snake your way to the exit.

Level 45 Name: No Retreat Enemy Types: 2 Wallies, 1 Rover, 1 Scanner, 1 Guard Bonuses: 1 Clue, 3 Coins Time: 500 Facing: East

After taking out the Wally patrolling the outer area, find and enter the black door to be pushed through. Take out the Wally, then read the clue. As it informs, these doors are one way, so be careful when touching them. The next doors you enter will have one enemy and one coin with the last room containing the exit.

Level 46 Name: Double Back Enemy Types: 7 Gremlins, 2 Rovers Bonuses: 1 Clue Time: 550 Facing: East

The dead ends of this level are filled with Rovers and Gremlins, so be very careful when going near them. Eventually, you'll find a black door out of four to enter. Enter any one you want, then take a right. You should be in a room with a black door and the exit. If you're in a room with just one black door, then keep entering the door until you see the exit.

Level 47 Name: Let's Make a Deal Enemy Types: 4 Scanners, 1 Bouncer, 3 Guards Bonuses: 1 Key Time: 500 Facing: North

Before going forward, take out the Scanners situated up north. Then go to the switch and press it to reveal a Guard behind the door. Next switch opens the east door revealing another guard and button. The black door has a key and a Bouncer. Finally, the Key reveals the exit with another Guard.

Level 48 Name: Vampires Enemy Types: 2 Bouncers, 4 Scanners, 2 Guards, 4 Vampires Bonuses: 1 Clue Time: 500 Facing: East

Vampires attack you by biting, which is going close to you and attacking. Along with them, there are the other Simolids roaming around. Use the walls to keep yourself hidden while attacking them from afar. If you see them just moving in place while you see them, then they haven't spotted you, so shoot away. You'll find the exit southeast.

Level 49 Name: Coffee Shop Enemy Types: 9 Guards, 1 Vampire Bonuses: 1 Freeze, 2 Keys Time: 600 Facing: South

Take out the Guards around the maze, then get the button that's down south. Enter the room up northeast to find another button at the corner. Hit that button, then pick up the Freeze power-up to take out four more Guards unable to take you out. Grab the black key to access another key and you'll be home free to the exit at the north after defeating a couple of more enemies.

Level 50 Name: Test #5: Town Enemy Types: 1 Scanner, 4 Guards, 7 Vampires Bonuses: 1 Armor, 1 Clue, 2 Keys, 1 Weapon Time: 900 Facing: North

This is the biggest map so far, so be careful over getting lost and the Vampires roaming around. Hitting the light buttons at the north and south will open rooms holding one Vampire each and a small hallway at the west. The east and west buttons will open rooms that hold Guards and powerups. The black key you need to exit the level is in the northeast room with a Guard. Go to the east side, hit the top button, and enter said room for the key. The black doors up north will open to reveal an Armor, the exit, and a Scanner. Take the Scanner out from the corner, get your power-up, and leave.

To get to the warp to level 60, press the light buttons and then head to the middle west to find a teleport. Face the teleport, then turn around 180 degrees to look at the door. Shoot the door three times, then touch it and you'll be teleported to a tiny room with the level 60 exit. Do not grab the white key in this level or you will open the door and lose the shortcut.

World 6
Level 51 Name: Ice Enemy Types: 2 Ishoot2s, 4 Turkeys, 2 Gremlins, 2 Wallies Bonuses: None Time: 500 Facing: North

The exit is blocked by an invisible wall and you'll have to find the switch that will remove it by shooting down the fake walls surrounding the area. Enemies of all kinds are hiding behind them, so keep your distance while looking. The switch is behind an invisible wall one space east of the invisible wall, guarded by a Wally. Hit it, then leave the level.

Level 52 Name: Campus Enemy Types: 3 Bouncers, 4 Scanners, 2 Guards, 3 Vampires Bonuses: None Time: 500 Facing: North

Immediately back up to the corner as you'll find a Bouncer and a Vampire roaming around very close. Take out the Scanner to the right and then slowly take out the rest of the enemies as they're everywhere in this small area. Go to the northwest to hit the button. Two Guards will come out; take care of them before going for the black button at the southeast. The exit will be at the northeast.

Level 53 Name: Shark Bait Enemy Types: 4 Scanners, 8 Sharks Bonuses: None Time: 500 Facing: East

This level introduces the Shark. They seek you when you're close or when your health is less than a third. Be very careful roaming around as Vampires and Scanners are going to whittle your health down. Don't be surprised losing a life here. Locate the west fake wall in the inner ring of walls to find a Scanner and a button to press. Use it and find the east fake wall to reveal another Scanner and a different button. Press that and go between the halls with the fake buttons to find the exit.

Level 54 Name: Nightmare Enemy Types: 2 Bouncers, 4 Scanners, 2 Guards, 2 Vampires, 1 Shark, 1 Ninja Bonuses: None Time: 500 Facing: North

Another new enemy showing up, the Ninja will spot you quickly, deal massive damage, and move very swiftly. Destroy the enemies until you manage to get to the middle north. Press that button, then the button in the middle, then go west. Unfortunately, once you press the button in front of you, you'll reveal the exit and the Ninja. He will spot you as soon as you go around the corner, so defeat him quickly, then leave the level.

Level 55 Name: Fast Track Enemy Types: 3 Scanners, 4 Kamikazes Bonuses: 1 Coin Time: 500 Facing: East

And another new enemy, the Kamikaze. This enemy will dart toward you and has a fast firing rate, but the most scary about them is that they'll explode if they touch you, like Gremlins. Go forward and you'll eventually hit a secret button. (You usually can hug the wall to avoid it in the SNES version, but not in this one). The doors will open behind you and four Kamikazes will be released. If you skirt by and ignore the coin, the Kamikazes won't spot you. Go around to take out the Scanners and hit the black button lying south to open the door to the exit.

Level 56 Name: Box Lunch Enemy Types: 1 Bouncer, 1 Scanner, 4 Guards, 1 Vampire, 1 Shark Bonuses: None Time: 500 Facing: East

To get to the exit, you'll have to find one of the buttons, which are invisible. Shoot any Guards in the way and then go to the northeast corner, then go down south until you hear a click. You should see a door open with a Bouncer coming out. Go to the visible button west and press that, taking out more Simloids. Press the black button at the southwest, then go back to the first door you opened to get to the exit.

Level 57 Name: Wallhuggers Delite Enemy Types: 10 Wallies Bonuses: None Time: 500 Facing: East

It's basically a huge maze with a lot of breakable walls. They're either empty or contain Wallies, but one has a button you need to press to get to the exit. Go east past the walls and take a right, then take a left and go east until you see the fake wall to your right. Shoot it and enter it to press an invisible button. Go out and continue east to get to the exit.

Level 58 Name: False Start Enemy Types: 3 Guards Bonuses: 1 Clue Time: 600 Facing: North

The invisible walls are going to block your way here and they can only be opened by buttons. From the start, press the northeast button, then turn back to the southeast corner. Go west while ignoring the other button, take your first right to the north, go past the first intersection and turn left on the second one, turn right at the next junction, then turn left to get to the exit at the northwest.

Level 59 Name: Feeding Time Enemy Types: 3 Gremlins, 4 Vampires, 4 Sharks Bonuses: None Time: 300 Facing: North

This level is literally just a square with enemies roaming around. The Vampires will be coming for you first, then the Gremlins, and finally the Sharks. Fight as best as you can while you turn around to the exit at the southeast corner and run straight for it.

Level 60 Name: Test #6: Finals Enemy Types: 2 Bouncers, 4 Scanners, 3 Guards, 3 Vampires Bonuses: 1 Armor, 1 Speed-Up Time: 500 Facing: North

You'll already have Scanners staring you down at the start; destroy the one at the west and hide behind the wall to recover your health. Take the out the other three Scanners and hit the button. Go to the lower path to carefully take out a trio of Vampires. Hit the black button and go to the upper path where you'll find three Guards and the last button. Hit it to open the doors in the main area which will release two Bouncers. Destroy the fake wall to reveal an Armor power-up and the exit. Before leaving the level, destroy the fake wall to the right to reveal a Speed-Up.

World 7
Level 61 Name: Don't Miss Enemy Types: 8 Scanners, 1 Guard, 3 Vampires Bonuses: 1 Extra Life Time: 300 Facing: West

Most of the enemies are locked in by invisible walls and they can be shot down. Go past the invisible wall that will teleport you and take out the lone Guard. Shoot the invisible wall that's directly north from where you started, take out the Scanner, enter the dead end, and shoot the north wall to reveal an extra life. Then go to the southwest, shoot the fake wall, take out another Scanner, and head for the exit.

Level 62 Name: Crosseye Enemy Types: 9 Crosseyes Bonuses: 1 Camo, 1 Clue, 1 Shield Time: 600 Facing: East

Crosseyes can't find you if you don't move very much, but once you make any sound, they'll be coming for you. Take out the first Crosseye, then the next two in the room to the east, and finally head down south in the second square room to grab a Camo power-up. Use it to take out the next three Crosseyes, then go south again to grab the Shield power-up. That should give you enough time to destroy the final batch of enemies at the last room, but you might lose a life if you get overwhelmed.

Level 63 Name: Ninja Enemy Types: 3 Scanners, 1 Guard, 1 Kamikaze, 1 Crosseye, 1 Ninja Bonuses: None Time: 500 Facing: West

The room you're in has Scanners and a Guard, while the rest are hiding behind closed doors. Shoot them down before heading middle west to hit the first button. Turn to the north and hit the second button to release a Ninja, a Crosseye, and a Kamikaze. Go up north and snake along the path until you see another button. Hit it, go back to the first two buttons, and defeat the Scanner. Go west, then north to the exit.

Level 64 Name: Solar Enemy Types: 8 Scanners, 4 Ninjas Bonuses: None Time: 500 Facing: North

All four buttons open the same doors. Go up to hit a button and immediately go backward to get away from Scanner fire. Shoot the only Scanner with you and take a breather. Eventually a Ninja will find you, so be prepared to destroy it quickly. Once your health is okay, go back out and rush to the lower east room where you'll find the exit.

Level 65 Name: Shatter Enemy Types: 1 Turkey, 1 Rover, 4 Bouncers, 3 Scanners Bonuses: None Time: 500 Facing: East

Nothing really special about this level as it's just a open maze with lots of enemies. You'll start at the west side and will have to get to the exit at the east side. Destroy anybody in your way and move until you see a short hallway with the exit at the end.

Level 66 Name: Razor Enemy Types: 4 Sharks, 4 ****Kamikazes, 2 **Crosseyes, 1 *Ninja Bonuses: None Time: 500 Facing: West

You start protected by two invisible walls, but the moment they're touched, you'll be teleported out and face Crosseyes and Kamikazes. Once you take them out, head to the west and touch the door to teleport up to the north area with Sharks and a Ninja waiting for you. If you want to get out quickly, then go south, then east through the fake wall. Go south to the corner of the revealed room to hit a secret button. Finally go northeast to find the exit and leave. Don't bother going west in the north area as it has a button that leads to a room which will only teleport you back to the south area.

Level 67 Name: Rompus Enemy Types: 2 Bouncers, 2 Scanners, 3 Vampires, 2 Crosseyes, 1 Ninja Bonuses: 1 Key Time: 600 Facing: East

At the start, take out all the enemies in your way before moving down south. Hit the button to open doors to the east, which will release 3 Vampires. After taking them out, go to the east end of the wall and find the secret button in the middle to open the next doors, which will let out Crosseyes. Run back to where you started to find a door opened at the northwest. Go in to get the key that will open a door at the east side leading to the exit. As you get there, a Ninja will be roaming around, so either destroy it or go past it to reach the exit.

Level 68 Name: Grid Enemy Types: 2 Gremlins, 2 Turkeys, 2 Bouncers, 2 Scanners, 2 Guards, 1 Vampire, 1 Ninja Bonuses: None Time: 500 Facing: East

The grid you're in seems open, but there are invisible walls blocking your way. Only some invisible walls can be run through, but be careful as enemies will be beyond the wall, ready to attack. For the quickest way out, go east into the room with the Turkeys, then south into the room with the Scanners, and west into the room with the Vampires after that. Finally, go south and rush to the southeast room; the exit is the east invisible wall in that room.

Level 69 Name: Diagonal Enemy Types: 1 Bouncer, 1 Kamikaze, 4 Ninjas Bonuses: 1 Bandaid, 1 Coin Time: 500 Facing: North

After taking out the Bouncer and Kamikaze, you'll find up northwest that there's a lot of Ninjas not getting to you thanks to invisible walls. At the top is a coin and at the west is an invisible Band-aid that you can pick up infinitely. Eventually, destroy the wall north of the bandaid and just rush to the exit by going all the way north, then turning to the east, shooting the wall to reveal the exit behind. Those Ninja will be all over you if you stay to fight and they're way too tough to take on, even with the Band-aid.

Level 70 Name: The Masters Castle Enemy Types: 2 Bouncers, 2 Scanners, 1 Guard, 6 Ninjas, 1 Master Bonuses: 2 Clues, 3 Keys Time: 999 Facing: North

The final level and appropriately, the biggest maze of them all. Before you go in, take a left to an area behind the castle to find a key. Take it, then go down a little south to find an open door. Go in and take a left into a small room with a button. Hit it and take out the Ninja that's revealed at the small dead end. Go into the dead left and turn left to face the east wall, then touch it to get out of the room. Go south, then take a right into another room where you'll find another button. Hit it to reveal another dead end with a black key. Take it, hit the button again and get out of the room. Immediately take a left, then a right, going east across the castle area until you can take another left. Be careful of any Ninjas along the way; if you get surrounded by them, you'll have no choice to gun them all down to clear a path.

Beyond the black door is the Master, the final boss you must defeat to win Cyberscape. As soon as you touch the invisible wall, you'll enter its room and it'll immediately shoot you down like crazy. There are two ways to win: persevere and go through lives until he's finally destroyed, then grab the key and leave the level, or quickly run to the key and then head for the exit. Either way, you'll finally beat Cyberscape.

Note that if you press those buttons in the center area, you'll be locked in with two Ninjas immediately gunning you down. If you die while in there, you'll have to take an alternate route in the castle by going to the right side of the castle and running through a breakable wall at the middle east.

World 8
Level 71 Name: Guardian Enemy Types: 4 Rovers, 1 Scanner Bonuses: 1 Armor, 1 Extra Life Time: 500 Facing: North

You'll find four Rovers going around the area and a lone Scanner in the middle. Take out the Rovers one at a time before going to the middle. Shoot the west wall to reveal an extra life and the east wall to reveal an Armor. You don't need to engage with the Scanner to get to the exit, just position yourself north of the Scanner and go south to touch the invisible exit wall.

Level 72 Name: Inviport Enemy Types: 7 Scanners Bonuses: 2 Armors, 2 Weapons Time: 500 Facing: East

The first part of this level is an invisible maze and touching any of the walls will send you back to start. To get past it, go down south at an angle while pushing against the south wall until you can't move anymore. Once that happens, carefully turn to face north, go all the way up, and take a right. The next room up north is littered with Scanners, so shoot them from out of their range. Go all the way west to grab some power-ups and get to the exit.

Level 73 Name: Fox-N-Hounds Enemy Types: 4 Crosseyes, 4 Kamikazes, 4 Ninjas Bonuses: 1 Armor, 2 Weapons Time: 600 Facing: East

You'll find a Crosseye and a Kamikaze eventually spotting you, so take them out before you press the button. When you press it, facing east, go two spaces, then turn left. Go north, ignore the button, and move one space east, facing the south wall. Touch the south wall and you'll be warped on top of a button, immediately pressing it. Go north and you'll find the exit and power-ups to grab at the west and east. Be warned that once you get warped, you'll immediately run into Crosseyes, Kamikazes, and Ninjas.

Level 74 Name: Hot Pursuit Enemy Types: 2 Bouncers, 1 Scanner, 1 Guard, 2 Vampires, 1 Shark, 1 Kamikaze, 2 Crosseyes, 1 Ninja Bonuses: 2 Armor, 1 Key, 2 Speed-Ups, 1 Weapon Time: 999 Facing: East

Take out the Crosseye in the room and then shoot or go through the fake walls. At this point, there are many ways to get to the exit with lots of enemies roaming around. The quickest way is to go to the middle south area where you'll find a key in the corner. Ignore the key and go to the northwest corner of the room, taking the winding path while shooting down more Simloids. Once you reach a junction, take one right and go all the way east. Take another right to touch a sensor, then turn to face north and go into a new room. If you need health, go past the button down south to find an Armor powerup. While in the new room, destroy the Shark and go west until you see a black wall. Touch it and you'll be teleported into an area with a Ninja. Defeat the Ninja and go straight for the exit while dodging the teleport.

You can find a weapon power-up by taking a right past the black wall that will teleport you to the exit, but be careful of the Kamikaze guarding it. There are also two speed-ups to grab at the northwest part of the level.

Level 75 Name: Central Matrix Enemy Types: 4 Bouncers, 4 Kamikazes, 3 Crosseyes, 1 Ninja Bonuses: 1 Armor, 1 Extra Life Time: 800 Facing: West

The final expert level has you pitted against a lot of tough enemies with the exit in the middle. The problem is that the exit is completely surrounded by invisible walls and touching them will teleport you back out. After you take out the Simolids, go to the east side to find a button. Press it and a door at the north side will open, letting you enter past the first ring of invisible walls. Take out the bouncers while you carefully maneuver around as there's a second ring of invisible walls that will also teleport you. From the door you went through, take a left to grab the Armor, then turn around to face west. Go past the first teleport and head south toward the second teleport. When you take it, you'll be right by the exits with an Extra Life. After leaving, you'll be heading to level 61.